Marta's Sundries & Provisions

Est. 2025 Human Commoner

Marta's Sundries & Provisions

Marta whistles an old riverboat tune while she works. She insists on wrapping odd items in brown paper and tying them with red string (customers swear it brings...

MA

Shopkeeper

Marta Hobb, a Human Commoner (Lvl 3)

Keeper's Species

Human

19 Misc2 Potions5 Weapons3 ArmorEst. 177 gp

Shop Inventory

(29)
Miscellaneous19

Sturdy leather pack with multiple pockets and straps for adventuring gear.

Rough but warm rolled blanket and mat. Keeps you off damp ground.

A thick wool blanket; good for cold nights.

Simple tallow candles. Burn for a short time each.

A simple torch — good for short-term illumination and as an improvised weapon.

Illuminates a 20-foot radius bright light, 60-foot dim light when lit.

Box with flint and scrapers for starting fires reliably.

Allows lighting fires (torches, campfires) without disadvantage

Good, reliable rope for climbing, lashing, and general use.

Fine silk rope that is lighter and stronger than hemp.

Softer on hands, easier to tie delicate knots

A treated leather waterskin; carries about a day’s water for one person.

Dried meats, hardtack and preserved fruit — keeps you fed for a day.

Lamp oil; also useful for lubricating or as an accelerant.

Can be ignited ( fire + spreads) — use cautiously

A metal lantern with a hood to control light direction; uses oil.

Provides bright light 30 ft, dim for further 30 ft when lit

Reliable striker for lighting fires and flint-lock devices.

Guaranteed to start small fires if conditions permit

Bandages, salves, and simple tools for treating wounds (10 uses).

Stabilizes a dying creature without a Wisdom (Medicine) check; 10 uses

Steel bolts for light crossbows.

A small case of picks and pliers for disabling locks and traps.

Required to make Sleight of Hand/Thieves' tool checks; diamonds or special bits not included

A small iron-bound box with a simple lock. Handy for valuables.

A bottle of black ink and a feather quill; useful for map-making and letters.

A hand-drawn map of the immediate area: village, nearby roads, and known hazards.

May include merchant notes (Marta's hand) pointing out safe paths
Potions2

A glass phial of red liquid that heals wounds when drunk.

Heal 7 HPHeals HP when consumed

A jar of salves made by Marta's sister — soothes wounds and speeds recovery slightly.

Heal 3 HPWhen applied grants +3 HP (single use) and eases infection (roleplay benefit)
Weapons5

Simple wooden cudgel; cheap and reliable.

Simple melee weapon, light

A small blade that can be thrown or used in close quarters.

Finesse, light, thrown (range 20/60)

Long wooden staff; versatile as a one- or two-handed weapon.

Simple weapon, versatile

A light blade favored by guards and scouts.

Finesse

Simple ranged weapon; fires bolts with decent power.

Loading, ammunition (range 80/320)
Armor3

A standard wooden shield reinforced with iron; common among guards.

AC +2As a shield, grants bonus to AC while equipped

Treated leather armor offering light protection without restricting movement.

AC +11Light armor: base AC 11 + Dexterity modifier

Softly quilted armor that offers minimal protection; noisy.

AC +11Light armor: base AC 11 + Dex, but imposes disadvantage on Stealth
MA

Marta Hobb

HumanCommonerLvl 3

Shop Atmosphere

Marta whistles an old riverboat tune while she works. She insists on wrapping odd items in brown paper and tying them with red string (customers swear it brings luck). She'll offer free tea if you ask about local gossip; offers to barter small favours for discounts (feeding her cat, fetching an odd ingredient). Marta keeps one 'mystery shelf' behind the counter with odd trinkets — she claims none are magical, but adventurers disagree.
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