Tallowwright's General & Oddments

Est. 2025 Human Rogue (ret.) / Merchant

Tallowwright's General & Oddments

Mara barters with stories: trade a good tale (2 minutes or less) and she may knock 5–10% off the price. She keeps a ledger of 'favours owed' for regulars and hu...

MA

Shopkeeper

Mara Tallowwright, a Human Rogue (ret.) / Merchant (Lvl 4)

Keeper's Species

Human

4 Weapons2 Armor2 Potions10 MiscEst. 8k gp

Shop Inventory

(18)
Weapons4

A well-balanced short sword with a slightly worn leather hilt. Reliable for fighters and scouts.

Hickory stave longbow with a treated string. Takes a steady hand and practice, but will last seasons.

A short-handled axe weighted for throwing. Can be used in melee if required.

A finely tempered longsword with a faintly warm grip. Blade shows subtle runic tempering marks.

Atk Grants +1 to attack and damage rolls. Considered a minor magical weapon suitable for low-tier adventurers.
Armor2

Layered leather reinforced with small metal studs. Good protection without much noise.

AC +12Light armor; allows stealth with no disadvantage in normal conditions

A shoulder-to-waist chain shirt offering moderate protection while remaining flexible.

AC +13
Potions2

A small vial of red liquid that mends flesh and steadies veins. Single-dose restorative.

Heal 7 HPHeals a moderate wound on consumption (standard single-use healing potion equivalent).

A bitter-tasting syringe of crystallized herbs dissolved in vinegar — helps resist poisons for a short time.

Advantage on checks against poison for 1 hour or advantage on saving throw vs poison (GM call).
Miscellaneous10

A heavy wool cloak lined with oilcloth. When drawn tight and spoken to, it sheds heavy rain and cuts wind noticeably.

AC +1Provides +1 to defense (temporary shelter bonus) while used to shelter from weather; dries wearer more quickly after getting wet.

A cloth sack woven with hidden pockets and a shimmering inner lining. Stores more than appears possible.

Holds up to 250 lbs and 8 cu ft; items placed inside do not count as being carried (subject to GM ruling).

Contains flint, strip of tinder, a vial of oil, and a small glass lens used to focus sparks and start fires quickly.

Can be used to start fires in wet conditions with advantage; GM may grant bonuses to survival checks.

Rugged cord of braided hemp. Useful for climbing, binding or creating makeshift traps.

Dried meat, hard bread, some smoked cheese and a chunk of candied root — fills the belly for a day on the road.

A compact set of delicate picks and tension tools kept in a leather roll. Handy for locksmiths or rogues.

Grants a small mechanical bonus to lockpicking checks when used by a trained hand (flavor; +2 at GM discretion).

A metal-and-glass lantern with a brass hood and a small canister of lamp oil included.

Provides bright light in a 20-foot radius, dim for an additional 40 ft; hood can be closed to reduce light.

A parchment inscribed with a warding glyph. When activated, it alerts the caster to intruders within a small area.

Casts Alarm (single use). Useful for guards, camps, and vaults.

A thin bronze ring engraved with feather motifs. It makes steps lighter and sure-footed.

Wearer reduces fall damage by up to 5 points once per short rest; also grants advantage on Dexterity (Acrobatics) checks to balance once per day.

A compact kit containing bandages, salves and splints. Useful to stabilize and treat wounds.

Allows stabilization without a Wisdom (Medicine) check and provides a small healing benefit (GM: HP) once per short rest when used correctly.
MA

Mara Tallowwright

HumanRogue (ret.) / MerchantLvl 4

Shop Atmosphere

Mara barters with stories: trade a good tale (2 minutes or less) and she may knock 5–10% off the price. She keeps a ledger of 'favours owed' for regulars and hums an odd lullaby while weighing coins.
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