Tallow & Trinket General Emporium

Est. 2025 Human Rogue (ret.)

Tallow & Trinket General Emporium

Marta hums old sea shanties when bargaining and keeps a brass piggy bank under the counter that she insists you drop a copper in as 'good luck'—refuses to sell ...

MA

Shopkeeper

Marta Tallow, a Human Rogue (ret.) (Lvl 4)

Keeper's Species

Human

13 Misc3 Potions4 Weapons3 ArmorEst. 9.2k gp

Shop Inventory

(23)
Miscellaneous13

A stick wrapped in pitch; burns bright for 1 hour.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet.

Sturdy hemp rope, reliable for climbing and binding.

A leather waterskin that holds about 4 pints of liquid.

A standard backpack with straps and multiple compartments.

A day's worth of dried and salted food sufficient for one adult.

Pits, special boots, gloves, harnesses, and chalk for climbing and rescue.

Advantage on checks to climb or descend with kit properly used.

Bandages and salves useful to stabilize a dying companion without a Medicine check.

Stabilizes a creature without a roll. Has 10 uses; each use consumes one kit's charge.

A short wooden wand inlaid with tiny silver filigree. Holds charges for casting Magic Missile.

Has 7 charges. Spend 1 or more charges to cast Magic Missile (1 charge = 1 missile of force). Regains charges at dawn.

A small set of fine picks, files, and tension tools for delicate work.

Grants advantage on one Thieves' Tools attempt if used by a proficient character (DM adjudicates).

A parchment map showing roads, inns, waypoints, and a few noted monster lairs (sketchy).

Provides advantage on Navigation checks to locate known points called out on the map.

A leather-wrapped spyglass that magnifies distant objects by 6x.

Grants advantage on Investigation checks to identify distant features and creatures within visual range.

A single-use scroll inscribed with the Detect Magic spell.

Casting requires reading the scroll; wizard, cleric, or similar spellcaster can use it. Single use.

A hooded lantern that provides steady light for 6 hours on a flask of oil.

Bright light in a 30-foot radius, dim for an additional 30 feet. Hood muffles light for stealth use.
Potions3

A basic brew that grants advantage on saving throws vs. poison for 1 minute.

Advantage on saving throws against poison for 1 minute after drinking.

A red-stained glass vial of restorative potion.

Heal 2 HPRestores HP when consumed.

A stronger healing potion for more serious wounds.

Restores HP when consumed.
Weapons4

Well-balanced steel shortsword favored by scouts.

A solid military longsword, good for soldiers and adventurers.

A simple, reliable crossbow with a 80/320 ft. range.

Requires a free hand to reload.

A finely-crafted longsword that grants a bonus to attack and damage.

Atk +1 to attack rolls and damage. Tempered with a faintly warm hilt.
Armor3

Light armor reinforced with metal studs; good for scouts and rogues.

AC +12

A round iron-braced shield, adds protection to the wielder.

AC +2

A dark green cloak that seems to shrug off rain; wearer gains a +1 to AC and saving throws.

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

Marta Tallow

HumanRogue (ret.)Lvl 4

Shop Atmosphere

Marta hums old sea shanties when bargaining and keeps a brass piggy bank under the counter that she insists you drop a copper in as 'good luck'—refuses to sell certain items to anyone who refuses. She knows a few under-the-table contacts and may offer odd jobs instead of straight cash for rarer goods.
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