Maris' Mercantile & Sundries

Est. 2025 Human Rogue (ex-trader background)

Maris' Mercantile & Sundries

Maris keeps a ledger full of tiny doodles and rumors; she'll offer a 10% discount if you bring her a story (a 2–3 sentence interesting rumor) in exchange. She h...

MA

Shopkeeper

Maris Tallow, a Human Rogue (ex-trader background) (Lvl 3)

Keeper's Species

Human

14 Misc2 Weapons1 Armor3 Potions1 Misc1 MiscEst. 461 gp

Shop Inventory

(22)
Miscellaneous14

Leather-reinforced pack with multiple compartments and a rain-flap. Holds up to 30 lb comfortably.

Simple wooden torches soaked in pitch; bright light for 20 ft, dim for additional 20 ft. Burns ~1 hour each.

Dried, preserved food and salted meat—suitable for one person for a day.

A sturdy leather waterskin filled with about 1 gallon of water.

Ropes, pitons, harnessing straps and chalk. Useful for scaling walls and ravines.

Grants advantage on checks to secure ropes when used properly.

Caged glass lantern; bright light 30 ft, dim 30 ft beyond. Comes with a small flask of lamp oil (~6 hours).

Bandages, salves and basic tools to stabilize the wounded and tend simple injuries.

Allows stabilizing a creature without a Wisdom (Medicine) check, and can be used to restore HP once per kit between rests if the owner spends 10 minutes tending a patient.

A loud brass whistle used for alarms, rallying, or signaling across short distances.

Piercing sound can be heard up to 300 ft in quiet conditions. Can be used to distract animals (DM adjudicates).

Quality picks and tension tools suited for most simple locks. Preferred by thieves and locksmiths alike.

Grants +2 to Sleight of Hand checks made to pick simple locks if used by someone proficient with thieves' tools.

A reasonably accurate, hand-drawn map of the region within a half-day's travel, including lanes, safe houses, and toll stations.

Contains a faint mark (possible smuggler's sign) near an unlabelled copse — DM may use as plot hook.

A smooth black token with the town's merchant guild crest. More curiosity than currency.

Can be used to bribe a low-level guild clerk for a small favor (DM discretion).

A jar of herbal paste that soothes wounds and speeds clotting.

Heal 4 HPApplied with an action, restores HP (usable twice before depleted).

A clear lens to focus a lantern’s beam. Useful for guards and scouts.

When installed, increases lantern bright light to 60 ft (if fuel allows).

A compact kit for clothing repair and small fabric work. Includes silk thread and fine needles.

Grants +1 to checks involving clothing repair or disguise creation when used over 30 minutes.
Weapons2

Common, reliable blade; versatile for both city watch and dungeon delves.

A useful ranged weapon for adventurers — requires reloading. Comes with a basic sling pouch of bolts.

Bolts include 5 'barbed' practice bolts that deal +1 piercing on repeated attacks but are harder to remove ().
Armor1

Leather armor reinforced with metal studs. Provides modest protection while remaining quiet.

AC +12Maris adjusts fit for +1 to Stealth checks while worn if custom-fitted (takes an hour).
Potions3

A small glass vial of greenish liquid that grants advantage on saving throws against poison for 1 minute when consumed.

Advantage on Saves vs poison for 1 minute (single use).

A small vial of rosy liquid. Heals a moderate wound when imbibed.

Heal 2 HPWhen consumed, restores HP (standard D&D 5e common potion approximated here as ).

A sticky, dark brown potion that allows the drinker to walk on walls and ceilings for up to 1 hour.

Grants the effect of the Spider Climb spell for 1 hour when consumed (uncommon).
Miscellaneous1

Small blade useful as tool and last-resort weapon. Blade concealed well for quick slips.

Hidden ring in the hilt can store a rolled-up note or tiny gem.
Miscellaneous1

Heavy wool cloak treated to shed light rain; hooded and large pockets.

AC +1Grants +1 to checks to resist cold exposure or short-term weather penalties.
MA

Maris Tallow

HumanRogue (ex-trader background)Lvl 3

Shop Atmosphere

Maris keeps a ledger full of tiny doodles and rumors; she'll offer a 10% discount if you bring her a story (a 2–3 sentence interesting rumor) in exchange. She hums a tuneless sea shanty when busy and will slip a small, random trinket into purchases for customers she likes.
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