The Gilded Ledger General Store

Est. 2026 Human Rogue

The Gilded Ledger General Store

The shopkeeper keeps a ledger with two columns: 'official' prices and 'guild prices'. Haggling is expected but the merchant charges a city premium and reserves ...

MA

Shopkeeper

Mara Velt, a Human Rogue (Lvl 8)

Keeper's Species

Human

35 Misc5 Weapons4 Armor2 Potions3 MiscEst. 11.5k gp

Shop Inventory

(49)
Miscellaneous35

A sturdy leather backpack with straps and several compartments. Useful for everyday adventuring storage.

A thick bedroll good for cold nights. Slightly more comfortable than the common variety.

A simple waterskin of tanned leather.

One day's ordinary rations, city-prepared. Slightly better preserved than country rations.

A coil of reliable hempen rope used for climbing and hauling.

Standard wooden torches, good for lighting and scorching small tinder.

A kit for starting fires. Reliable and simple.

A grappling hook for scaling walls and anchoring lines.

A heavy crowbar useful for prying open doors, crates, and levers.

A small pamphlet produced by the merchant guild listing services and contacts.

A waterproof cloak that helps against rain and chill. Keeps a wearer dry and presentable.

Basic camping gear set including pan, mess kit, and simple utensils.

Pack of well-made crossbow bolts.

A small jar of pitch and wax for repairs and waterproofing.

A modestly enchanted pouch that dampens noise when retrieving small items. No attunement.

A well-sealed bag whose interior holds far more than its exterior suggests.

Holds up to 500 lb, but not more than 64 cubic feet. Classic Bag of Holding properties. Attunement not required.

A guild-issued alarm whistle favored by caravan guards.

When blown, can be heard clearly within 300 feet, even through light barriers

A bullseye lantern that casts a focused beam of light when lit.

Small smoke bombs used by sailors and caravan guards for cover or signaling.

When ignited, creates heavy smoke in a 10-foot radius for 1 minute unless dispersed

A permit required to sell goods in the central market. Obtaining one without guild sponsorship is difficult.

A vial of secret-ink favored by couriers and spies.

When dabbed on paper, faint runes can become visible under moonlight for a minute

A courier's charm used to send brief messages via trained carrier birds within the city.

Sends a short written message (up to 20 words) to a tied feather carrier within the city limits. Works only once per day.

A healer's kit with bandages and salves. Contains 10 uses for stabilizing a creature without a medicine check.

Reinforced lock used for chests and strongboxes.

A watertight scroll tube useful for sending important documents.

A specialized pouch for potions and small oddments, padded to prevent spilling.

A carved wooden talisman sold to travelers as good-luck charm.

Instances of this trinket are said to bring small luck; no mechanical effect

Stationery kit for writing letters and contracts, includes simple seal.

A small hand mirror used by actors and courtiers.

A length of silk rope prized by climbers and thieves for flexibility.

A polished copper pendant used by city couriers to send brief whispered messages.

Once per day, can cast the message cantrip as if from the user. Attunement required.

A sleeker version of the normal coin purse with extra security stitching.

A simple spyglass for city watch and distant observation.

A low-key token the merchant guild uses to identify authorized couriers.

A mundane-looking iron reliquary used to hold small valuable magic trinkets securely.

Once per week the case can store one common-level magic trinket safely; case is keyed to its purchaser.
Weapons5

A common dagger with a keen edge.

A long sword forged in the merchant quarter; favored by city guards.

A standard shortbow and a quiver of 20 iron-tipped arrows.

A finely tempered longsword showing modest enchantment. Attunement required.

Atk Counts as a +1 weapon for attack and damage rolls when wielded by a non-good aligned character; otherwise functions as +1 normally if attuned by any creature. (Attunement required.)

A heavy crossbow suitable for hunters and guards. Comes with one quarrel.

Armor4

Sturdy scale mail, a common choice for guards and mercenaries.

AC +16

Studded leather armor, favored by rogues and scouts.

AC +14

A heavy wooden shield with metal rim. Adds to wearer defense.

AC +2

A cloak sewn with thin insulating runes. Provides a faint protective enchantment.

AC +1While worn, grants bonus to AC when not wearing heavy armor. Requires attunement.
Potions2

A glass vial with a rosy-red liquid. Restores a small amount of health.

Heal 8 HPCommon potion; no attunement

A slightly rarer potion in a blue-streaked vial for tougher wounds.

Heal 18 HPUncommon; no attunement
Miscellaneous3

A finely made thieves tools set used by city professionals.

Alchemist kit used for crafting simple potions and salves.

Instructional model used by locksmith apprentices to practice picks and tumblers.

MA

Mara Velt

HumanRogueLvl 8

Shop Atmosphere

The shopkeeper keeps a ledger with two columns: 'official' prices and 'guild prices'. Haggling is expected but the merchant charges a city premium and reserves the right to refuse sale of sensitive goods to unknown buyers. A small tame raven named Ledger perches by the counter and will fetch receipts.
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