Hestia's Ever-Stable Sundries

Est. 2025 Human (Ascended Merchant) Artificer (Master Merchant)

Hestia's Ever-Stable Sundries

Hestia prices mundane goods by the book but haggles wide on magic items — she prefers payment in gp but will accept pp for very large deals. The shop's ledger i...

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Shopkeeper

Hestia Gramel, a Human (Ascended Merchant) Artificer (Master Merchant) (Lvl 517)

Keeper's Species

Human (Ascended Merchant)

16 Misc4 Weapons4 Potions3 ArmorEst. 1768.3k gp

Shop Inventory

(27)
Miscellaneous16

Sturdy, everyday rope. Reliable for climbing, towing, and improvised traps.

Basic pine torches; burn bright for about an hour.

Sealed leather waterskin. Holds ~4 pints.

Dried, preserved food sufficient for one person for a day.

A common traveler's pack with straps and pockets; holds adventuring gear.

Basic bedroll; comfortable enough for short rest.

Sparks a flame when struck — an essential tool for fire-starting.

Lantern with hood to control light. Burns for up to 8 hours on a pint of oil.

Good-quality ink and quill; parchment suitable for scrolls and letters.

A soft bag with an interior space considerably larger than its exterior.

Holds up to 500 lbs, 64 cu ft; extra-dimensional space. Beware planar interaction (can rupture with certain plane-shifters).

A 60-foot rope that obeys the command of its owner and can knot or anchor itself.

Responds to verbal command; can knot and climb on its own up to 60 ft. Useful for solo scaling.

A simple band of polished iron that warms to the touch when danger nears.

AC +1Grants +1 to AC and saving throws while worn.

A rare tome bound in supple hide that, once read, permanently enhances dexterity (subject to DM rules).

When read under proper conditions, increases your Dexterity score and maximum by 2 (consumed on use).

A deck of fabled power. Each draw can elevate, reward, or ruin a soul.

Chaotic, reality-altering effects per DMG. Extremely dangerous.

Hestia or her apprentice will identify a magical item and appraise its market value.

Identification performed (equivalent to identify spell for practical purposes) and written appraisal provided.

Minor mending, sharpening, and short-term enchantments (one day).

Small temporary bonuses (e.g., +1 to next attack or +1 AC for 8 hours) at the artisan's discretion.
Weapons4

A stout iron lever useful for prying, forced entry, and improvised combat.

A fine steel longsword with a faintly humming rune on the blade.

Atk Counts as magical for overcoming resistances; modest glow in moonlight.

A masterwork blade with deep runes that drink the iron taste of blood and light the soul of the wielder.

Atk Powerful magic; emits rune-light on kills (minor morale effect).

An ornate, sun-forged weapon of legend kept in a locked case. Hestia acquired it as collateral and will not sell.

Atk Artifact-level sunlight/banishing effects (not for ordinary sale).
Potions4

A sticky red potion that restores vitality when consumed.

Heal 7 HPRestores HP (average 7).

A stronger restorative draught favored by front-line fighters.

Heal 14 HPRestores HP (average 14).

A potent elixir for grievous wounds.

Heal 28 HPRestores HP (average 28).

One of the most potent single-shot cures available short of divine intervention.

Heal 45 HPRestores HP (average 45).
Armor3

A reinforced shield set with a faint protective ward. Gives a reliable bonus to armor class.

AC +2Grants +2 to AC while wielded.

Perfectly fitted plate with runic reinforcement; offers excellent protection.

AC +20Base plate AC 18 +2 enhancement = 20.

A dark cloak embroidered with silver thread. Wards the wearer against harm.

AC +1Grants +1 to AC and saving throws while worn.
HE

Hestia Gramel

Human (Ascended Merchant)Artificer (Master Merchant)Lvl 517

Shop Atmosphere

Hestia prices mundane goods by the book but haggles wide on magic items — she prefers payment in gp but will accept pp for very large deals. The shop's ledger is semi-sapient: it records bargains and occasionally writes a polite reminder into the margins (and whispers items out loud when customers haggle too long). Hestia will appraise items for 10 gp and keeps a layaway roster for high-level buyers; she refuses to sell certain artifacts and asks for references before selling the most dangerous items. She hums an old sea shanty when bargains go her way, and her parrot (a small clockwork corvid) occasionally offers 'discounts' to regulars.
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