Marrek's Mire & Sundries

Est. 2025 Human (marsh-born) Ranger

Marrek's Mire & Sundries

Marrek constantly polishes a small carved frog amulet and insists you take off your boots before stepping behind his counter; he will trade rare swamp trinkets ...

MA

Shopkeeper

Marrek Fenhand, a Human (marsh-born) Ranger (Lvl 6)

Keeper's Species

Human (marsh-born)

9 Misc2 Armor3 Weapons3 PotionsEst. 523 gp

Shop Inventory

(17)
Miscellaneous9

Rugged, water-streaked rope treated with tar to resist rot—essential for swamp travel.

Treated to resist rot and mildew; disadvantage on checks to fray/break when wet.

A double-sealed waterskin. Keeps water cool and slows algae growth if rinsed.

A torch soaked in a smoky oil blended from marsh herbs; burns longer and emits acrid smoke that discourages insects.

Burns for 1 hour. Creatures with a weakness to smoke (DM discretion) may be disadvantaged on Stealth checks while within 5 ft.

A brass-lit lantern with a slow, greenish flame fueled by fen oil. Light is steady even in damp air.

Provides bright light in a 20-ft radius and dim light for another 20 ft. Keeps fog/small mists from dampening the flame.

A viscous, pungent oil used to treat rope, boots, and lanterns. Marrek extracts it from marsh tubers.

When applied to cloth or rope, grants resistance to water damage for 24 hours. Highly flammable.

Compressed leaves and silt that ease pain and slow infection when applied to wounds.

Heal 1 HPWhen applied, grants a creature stabilization if at 0 HP without a Wisdom (Medicine) check, or provides +1 to death-save rolls for 24 hours.

A sticky green salve that helps close shallow cuts and repels leeches and biting insects.

Applying to exposed skin gives advantage on saves vs. disease from insect bites for 8 hours (DM discretion).

A hand-drawn map marking common shallow channels, quickmud pockets, and reed-thickets. Updated seasonally.

Grants advantage on Survival checks to navigate the mapped portion of the swamp once consulted.

A fine powder that, when dusted on boots and leather, reduces the sucking effect of quickmud for a short time.

For 1 hour after application, creatures have +2 to Strength (Athletics) checks to escape nonmagical mud or quicksand-like features.
Armor2

Well-crafted leather boots with extra grip for mud and submerged travel.

AC +1Grant +1 to Dexterity (Sleight of Hand) or Athletics checks made to avoid slipping in soft ground (DM adjudicates).

A mottled, hooded cloak designed to break up silhouette among reeds and lichen.

Gives bonus to Stealth checks made in marsh, reed, or wetland terrain (nonmagical effect based on craftsmanship).
Weapons3

A long reed fashioned into a blowpipe; useful for silent hunting or delivering small toxin darts.

Range 10/30 ft. Darts can be coated with toxins (see Antitoxin/Poison items).

A heavy, mud-shedding net with weighted knots—designed to trap small marsh beasts or humanoids.

As per DMG/PHB net rules; weighted to sink in shallow water.

A short, slashing blade favored for clearing reeds and close-quarters fighting in boats.

Atk Light; when used to cut through plant matter or rope, grants a +2 to attempts to clear such obstacles.
Potions3

A bitter brew of marsh herbs and purified bile—useful against common swamp venoms.

When administered, grants advantage on saving throws against poison for 1 hour or grants advantage on the next single Poison saving throw if used immediately.

A ruby-tinted vial that mends flesh. A staple for adventurers and swamp hunters alike.

Heal 2 HPHeals hit points when consumed.

A deep crimson draught that seals more grievous wounds—a rarer commodity in the marsh.

Heal 8 HPHeals hit points when consumed.
MA

Marrek Fenhand

Human (marsh-born)RangerLvl 6

Shop Atmosphere

Marrek constantly polishes a small carved frog amulet and insists you take off your boots before stepping behind his counter; he will trade rare swamp trinkets or information (maps, rumors) for discounts. He refuses to sell anything that might harm the marsh's balance (no large explosives or crude oil drums).
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