Brinefinger's General & Provisions

Est. 2025 Human Artificer

Brinefinger's General & Provisions

Marta hums an old sea shanty while she works and keeps a small brass bell behind the counter that she rings once for every customer she likes. She collects odd ...

MA

Shopkeeper

Marta Brinefinger, a Human Artificer (Lvl 3)

Keeper's Species

Human

17 Misc3 Potions4 Weapons3 ArmorEst. 1k gp

Shop Inventory

(27)
Miscellaneous17

A dense, filling loaf baked with barley and a pinch of salt. Keeps for several days if kept dry.

Heal 2 HP

A cloth sack containing milled flour. Useful for baking, tracking, or creating disguises.

A treated leather waterskin that holds about 4 pints of water.

If frozen or boiled, can be used to prepare hot/cold rations—no mechanical effect.

A wooden torch soaked in pitch. Burns for 1 hour and sheds bright light in a 20-foot radius.

Sturdy hemp rope, useful for climbing, tying, or crafting traps.

A leather pack with multiple pouches and straps. Holds small gear comfortably.

Pitons, harness straps, boot spikes and waxed cord: everything needed for technical climbing.

Grants advantage on Strength (Athletics) checks to climb when used properly; subject to DM ruling.

Bandages, salves, splints and taught instruction cards. Allows patching wounds in the field.

Use to stabilize a creature without a Medicine check; once per kit uses. Supplies for 10 uses.

A glass tube with volatile compound; when lit, burns brighter and hotter than a torch.

Bright light for 30 feet, dim for additional 30; may ignite flammable materials on a hit (DM roll).

A compact kit of picks, tension wrenches and small mirrors for delicate work.

Grants advantage or +2 on Dexterity (Sleight of Hand) or Thieves' Tools checks when used by a trained character—DM's call.

A hand-illustrated map showing local lanes, fords and the location of known hazards.

Provides +1 to travel navigation DCs or reduces random encounter chance in regions shown.

Flint, steel and tinder in a small wooden box. Essential to light fires reliably.

Black ink bottle and a steel-tipped quill; includes blotting sand.

A small copper token etched with crude runes. When affixed to a chest or door, gives a faint deterrent against casual tampering.

Grants a bonus to checks to detect tampering or a -1 penalty to an unskilled attempt to open the warded object; lasts 24 hours per use.

A parchment scroll with a faint shimmer of arcane ink. Single use.

Allows casting detect magic as per the spell (single use).

Needles, thread, spare buttons and patches. Useful for gear repair and disguises.

A single-lens spyglass made from polished crystal. Magnifies distant objects modestly.

Grants advantage on Wisdom (Perception) checks to spot distant objects within line of sight at long range.
Potions3

A small glass vial with rosy liquid that heals minor wounds when drunk.

Heal 2 HPWhen consumed, grants HP (standard Potion of Healing in 5e).

A bitter tincture that helps resist common venoms and poisons.

Advantage on saving throws against poison for 1 hour or confers automatic advantage on next poison save—DM's choice.

A cloudy vial that briefly bends light around the drinker. Lasts short periods.

Grants invisibility for up to 1 minute or until you attack or cast a spell (DM adjudicates exact behavior).
Weapons4

A simple, balanced dagger with a leather-wrapped hilt. Well-maintained edge.

Light, finesse, thrown (20/60)

A reliable shortsword favored by scouts and guards. Balanced and keen.

Finesse

A compact light crossbow with a carved stock. Good for hunters and watchmen.

Loading, two-handed

A long ash shaft tipped with a sharpened steel head. Versatile for infantry.

Reach: none (unless DM uses optional reach rules); thrown 20/60 for improvised use.
Armor3

Flexible leather armor reinforced with metal studs. Comfortable and protective.

AC +12Stealth disadvantage only in muddy/clunky conditions (DM discretion).

A round wooden shield with a metal boss. Reinforced at the rim to resist cracking.

AC +2

A thick woolen cloak treated with wax to repel rain and chill.

AC +1Provides advantage on saves vs. cold exhaustion and grants slight resistance to damp conditions (roleplay benefit).
MA

Marta Brinefinger

HumanArtificerLvl 3

Shop Atmosphere

Marta hums an old sea shanty while she works and keeps a small brass bell behind the counter that she rings once for every customer she likes. She collects odd buttons and will offer a 1 cp discount if you trade one for a brewed tea sachet. She often offers a bit of practical advice about weather and tides despite being inland—an old habit from her time on trading sloops.
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