Hallowell's Sundries & Provisions

Est. 2025 Human Bard

Hallowell's Sundries & Provisions

Marta hums tunelessly while she works and writes small poems on receipts. Her cat 'Ledger' sleeps in the coin tray and occasionally bats at customers' fingers; ...

MA

Shopkeeper

Marta Hallowell, a Human Bard (Lvl 5)

Keeper's Species

Human

14 Misc3 Potions2 Weapons1 ArmorEst. 1.5k gp

Shop Inventory

(20)
Miscellaneous14

Sturdy hemp rope, good for climbing or tying gear. Slightly rough, will fray if repeatedly exposed to abrasion.

A full kit for moderate to difficult climbs. Pitons are iron and reusable; includes waxed cord.

Grants advantage on Athletics checks to secure a rope when properly used (DM adjudicated).

Dried meat and hard bread, salted, will keep for months. Two meals a day.

A woolen bedroll stuffed with straw. Not luxurious but keeps off cold ground.

Simple wooden torch that burns for 1 hour. Produces bright light for 20 ft and dim light for additional 20 ft.

Can ignite flammable objects; easily extinguished by wind or heavy rain.

Sealed leather skin that holds up to 4 pints of liquid.

A metal lantern with a hinged hood; burns oil to provide a steady light. Less likely to startle wildlife than an open torch.

Bright light 30 ft, dim light 60 ft. Hooded design can be closed to reduce light.

Bandages, salves, splints and a small book of first aid basics. Dried herbs included.

Provides stabilizing aid without requiring a Medicine check when used properly; grants advantage on a single Medicine check once per day (flavorful; DM discretion).

Picks, files, short blades and a few lockpicks wrapped in oilcloth. Good for simple mechanisms and common locks.

Provides a +2 to Dexterity (Thieves' Tools) checks when used by someone proficient (Marta's endorsement).

Weatherproof leather case with ink and quill. Useful for recording the expedition route or marking treasure.

Ink resists rain for up to 24 hours once applied.

A shrill whistle carved from bone. Loud and carries well in canyons.

Can be heard up to ~600 ft in open terrain (DM conditional).

An extra-dimensional bag for secure storage. Marta doesn't keep one on the shelf but can procure it in a few days for the right coin and references.

Holds up to 500 lb, regardless of apparent size; item behaves as Bag of Holding (DMG). Delivery time 3-7 days and requires a signed agreement.

A battered copper coin stamped with a small lute motif. A local charm said to favor those on the road.

Once per long rest, the holder may reroll one failed ability check (must take the new roll). The coin warms to the touch while attuned (requires short rest to attune).

Needles, thread, patches, and leather glue. Ideal for quick fixes on clothing and light gear.

Grants advantage on improvised repairs to non-magical gear for up to one hour of work.
Potions3

A small glass vial containing a bitter, herbaceous solution. Drinking it neutralizes common venoms.

When administered within 1 minute of being poisoned, grants advantage on the saving throw and halves duration of many natural poisons (DM decides specifics).

A small vial of red liquid that mends minor wounds.

Heal 8 HPHeals HP when consumed (standard Potion of Healing effect).

A crystalline vial of deeper red that knits flesh more thoroughly.

Heal 20 HPHeals HP when consumed (Potion of Greater Healing effect).
Weapons2

A common adventurer's shortsword. Marta's personal smith fitted the hilt with a leather wrap for balance.

Simple, versatile spear. Can be thrown or used one-handed.

Thrown (range 20/60).
Armor1

Light armor treated with oils to resist moisture. Common among scouts and messengers.

AC +11No disadvantage on Stealth checks beyond normal leather armor penalties.
MA

Marta Hallowell

HumanBardLvl 5

Shop Atmosphere

Marta hums tunelessly while she works and writes small poems on receipts. Her cat 'Ledger' sleeps in the coin tray and occasionally bats at customers' fingers; Marta refuses to move the tray because 'Ledger keeps the books honest.' She offers a modest discount (5%) to bards and performers who entertain the shop for five minutes, and will trade information about local rumors for hard-to-find spices or exotic seeds rather than coin.
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