The Cast-Off Chest

Est. 2025 Human Commoner / Merchant

The Cast-Off Chest

The Cast-Off Chest looks like a jumble sale shoved into a shopfront: piles of religious trinkets, dog-eared manuals, and mismatched cookware everywhere. Elda, a...

EL

Shopkeeper

Elda Marrin, a Human Commoner / Merchant (Lvl 3)

Keeper's Species

Human

18 Misc2 Misc2 Armor2 Weapons1 Potions2 MiscEst. 154 gp

Shop Inventory

(27)
Miscellaneous18

A small, dented holy symbol of various creeds — brass, carved wood, or tin. Serviceable as a focus for prayers.

Functions as a religious focus; some have faint devotional scribbles inside (flavor, no mechanical effect).

A well-used length of rope. Still holds for light duty but shows wear and patched sections.

A patched leather backpack with a loose seam. Holds essentials but smells faintly of spices.

Five twig-and-cloth torches tied together. They burn shorter and smoke more than quality torches.

Burn duration slightly shorter (treat as 1/2 duration at DM discretion).

An old hooded lantern with pitted glass. Throws light but glare and soot are common.

Light radius slightly reduced at DM's discretion; requires a bit more oil.

Cheap paraffin candles in a tin. Burn roughly a quarter as long as higher-quality candles.

A day’s worth of preserved food that’s seen better days. Fills the belly but tastes rank.

Eating may impose disadvantage on one Wisdom (Perception) check if rolled within 1 hour (DM discretion).

A harsh, home-brewed spirit sold in a dingy bottle. Smooth talkers sometimes use it as a bribe.

Provides +1 to Charisma (Persuasion) checks for 10 minutes among local drunks; imposes -1 to Dexterity checks for 1 hour.

A brittle scrap of vellum. The runes are faded; someone with magic might coax a single bit of power from it.

May contain a 1st-level spell. Requires Arcana to identify safely; misuse risks shattering the scroll and a small discharge ( force damage).

A sealed tin containing buttons, cracked dice, a child's toy soldier, a broken watch gear and other odds and ends.

Most items purely decorative; a single coin ( cp) may be hidden inside.

A torn scrap of a city map marking a cluster of back alleys and a scribbled 'X' in pencil.

Gives a vague hint: a successful Intelligence (Investigation) or Wisdom (Perception) check reveals a likely hiding place for small caches (DM decides specifics).

A small hand-mirror with a dull silver backing and a tiny crack; still usable for signals and grooming.

Can be used for signaling or examinations; fragile.

Two worn iron horseshoes. Good for replacements or a quick improvised hook.

A corked glass of lamp oil — not much but enough to top off a lantern once.

A straw-stuffed bedroll that hasn't seen a good wash in months. Functional but uncomfortable.

An old metal button engraved with a crude sun. Locals swear it brings a streak of luck.

No mechanical benefit by default — reputation-based boons possible at GM discretion (roleplay item).

A heap of patched shirts, trousers, and cloaks. Sizes vary and stains are common.

May alter how NPCs react (appearance), useful for disguises with a quick change (roleplay).

A small brass compass; the needle sticks sometimes but points true after a minute.

Useful for navigation but requires a successful Wisdom check when the needle sticks.
Miscellaneous2

A battered tinderbox with a chipped striker. It still makes sparks if handled by someone patient.

May require a Dexterity check to produce flame on first try if striker is damaged.

A small kit of picks and tension wrenches — serviceable but some pieces are bent and corroded.

Performs as thieves' tools but add a -2 penalty to checks due to rust.
Armor2

A threadbare set of padded armor. Offers basic protection but the padding is compressed in places.

AC +11

A wooden shield with a deep gouge. Still grants some protection if strapped on properly.

AC +2Dented surface could impose disadvantage on Sleight of Hand checks when used as improvised bashing tool.
Weapons2

A short blade with surface rust and a slightly bent tip. Still cuts but may snap with abuse.

Rust may cause occasional disadvantage on attack rolls at DM discretion if not cared for.

A shortbow whose string has been replaced multiple times and whose limb is slightly warped. Not reliable for long-range work.

Range and accuracy reduced at the DM's discretion; might impose -2 to attack rolls beyond short range.
Potions1

A small glass vial of red liquid. Heals wounds when imbibed.

Heal 7 HP
Miscellaneous2

A pew-worn book with prayers and hymns. Pages are thumbed and a few are damp-stained.

Contains common prayers and blessings; clergy may find small roleplay uses but no inherent magic.

A handbook on common plants and herbs. Pages are smudged but legible.

Grants advantage on one Nature check to identify common medicinal plants (not magical herbs) if the reader spends 10 minutes studying it.
EL

Elda Marrin

HumanCommoner / MerchantLvl 3

Shop Atmosphere

The Cast-Off Chest looks like a jumble sale shoved into a shopfront: piles of religious trinkets, dog-eared manuals, and mismatched cookware everywhere. Elda, a soft-spoken human with ink stains on her fingers, keeps one eye on customers and the other on a sleeping tabby that patrols the counters. She haggles cheerfully, prefers trades of 'interesting' items over coin, and will often sell a 'mystery box' (1 gp) of unexamined goods. Many items are marked down because they came from lost-and-found piles, altar clear-outs, or a caravanner who 'couldn't be bothered.' Elda will occasionally accept clean rations, a rod of gold foil, or a curious bauble instead of full price, and she swears by her 'repair corner' where a copper or two will make things marginally better.
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