The Well-Tied Knot General Goods

Est. 2026 Human Rogue

The Well-Tied Knot General Goods

The shop smells faintly of lemon oil and beeswax. The owner keeps a tiny brass scale on the counter and insists on weighing any coin offered for trade. A carved...

ME

Shopkeeper

Mera Linvale, a Human Rogue (Lvl 5)

Keeper's Species

Human

14 Misc2 Potions3 Weapons2 ArmorEst. 2.1k gp

Shop Inventory

(21)
Miscellaneous14

A 50-foot length of hempen rope. Reliable, coarse fiber; the workhorse rope for most adventurers.

Standard hempen rope for climbing, anchoring, and tying.

Fine silk rope, easier to handle and lighter than hemp. Costs more but better for delicate work.

Silk rope is quieter and easier to knot; preferred for stealthy climbs.

A simple wooden torch wrapped in pitch. Cheap and reliable source of light for short durations.

Provides light; can be used to light tinder or start campfires.

A tinderbox for starting fires; simple and essential for camping.

Used to light torches, lamps, and campfires.

A climber's kit: harness, pitons, boots, and other gear to make climbing safer and faster.

Grants proficiency-like advantage when used by a character trained in climbing gear.

A healer's kit with bandages, salves, and splints for battlefield first aid.

Use to stabilize a dying creature without a Wisdom (Medicine) check and to apply first aid in downtime.

Dried meats, hard bread, and other preserved fare good for travel.

Standard rations for travel; 1 day's worth per unit.

A leather waterskin, lined and sturdy for long journeys.

Holds water or other liquids; essential for travel.

A small bundle sale: 1 hempen rope, 2 torches, 1 tinderbox, and 1 day's rations.

Common, inexpensive supplies bundled for convenience.

A sticky glass flask of flammable paste that sets targets alight when thrown.

Thrown to ignite on impact. Target takes fire damage at the start of its turns until extinguished. Can be thrown up to 20 ft.

A vial of sanctified water, useful against creatures of darkness.

When splashed on a fiend or undead, deals radiant damage. Thrown up to 20 ft; treated as an improvised weapon for attack roll.

A plain-looking traveler's cloak that seems to take on the colors of the weather. Favored by cautious travelers.

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

A cloth satchel with a curious deep pocket. Items placed inside do not bulk up the bag's exterior.

A Bag of Holding that can store up to 500 lb. (contents never change weight externally).

A leather-bound merchant's ledger enchanted to guide the hand of its owner when valuing goods.

Once per day, grants the bearer a bonus to a single Charisma (Persuasion) or Intelligence (Investigation) check for haggling or appraisal; otherwise functions as a well-stitched merchant's ledger.
Potions2

A small vial of red-streaked liquid that glimmers when shaken. The classic cure-all for battle wounds.

When drunk, the drinker regains hit points. Drinking is a Bonus Action.

A bitter, viscous vial brewed to steady the body against toxins.

Drinking grants advantage on saving throws against poison for 1 hour.
Weapons3

A short, well-balanced sword designed for quick strikes and finesse fighting.

A reliable blade favored by rogues and scouts.

A sturdy longbow carved from yew and backed with tendon; a staple for rangers and hunters.

Classic hunting bow with long reach.

A finely tempered shortsword with a runed pommel that hums faintly when drawn.

Atk A magical weapon that grants +1 to attack and damage rolls.
Armor2

A flexible shirt of interlinked rings worn under clothing. Offers decent protection without heavy encumbrance.

AC +13Good balance of protection and mobility; does not impose a Strength requirement.

A round wooden shield with iron rim, painted with the shop's small knot insignia.

AC +2Can be donned or dropped in combat as an action; common shield design.
ME

Mera Linvale

HumanRogueLvl 5

Shop Atmosphere

The shop smells faintly of lemon oil and beeswax. The owner keeps a tiny brass scale on the counter and insists on weighing any coin offered for trade. A carved wooden knot over the door is said to bring good deals to honest buyers. On market days the owner offers 'haggle tea'—a small cup to loosen tongues; anyone who sips gets one extra roll at negotiation if the proprietor approves.
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