Marla's Tackle & Sundries - AI-generated fantasy Shop

Marla's Tackle & Sundries

Est. 2025 Human Rogue

Marla's Tackle & Sundries

Marla tends to barter in favors rather than coin; she offers straight answers only if you buy her a swig from the market stall or promise to help move a crate. ...

MA

Shopkeeper

Marla , a Human Rogue (Lvl 2)

Keeper's Species

Human

11 Misc3 Armor3 Weapons1 PotionsEst. 95 gp

Shop Inventory

(18)
Miscellaneous11

A well-used length of hemp rope, salt-stiff at the ends but serviceable for tying, climbing, or lashing down cargo.

Hooks, a spool of line, a few lead weights, and some rotten bait in a small tin — enough for a day's catch.

A small metal box containing flint and tinder — essential for starting fires in damp port weather.

A battered but functional hooded lantern with half a flask of oil; useful for night work around the docks.

Casts dim light for 10 ft, bright for 30 ft when lit.

Large needles and heavy thread for mending sails or clothing — a staple for crews and poor families.

Rusted but solid; used by smugglers and thieves to climb warehouse walls and rig lines between ships.

Can aid in improvised climbing checks; prone to slipping if not lashed securely.

A coarse leather waterskin with a cork stopper. Holds roughly a day's worth of water for one person.

Salty dried fish and a rock-hard biscuit. Fills the belly but isn't pleasant.

A crudely drawn map showing the main docks, a few warehouses, and the scrawled note 'shallow cove — slack tide tonight'.

May provide advantage on navigation or planning a small-boat approach (DM discretion).

A compact set of worn picks and tension tools. Marla admits she doesn't sell to obvious city watch types.

Grants a +2 circumstance bonus to Thieves' Tools checks when used by a proficient character (house rule).

A cheap clay pipe and a half-pouch of coarse tobacco. Prized for morale among longshoremen.

Smoking grants comfort; roleplay value only.
Armor3

A heavy wool cloak patched in several places — good for warmth and blending into the docks at night.

AC +11Provides modest protection and shelter; not enchanted.

A patched leather vest that offers basic protection without restricting movement — common among dockworkers.

AC +11Light armor; noisy when wet.

A round wooden shield rimmed in iron. Dented from being used to shove crates.

AC +2Grants +2 to AC when used (counts as a basic shield).
Weapons3

A splintered but sturdy club — common among deckhands for moving cargo and dealing with troublemakers.

A serviceable dagger with a slightly pitted blade. Sharp enough for hunting and self-defense.

Can be thrown (range 20/60).

A short blade dulled by use but serviceable after a quick sharpening. Popular with sailors.

Potions1

A small vial of reddish liquid that mends flesh when imbibed. Rare to find in the poorer quarter, Marla keeps one or two for real emergencies.

Heal 2 HPHeals hit points when consumed (standard potion of healing effect).
MA

Marla

HumanRogueLvl 2

Shop Atmosphere

Marla tends to barter in favors rather than coin; she offers straight answers only if you buy her a swig from the market stall or promise to help move a crate. She keeps a small carved whale tooth behind the counter and touches it when nervous. The shop's door is never fully closed — rope ties it instead of a latch, and the shop cat, 'Tar', has dibs on any fish in the store.
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