Trestle & Tack Mercantile - AI-generated fantasy Shop

Trestle & Tack Mercantile

Est. 2026 Human Commoner

Trestle & Tack Mercantile

The store smells of cedar, lamp oil, and dried apples. The owner labels every shelf with tiny hand-painted names, and keeps a bell over the door that rings loud...

MA

Shopkeeper

Mara Trestle, a Human Commoner (Lvl 1)

Keeper's Species

Human

2 Weapons2 Armor1 Potions5 MiscEst. 127 gp

Shop Inventory

(10)
Weapons2

A plain hardwood walking staff, sanded smooth and sturdy enough for travel.

Can be used as an improvised club.

A small bladed knife suited for utility work and quick defense.

Atk Finesse, light, thrown (range 20/60).
Armor2

A simple suit of protective leather gear for travelers and laborers.

AC +11AC 11 + Dexterity modifier.

A practical iron cap and reinforced shield set for caravan guards.

AC +14AC 14 when worn with a shield, requires proficiency.
Potions1

A common restorative draught, red as berry wine and sweet on the tongue.

Heal 7 HPRegains hit points when consumed.
Miscellaneous5

A bundle of pungent herbs used to mask musty cellars, stores, and old armor.

A burning creature has advantage on the next check to find it by smell.

A sturdy, tallow-based candle for homes, basements, and late-night repairs.

Burns for 1 hour.

A little bundle of common repair goods kept at the counter for travelers.

Advantage on the next check to mend clothing or improvise a minor repair, at the DM's discretion.

A hooded lantern used by couriers, guards, and night watch patrols.

Burns for 6 hours on one flask of oil.

A reinforced satchel lined with pockets, pockets within pockets, and enough stiffness to survive hard travel.

Once per day, if you spend 1 minute organizing gear in the bag, you gain advantage on one check to locate a stored mundane item inside it within the next hour.

Lootable Stash

(4)

Where The Take Sits

The real valuables are split between a lockbox under the counter and a narrow back office with a desk, both watched from the shop floor by the owner's bellpull and hanging sightline.
1 Money1 Personal Item1 Records1 Valuables

Security Check

Dexterity (Sleight of Hand) or Thieves' Tools
DC 14

On Failure

If the theft is noticed, the owner rings a brass bell, the front door is barred, and two nearby guards or loyal townsfolk are called in within moments. The party is confronted in public, and the town may treat them as known thieves until they make amends.

Estimated haul

96.16 gp

MoneyLoot target #1

Cash Drawer and Hidden Till

18 gp, 42 sp, 96 cp
Behind the counter, under a false drawer base
Loose coin from the till and a hidden lockbox beneath the counter.
Personal ItemLoot target #2

Owner's Personal Essentials

8 gp
Coat hook beside the ledger desk
The shopkeeper's signet ring, spectacles, and a small iron key on a cord, all kept together while working.
RecordsLoot target #3

Ledger Books and Credit Notes

25 gp
Locked desk drawer in the back office
Sales ledgers, supplier notes, and a list of customers buying on credit. Several names are marked with debts and delivery dates.
ValuablesLoot target #4

Pawn Pouch of Small Valuables

40 gp
Small strongbox on the top shelf behind inventory crates
A mixed pouch of trade tokens, an old silver brooch, and a pawned cameo that the owner intends to resell.
MA

Mara Trestle

HumanCommonerLvl 1

Shop Atmosphere

The store smells of cedar, lamp oil, and dried apples. The owner labels every shelf with tiny hand-painted names, and keeps a bell over the door that rings louder than it should. Bargaining is expected, but only after a customer has admired the soup ladle display.
Visual sheet

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