Helmut's Sundries & Curios

Est. 2025 Human Commoner (ex-adventurer)

Helmut's Sundries & Curios

Helmut is a soft-spoken former caravan guard who collects small oddities. He insists on cleaning every weapon and polishing every trinket before sale. He has a ...

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Shopkeeper

Helmut, a Human Commoner (ex-adventurer) (Lvl 2)

Keeper's Species

Human

10 Misc2 Weapons2 Armor2 PotionsEst. 5.8k gp

Shop Inventory

(16)
Miscellaneous10

Simple preserved food wrapped for travel. Fits easily in a pack.

Sturdy leather waterskin, holds about 4 pints. Treated to resist mildew.

Pitch-soaked wooden torch; burns for about 1 hour.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet

Set of pitons, silk rope (50 ft), harness scraps and wax — useful for climbing and rappelling.

Bandages, salves and splints for stabilizing the wounded (10 uses).

Allows a user to stabilize a creature without a Medicine check; contains 10 uses

A simple folding spyglass that magnifies distant objects modestly.

Grants advantage on Perception checks to spot details at long range (DM discretion)

A crudely drawn map showing caravan stops and old waypoints; edges waterstained.

Provides rough route info; may hide a secret waypoint sketched in a corner

A cloth bag that opens into an extradimensional space. Helmut keeps it under lock and key; he warns buyers to be careful with liquids and fragile items.

Holds up to 500 lb, not exceeding 64 cubic feet; rupture causes contents to be lost to the Astral Plane

A weathered iron token, etched with a tiny spiral. It hums faintly in moonlight.

Once per day, grants +1 to one skill check (chosen after seeing the roll) when held. The charm grows warm when near hidden doors or secret compartments (DM hinting tool).

A palm-sized brass bell that, when rung, emits no audible sound to most ears. Objects and some creatures react in strange ways.

When rung, creatures within 10 feet who are attuned to a specific tuning (DM determination) may be compelled to glance toward the bell; some fae or warded constructs react uniquely. Not a guaranteed magical effect—uses are highly situational.
Weapons2

Sturdy iron bar useful for prying, leverage, and simple gruesome tasks.

Common improvised tool-weapon

Common sidearm with a keen edge; reliable in tight quarters.

Finesse weapon - can use Dexterity for attack/damage
Armor2

Light armor reinforced with metal studs; flexible and popular among scouts.

AC +12

Woolen cloak with a high collar and a hood. Keeps the wearer comfortable in most weather.

Comfort bonus: prevents exhaustion from mild cold or heat (DM discretion)
Potions2

A bubbling red potion that mends wounds when imbibed.

Heal 2 HPRestores HP when consumed (standard potion of healing equivalent)

A bulky vial of bitter liquid. Grants advantage on the next saving throw against poison when consumed.

Advantage on next Poison saving throw (consumed)
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Helmut

HumanCommoner (ex-adventurer)Lvl 2

Shop Atmosphere

Helmut is a soft-spoken former caravan guard who collects small oddities. He insists on cleaning every weapon and polishing every trinket before sale. He has a habit of tapping a carved pipe on the counter when thinking and will barter stories for small discounts (a good story can knock 5–10% off non-magical goods). He keeps the rarer items behind a chained glass case and insists on seeing coin or a strong reference before letting them go.
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