The Gilded Lantern Inn & Provisions

Est. 2025 Human Bard

The Gilded Lantern Inn & Provisions

Maris speaks with a soft laugh and a habit of plucking a few strings on a well-worn lute when thinking. She keeps a ledger of guests' favorite drinks and will r...

MA

Shopkeeper

Maris Vell, a Human Bard (Lvl 5)

Keeper's Species

Human

16 Misc1 Potions2 WeaponsEst. 229 gp

Shop Inventory

(19)
Miscellaneous16

A small, clean room with a straw mattress, wash basin, and thick curtains to block street noise.

Includes use of chamber pot, fresh linens every third night for stays longer than a week.

A well-appointed suite with a soft bed, small private common area, and hot water on request.

Occasional complimentary bread and cheese; the innkeeper may share local rumors for tips.

Stew, bread, and ale — filling and warm. Good for restoring vigour after travel.

Heal 2 HPEating grants advantage on one Constitution (saving throw) vs. exhaustion for the next 24 hours if rested.

Locally brewed ale, rough but cheap. Popular among dockworkers and watchmen.

Mild dulling of nerves—small chance to give temporary advantage on Intimidation when used socially (roleplay-dependent).

A respectable bottle from the southern terraces—smooth and favored by merchants.

Dried meat, hard bread, and preserved fruit—keeps for weeks.

Sturdy leather waterskin filled with fresh water from the inn's well.

Simple canvas bedroll—clean and serviceable for camping.

Reliable 50-foot coil of rope. Good for climbing and lashing.

Metal lantern with a hood to focus light; requires oil (flask) to function.

Provides bright light in 30 ft and dim light an additional 30 ft when lit.

Scented or unscented oil for lanterns and lamps.

One flask fuels a lantern for ~6 hours.

Bandages, salves, and splints used to stabilize and treat wounds.

Allows use of the Medicine check; stabilizes without a roll when used once per creature per day.

A small iron-bound wooden box with a basic tumbler lock—good for valuables.

Lock provides a -5 penalty to a Sleight of Hand/Thieves' Tools check vs. novices; professional thieves will still get through.

A well-annotated map marking taverns, fences, watch posts, and good smuggling routes known to the inn.

Contains a single hidden note pointing to a friendly fence (roleplay hook).

A stamped brass token used by those who sometimes work with the City Watch—signals a basic level of cooperation.

Flash to a patrol may buy a 10-minute delay or a lowered suspicion check; not a guarantee.

A simple brass amulet with a tiny ruby that glows warm to the touch. Low-level magic but useful to travelers.

Once per long rest, the wearer can cast prestidigitation to warm food or clothing or light a tiny flame—purely utilitarian.
Potions1

A small glass vial filled with a rosy liquid that heals wounds when drunk.

Heal 2 HPRestores hit points when consumed (standard 5e Potion of Healing).
Weapons2

Well-balanced throwing knife useful for light combat or hunting.

Light and thrown (range 20/60).

Simple wooden club, cheap and dependable.

MA

Maris Vell

HumanBardLvl 5

Shop Atmosphere

Maris speaks with a soft laugh and a habit of plucking a few strings on a well-worn lute when thinking. She keeps a ledger of guests' favorite drinks and will remember small favors—often repaid later with help or gossip. The inn enforces a 'no blood' rule: fighters who make a mess of the common room are asked to pay for cleaning or forfeit the right to tell stories until they do. The Gilded Lantern also offers rumor-swaps: a useful lead on a job in exchange for a service or a story worth a copper.
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