The Last Lantern — Sundries & Salvage

Est. 2025 Human Rogue

The Last Lantern — Sundries & Salvage

The Last Lantern sits in a narrow alley where the fog clings low and lantern light rarely reaches. Garruk greets customers with a crooked smile and a knuckle-ta...

GA

Shopkeeper

Garruk 'Knuckles' Voss, a Human Rogue (Lvl 1)

Keeper's Species

Human

4 Weapons3 Armor2 Potions9 MiscEst. 186 gp

Shop Inventory

(18)
Weapons4

A salt-bleached cutlass with a nicked blade. Still holds an edge if you don't expect perfection.

Unsightly rust — occasional disadvantage on damage rolls at DM's discretion

A common dagger with file marks and a chip near the tip. Concealable, reliable.

Thrown (range 20/60)

A shortbow with several reinforcing bindings and a few frayed strings. Functional with care.

Range 80/320 (DM may call for occasional misfire check)

A crudely sharpened shard of metal wrapped to a stick. Bargain-bin weapon for desperate hands.

Fragile — may break on a critical miss
Armor3

A cheap padded armor, patched in a hurry. Bulky but better than nothing.

AC +11Disadvantage on Stealth checks if patches rattle

Scuffed leather armor salvaged from a drowned courier. Still flexible.

AC +11Odor may hamper Persuasion checks in genteel company

A round wooden shield rimmed with rusted iron; a few slashes cross its face.

AC +2Sometimes creaks loudly when raised
Potions2

A cloudy red potion in a scratched vial. Heals like a normal potion, though patrons whisper about impurities.

Heal 2 HPHeals HP (standard Potion of Healing effect in 5e); small chance (DM) of mild nausea after drinking

A bitter vial guaranteed to blunt common poisons (may be diluted).

Advantage on saving throws against poison for 1 hour (standard Antitoxin)
Miscellaneous9

A set of pick, tension wrench, files and a few bobby pins in a grease-stained pouch.

Grants proficiency bonus to Dexterity (Sleight of Hand) or Dexterity checks to pick locks if the user is proficient; condition applies as per 5e thieves' tools rules.

A bulging cloth sack of mismatched baubles, keys, a tarnished locket and a curious coin. Some items might fetch more from a fence.

Worth x 1 gp when sold to a fence; may include one item of curiosity (DM determines)

Coarse rope, salt-stained but strong enough for climbing or tying cargo.

A three-pronged hook with a short chain. Holds modest weight if hammered in.

DM may require checks for secure holds on poor surfaces

A cheap tallow candle. Smoky, not long-lasting.

A battered flint and a rusted steel striker. Works when struck savagely.

Used to start fires; unreliable in strong wind

A small vial of lamp oil. Smells faintly of fish.

Enough for ~6 hours of a lantern or a few torches

Cheap rum favored by lowlifes. Burns when swallowed but dulls the senses.

May impose disadvantage on Dexterity checks for 1 hour after heavy drinking; occasional roleplay hooks

A half-sheet of a map that hints at a safehouse, a smugglers' cove or a wealthy mark. Mostly illegible.

Contains a clue or lead — useful for plot hooks; authenticity suspect
GA

Garruk 'Knuckles' Voss

HumanRogueLvl 1

Shop Atmosphere

The Last Lantern sits in a narrow alley where the fog clings low and lantern light rarely reaches. Garruk greets customers with a crooked smile and a knuckle-tap to the counter; he keeps one hand perpetually gloved and watches exits more than faces. He'll haggle, but not for anything marked 'hot' — he prefers to move that off the books to known fences. The shop's back room is dim, smells of brine and oil, and a locked cellar door resonates with muffled, irregular boots and whispered deals. If you ask too many questions, Garruk's smile goes thin and he points to the street: 'Best leave curious business to curious folk.'
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