The Lantern Crate

Est. 2026 Smallfolk Commoner

The Lantern Crate

The shop smells of brine, lamp smoke, and wet rope. The owner keeps correcting tavern patrons who lean on the window, and every few minutes a bell of fogged gla...

MA

Shopkeeper

Mara Wicker, a Smallfolk Commoner (Lvl 1)

Keeper's Species

Smallfolk

3 Weapons1 Armor9 Misc1 PotionsEst. 18 gp

Shop Inventory

(14)
Weapons3

A practical marsh-hook for hauling gear, nets, or driftwood from the black water.

Advantage on checks to retrieve small floating objects from water or muck, at the DM's discretion.

A cheap, serviceable bow used by dockhands and marsh runners.

Can be used as a simple ranged weapon in a pinch.

A utility knife kept honed for rope, hides, and bait.

Counts as a dagger for improvised self-defense.
Armor1

A waxed marsh coat that sheds rain and foul spray.

AC +1Treats rain and spray as minor nuisance, keeping the wearer dry for travel.
Miscellaneous9

A flask meant for foul water, salted tea, or lamp oil in a pinch.

Resists minor seepage and brackish contamination for a day of travel.

A bundle of thick candles made from rendered tallow.

Burns for 1 hour each.

Sticky wax for patching leaks and securing bundles.

Creates a weatherproof seal on ordinary containers.

A coil of coarse rope used by boat crews and marsh walkers.

The rope is pre-wet and treated against rot.

A set of small utility hooks for work on boats and docks.

Useful as climbing aids or for securing crates.

A cheap ward sold to nervous travelers heading into the mire.

The bearer feels a faint warning chill near deep water, sinkholes, or rotting ground.

A folk charm for warding off bad omen and insects.

Kept in the mouth or pocket, it is said to discourage swamp flies and petty bad luck.

Fire-starting supplies kept ready for the marsh crossing.

Can start a fire in wet weather with patience.

A humble lantern for foggy piers and reed paths.

Sheds steady light, though the glass is star-pitted.
Potions1

A common healing draught for cuts, chills, and dock rash.

Heal 4 HPRestores a small amount of vitality when quaffed.

Lootable Stash

(4)

Where The Take Sits

Most valuables are kept close behind the counter in a false-bottom strongbox, with the most useful papers stored in a rear crate near the back hatch that leads to the shared dock walkway.
1 Money1 Personal Item1 Valuables1 Records

Security Check

Dexterity (Sleight of Hand) or Intelligence (Thieves' Tools)
DC 11

On Failure

If the theft attempt fails, the owner rings a handbell hidden under the counter, the tavern door slams open from the neighboring room, and drunken patrons and dockhands converge on the shopfront while the owner barricades the back hatch. The party is likely to be recognized by name or face in future visits, and the shop raises prices or refuses service until the matter is settled.

Estimated haul

40.88 gp

MoneyLoot target #1

Counter Strongbox

4 gp, 7 sp, 18 cp
Hidden under the sales counter behind a false shelf board
A small iron strongbox beneath the counter holds the day's take in mixed coin, mostly small change from travelers paying for rope, candles, and quick charms.
Personal ItemLoot target #2

Departure Ledger

15 gp to the right buyer, or priceless as blackmail
Locked in a drawer beneath the counter, wrapped in waxed cloth
The owner's oil-stained ledger of orders, departures, and marsh shortages. It includes names, debts, and which boats left with extra cargo.
ValuablesLoot target #3

Salvage Pouch

9 gp
Hanging from a nail inside the back room beside the hanging oilskins
A thin pouch of silver buttons, a church-token, and two old pearls recovered from salvage and kept aside for selective resale.
RecordsLoot target #4

Route Notes

12 gp to smugglers, captains, or rivals
Filed in a salt-stained crate beneath the rear window
A bundle of tide charts, marsh route notes, and a list of who is leaving for the far land beyond. Some pages are marked with grease and coded symbols.
MA

Mara Wicker

SmallfolkCommonerLvl 1

Shop Atmosphere

The shop smells of brine, lamp smoke, and wet rope. The owner keeps correcting tavern patrons who lean on the window, and every few minutes a bell of fogged glass taps when a boat schedule changes. Old salvage is quietly bought from anyone who arrives at closing time, and prices sometimes shift depending on whether a marshal boat or a salvage crew left that morning. The place is cramped enough that two customers can barely pass without turning sideways.
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