Maris's Wayward Wares (Traveling Caravan)

Est. 2025 Human Ranger

Maris's Wayward Wares (Traveling Caravan)

Maris runs a rolling stall from a patched wagon festooned with textiles and sun-tarnished trinkets. She keeps most valuables in a locked trunk but will barter s...

MA

Shopkeeper

Maris Velen, a Human Ranger (Lvl 4)

Keeper's Species

Human

1 Potions15 Misc3 Weapons2 ArmorEst. 216 gp

Shop Inventory

(21)
Potions1

A small glass phial of shimmering red liquid. Restores a moderate amount of hit points when drunk.

Heal 2 HPHeals hit points when consumed (standard common potion of healing effect).
Miscellaneous15

A bitter-smelling vial labeled with the caravan's sun emblem. Reduces poison effects if administered quickly.

Advantage on saving throws against poison for 1 hour or grants half duration of ongoing poison effects, at DM's discretion.

Bandages, salves and splints in a compact leather roll. Allows stabilizing a creature and performing basic wound care.

Has 10 uses; each use stabilizes or applies when the Healer feat is used (rules as per PHB/Xanathar as applicable).

Dried meats, hardtack and preserved fruit — enough for one person for a day on the road.

A treated leather waterskin with a toggle seal.

Sturdy hempen rope, knotted at the ends.

A wooden torch drenched in pitch; burns for an hour providing bright light.

Can be used to ignite flammable materials or as an improvised weapon.

A basic rolled sleeping mat and blanket; adequate for a night's rest outdoors.

A metal-framed lantern with a glass globe and removable hood. Requires oil to operate.

Provides bright light in a 30-foot radius, dim for another 30 feet when lit.

A small glass flask of lamp oil, enough for several hours of lantern use.

Can be used as improvised incendiary when combined with a source of ignition.

Twenty standard wooden arrows with iron tips.

A set of picks, files, and small tools for opening locks and disabling simple traps.

Provides proficiency advantage to those trained; otherwise attempt with tools applicable.

A repaired wheel suitable for a temporary replacement on a light wagon or cart.

A small pouch of ground spices used to flavor rations — a merchant's treat.

Eating these with rations grants advantage on saving throws vs. mild food sickness and +1 morale for 1 hour.

A clay pot that emits thick colored smoke for 10 minutes when lit — used for signaling.

Produces dense smoke in a 20-foot radius; smoke obscures vision and can be colored (red, white, black).

A hand-drawn map of nearby trade routes, watering holes, and known hazards.

Grants advantage on navigation checks related to the mapped area and +1 to survival checks tracking routes printed on it once per day.
Weapons3

A light, easily wielded blade favored by scouts and duelists.

Finesse weapon: can use Dexterity for attack and damage.

A compact wooden bow well-suited for mobile archers and caravan guards.

Range 80/320 ft, requires arrows to fire.

A short-bladed knife useful as a tool or secondary weapon.

Finesse and thrown (range 20/60).
Armor2

Light armor made of hardened leather; allows freedom of movement for scouts and travelers.

AC +11Basic light armor: AC 11 + Dex modifier.

A round wooden shield reinforced with iron rim — small and light.

AC +2Provides +2 to AC when wielded.
MA

Maris Velen

HumanRangerLvl 4

Shop Atmosphere

Maris runs a rolling stall from a patched wagon festooned with textiles and sun-tarnished trinkets. She keeps most valuables in a locked trunk but will barter services (a scouting report, a week's share of wild herbs, or help repairing the wagon) for rarer goods. The caravan seldom carries more than a couple of antitoxin vials or potions at a time; if she runs out she will promise to craft or procure another at the next major trade hub — usually in three to seven days depending on the route. Customers who hum an old road-song while shopping get a small discount or a free cup of spiced tea.
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