Halloway's Sundries & Provisions

Est. 2025 Human Commoner (retired merchant's daughter; former caravan handler)

Halloway's Sundries & Provisions

Marta hums an old caravan tune while she works and keeps a ledger of townsfolk favors. She offers a free cup of broth to visibly tired adventurers and will bart...

MA

Shopkeeper

Marta Halloway, a Human Commoner (retired merchant's daughter; former caravan handler) (Lvl 3)

Keeper's Species

Human

15 Misc3 Weapons2 Armor2 PotionsEst. 1.4k gp

Shop Inventory

(22)
Miscellaneous15

Standard wooden torch soaked in pitch. Useful for light and starting fires.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet while lit.

Sturdy leather backpack with several pockets and shoulder straps.

Dried meats, hard bread, cheese and preserved fruits; lasts a week sealed.

A cured leather waterskin with a cork stopper.

Simple padded bedroll, rolled with straps for travel.

Sturdy hemp rope suitable for climbing and binding.

Pitons, boots, chalk, and a small hammer—useful for vertical travel.

Grants advantage on one Climb check if used properly (DM adjudicates).

A hooded lantern produces a steady light while protecting the flame from wind.

Bright light 30 ft, dim additional 30 ft. Oil lasts 6 hours per flask.

A small metal whistle that carries sound across distances.

Heard up to a mile in clear conditions; useful for alerts and rallying.

A hand-drawn map showing nearby roads, inns, and known hazards.

Grants +1 to Wisdom (Survival) checks to navigate the immediate region if consulted.

A small, sturdily crafted iron lockbox with a simple tumbler and carrying handle.

Provides a +2 circumstance bonus to Resist Tampering (DM adjudicates).

Basic glass vials, alembics, pestle and mortar, and common reagents for simple concoctions.

Allows crafting of basic potions and antitoxins given ingredients and time.

A vial of lamp oil; can be applied to surfaces or used to fuel lights.

Can be ignited (DM adjudicates damage/effects).

A small sharpening stone to keep blades keen.

Restores a weapon to normal DM-determined condition; grants +1 to attack with a weapon for one day if properly used before adventuring.

A laminated wooden token painted with a guardian sigil — more superstitious than magical.

Gives bearer +1 morale on a single minor fear check per day (roleplay/DM discretion).
Weapons3

Stout iron crowbar, useful for prying and leverage.

Grants advantage on Strength (Athletics) checks to pry open doors/containers when used properly.

A balanced shortsword with a leather grip and minor nicks polished out.

Normal shortsword properties (finesse, light).

A one-handed axe good for chopping wood and fighting.

Thrown (range 20/60).
Armor2

Well-maintained studded leather offering decent protection to a mobile adventurer.

AC +12Allows Stealth without disadvantage if popular upkeep is done.

A mid-weight wool cloak with a simple hood; repels light rain and dust.

Grants advantage on saving throws vs. exposure (cold, light weather) for short travels.
Potions2

A small vial of red liquid that mends wounds when drunk.

Heal 8 HPHeals HP when consumed (basic potion of healing equivalent).

A pungent draught that eases the effects of common poisons.

Advantage on saving throw vs poison for 1 minute after drinking.
MA

Marta Halloway

HumanCommoner (retired merchant's daughter; former caravan handler)Lvl 3

Shop Atmosphere

Marta hums an old caravan tune while she works and keeps a ledger of townsfolk favors. She offers a free cup of broth to visibly tired adventurers and will barter food or labor for store credit. She dislikes bruise-blackened coin (will charge a 1 sp cleaning fee if offered).
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