Merrin's Mounds & Sundries

Est. 2025 halfling rogue

Merrin's Mounds & Sundries

The shop is packed floor-to-ceiling with piled items, creating narrow winding paths. Merrin talks to the goods as if they were old friends, and will happily bar...

ME

Shopkeeper

Merrin Tallowglass, a halfling rogue (Lvl 2)

Keeper's Species

halfling

28 Misc4 Weapons1 Armor2 PotionsEst. 194 gp

Shop Inventory

(35)
Miscellaneous28

A bulky, patched leather pack with too many pockets; straps frayed but serviceable.

Holds up to 30 lbs comfortably; several hidden inner pockets ( to find).

Sturdy hemp rope, slightly rough to the touch.

A bundle of short-burning pine torches.

Each burns for 1 hour; Shed bright light in 20 ft and dim light for 20 ft beyond.

Wool cloak with multiple patches; surprisingly warm.

Provides modest protection from cold; advantage on saving throws vs mild weather effects when worn.

Sturdy leather waterskin that seals well.

A mix of hardtack, jerky, dried fruit and a small slab of cheese — not gourmet, but filling.

Each day's ration provides enough for one creature; some pieces are past their prime (chance of mild stomach upset at DM discretion).

Plain but serviceable set of clothes appropriate for travel and work.

A tin of assorted picks, tension wrenches, and a spool of wire — useful in a pinch.

Grants a +2 on thieves' tools checks when used by someone proficient.

Thin tallow candles; burn steadily but smoky.

Each burns ~1 hour; cheap source of light.

A small whistle that still carries a clear note.

Can be heard up to 200 ft in quiet conditions.

A chaotic set of torn maps that may fit together — or not. Some show local forks and farmsteads.

DM may use fragments as hooks for local locations or rumors.

An iron key with odd notches; likely not ordinary.

Merrin claims it opens 'something interesting' — DM may tie to plot hooks.

Wax sticks and a small iron stamp with an anonymous crest.

Useful for sealing letters or simple traps (roleplay uses).

A small leather-bound notebook with stained pages.

Dusty white chalk useful for marks and maps.

Reddish-brown wine with a vinegary tang if inspected closely.

Mild inebriation if consumed (DM discretion).

Small glass vials with corks; some stained with old residue.

Useful for potion-making or sample collection.

A tarnished silver locket with a missing portrait.

May have sentimental value; possible plot hook.

Extremely fine but very strong thread collected and braided into a spool.

Has high tensile strength; can be used for delicate repairs or improvised snares.

A polished stone Merrin claims brought good fortune to its previous owner.

Placebo effect: grants advantage on one small non-combat skill check if DM allows (one-time use).

Metal jaws in a compact bundle; springs well-oiled.

Sets with a Survival check; deals piercing when triggered (DM may vary).

A small brass lantern with glass panes; works fine once fueled.

Provides bright light in 60 ft and dim for another 60 ft when lit (requires oil).

A straw-filled roll covered in thick fabric; functional.

Needles, thread, thimble and small pair of scissors in a cloth pouch.

Provides advantage on clothing repair checks when used by someone proficient with a sewing kit.

A small satchel of common components: chalk, bat guano substitute, salt, and feathers.

Contains mundane components for low-level spells; does not include costly gems.

A cracked face and stopped hands; inner mechanics exposed and oily.

Useful as crafting material for tinkerer NPCs; might be repairable by a skilled artisan.

A cloth bag full of mismatched buttons, beads, and curious tiny bits.

Good for barter or as distraction components.

Delicate cups with hairline chips along the rims.

Weapons4

A basic dagger with some surface rust; still sharp enough.

Light, finesse. Rust imposes small chance (DM) to slightly reduce critical aesthetics only.

Balanced blade with nicked edge; scuffed leather grip.

Versatile for simple training; not magical.

Compact shortbow, string recently replaced; a quiver of assorted arrows.

Range 80/320. Some arrows are blunted, check individually if reused.

A simple sling with a leather pouch and a handful of rounded stones.

Range 30/120. Bullets are of mixed sizes (some may break).
Armor1

Tanned leather armor with several mended seams; light and quiet.

AC +11Standard light armor: +1 to AC (base 11 + Dex modifier).
Potions2

A cloth bundle of herbs and salves Merrin insists came from 'an old healer'; applies to wounds.

Heal 1 HPRestores 1 HP when applied (non-magical); may reduce bleeding (DM's call).

A clumsily labeled vial of pale liquid that smells faintly of citrus.

Advantage on saving throws against one non-magical poison (single use).
ME

Merrin Tallowglass

halflingrogueLvl 2

Shop Atmosphere

The shop is packed floor-to-ceiling with piled items, creating narrow winding paths. Merrin talks to the goods as if they were old friends, and will happily barter stories or tidbits of local gossip for small favors. Many items are labeled with tiny hand-written notes, some useful and some incomprehensible. Merrin gives a free patch or small repair to anyone who helps find a lost item in the back storeroom.
Visual sheet

Turn Merrin's Mounds & Sundries into a sheet

A high-res, share-ready sheet you can post or print.