Radek's Sundries & Oddments

Est. 2025 Human Commoner

Radek's Sundries & Oddments

Radek speaks in a thick East European accent, punctuating bargains with gravelly chuckles. He has a pronounced limp — he favors his right leg and taps the count...

RA

Shopkeeper

Radek Moroz, a Human Commoner (Lvl 3)

Keeper's Species

Human

18 Misc2 Misc3 Weapons2 Armor3 Potions1 MiscEst. 1.3k gp

Shop Inventory

(29)
Miscellaneous18

Sturdy leather pack with several pockets and straps.

Thick wool roll; keeps out most damp and cold.

Good, serviceable rope — a necessary tool for adventurers.

Ten torches: each burns for about an hour, bright light (20 ft) and dim for 40 ft.

Single wooden torch.

Leather waterskin, holds several gulps.

Dried meats, hard bread, a little cheese — one day's sustenance.

Brass lantern with a hood; requires oil to operate.

Lamp oil; used for lanterns or to coat weapons for a brief flame.

Sticky incendiary liquid; thrown to ignite an area or target.

Thrown weapon (range 20/60). On hit, target catches fire: fire immediately and ongoing at start of its turns until extinguished (DM adjudication).

Pour on the ground to create difficult footing and noise; useful for traps and distractions.

Creates difficult terrain and potential for slipping; see PHB for trap usage.

Scatter these to slow or damage pursuers; each deals 1 point of piercing damage on contact.

Cover a small area; creatures moving through must succeed on a DC check or suffer effects (DM adjudication).

Stone for sharpening blades; improves performance in rough hands.

No mechanical bonus by RAW, but Radek offers free sharpening on any purchase over 5 gp.

Rod, line, hooks and a small net — good for food or distraction.

A grisly local delicacy; a novelty rather than a food staple.

None mechanical; may be used for barter or intimidation.

A worn charm believed to bring small good fortune.

No mechanical benefit, but Radek swears it 'improve your luck in dice games.'

Hand-drawn map showing towns, watchtowers and a few local ruins (approximate).

Provides rough navigation; not accurate for secret locations or hidden entrances.

Useful little items for everyday tasks or improvised solutions.

Miscellaneous2

Contains flint, steel, and tinder for starting fires.

Bandages, salves, and splints; stabilizes a dying creature and restores some HP with use (DMG/PHB rules).

Stabilize without a Wisdom (Medicine) check; can spend 1 use to restore HP (if using variant rules).
Weapons3

Balanced blade, suitable for finesse fighting.

Standard crossbow; requires bolts and reloading time.

Loading property; 80/320 ft range.

An edged blade etched with faint runes — grants a modest magical bonus.

Atk Magical weapon: +1 to attack and damage rolls. Faint cold hum when drawn.
Armor2

Light armor studded with metal; good protection without bulk.

AC +12

Wooden shield reinforced with iron rim ( bonus to AC).

AC +2
Potions3

A common red vial; drinking it heals wounds.

Heal 7 HPRestores HP when consumed (standard potion of healing).

A deeper crimson potion; heals considerably more.

Heal 14 HPRestores HP when consumed (greater healing).

A bitter draught; grants advantage on saving throws against poison for 1 hour.

Advantage on Constitution saves vs. poison for 1 hour.
Miscellaneous1

A single-use scroll that allows casting Cure Wounds (1st-level) without a slot.

Heal 6 HPCure Wounds ( + spellcasting ability modifier). Usable once; DCs and spellcasting rules apply. May require an Arcana check if class can't cast it (DM).
RA

Radek Moroz

HumanCommonerLvl 3

Shop Atmosphere

Radek speaks in a thick East European accent, punctuating bargains with gravelly chuckles. He has a pronounced limp — he favors his right leg and taps the counter with his cane while he talks. He smells faintly of pickled things and stale smoke; his hair is unkempt and his eyes dart as if expecting someone to mistake him for a peddler of whispers. Radek mutters to himself about 'good days' and 'bad rats' and will occasionally insist a mundane item 'used to belong to a knight' if it will raise the price. He bargains aggressively, slaps a palm on the counter when excited, and will almost always trade a small, odd trinket for a favor later. If pressed, he can be surprisingly well-informed about local rumors and the movements of caravans — though some of his facts come with improbable asides.
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