Maris' Sundries & Provisions

Est. 2025 Half-elf Ranger

Maris' Sundries & Provisions

Maris hums a different folk tune for each season; she'll only bargain if you answer her a riddle about the road. She keeps a ledger of customers who helped town...

MA

Shopkeeper

Maris Tallow, a Half-elf Ranger (Lvl 3)

Keeper's Species

Half-elf

16 Misc2 Potions5 Weapons1 ArmorEst. 485 gp

Shop Inventory

(24)
Miscellaneous16

A well-packed leather satchel with basic travel gear: rope, flint & steel, waterskin, rations (5 days), bedroll, cloak, and a small lockbox.

None. Pack contents listed in description.

A heavy cloak treated against rain and cold, with a deep hood.

Worn like a cloak; grants advantage on checks to stay dry and resist cold exposure in light weather.

Strong, reliable rope suitable for climbing and tying.

Standard rope; knots hold well if tied correctly.

A small oil lantern emitting steady light for 6 hours when filled.

Covers a 30-ft radius of bright light, 30 ft dim. Oil refills sold separately (1 sp per vial).

A small carved antler charm said to bring a bit of luck on the road.

Gives the bearer +1 on Persuasion checks in rural markets (story/flavor, not a mechanical boon unless DM allows).

A tin of pressed herbs and salves that staunch wounds and ease pain.

Heal 5 HPEach use restores HP; two uses per tin. Not a magical potion.

Includes pitons, hammer, harness straps, and simple mechanical aids for roping and ascents.

Provides advantage on one climb check per rest if used properly (DM adjudicates).

A hand-drawn map of local roads, notable landmarks, and a few safe campsites.

Marks a few known monster sightings and patrol routes (outdated; DM may adjust).

A small set with hooks, line, sinkers, and a hand-net.

Net can be used to restrain a Small or Medium creature on a successful ranged attack (as per Net rules).

Simple iron spikes for anchoring ropes or barricading doors.

Useful for makeshift traps, anchors, or blocking routes; standard item.

A polished brass lantern that throws a focused beam of light when lit.

When lit, bright light in 60-foot cone and dim for an additional 60 feet (requires oil).

Sturdy leather boots made for long-distance walking.

Provide minor protection against rough terrain; one-time free resole within a season.

A simple bone whistle useful for signaling allies or scaring small animals.

Sound carries ~300 ft in calm conditions; can be used as a simple alarm.

Contains flint, tinder, and a small steel striker for starting fires quickly.

Allows starting a fire reliably; helpful for survival checks.

A set of thin, hardened picks and tension tools for opening common locks.

Grants advantage on one attempt per day if used by a character skilled in Thieves' Tools, at DM discretion.

A compact, collapsible cart for hauling gear over roads or light trails.

Useful for merchants and traveling parties; collapses into a 3-ft bundle.
Potions2

A small vial of red liquid; restores vitality to the wounded.

Heal 10 HPStandard Potion of Healing (), usable in combat.

A bitter-smelling mixture that helps blunt the effects of common venoms.

Advantage on saving throw vs poison for 1 minute (DM adjudicates).
Weapons5

A reliably forged shortsword with a leather-bound grip. Light and balanced for quick strikes.

Well-balanced; grants no magical bonuses but counts as quality common weapon.

A longbow crafted from seasoned ash with horn reinforcement. Careful stringing keeps it true.

Reliable at range; draw weight appropriate for Medium creatures.

A small crossbow suitable for adventurers who prefer single, powerful shots.

Includes a simple spanning key; bolts sold separately.

A sturdy handaxe for chopping and combat.

Can be used as a tool for woodcutting; haft wrapped in leather.

A fine dagger with a thin silver layer, effective against certain supernatural creatures.

Counts as silvered weapon for overcoming creatures/resistances vulnerable to silver.
Armor1

Fitted studded leather offering flexible protection while allowing mobility.

AC +12Light armor; allows stealth with no disadvantage beyond normal limitations.
MA

Maris Tallow

Half-elfRangerLvl 3

Shop Atmosphere

Maris hums a different folk tune for each season; she'll only bargain if you answer her a riddle about the road. She keeps a ledger of customers who helped townsfolk and gives them a small discount (5%) on mundane goods.
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