Tess's Common Goods & Sundries

Est. 2025 Half-elf Bard

Tess's Common Goods & Sundries

Tess hums tunelessly while she works and has a habit of rubbing her thumb over coins before handing them back. She keeps a small ledger bound with a red ribbon ...

TE

Shopkeeper

Tessara "Tess" Brindle, a Half-elf Bard (Lvl 5)

Keeper's Species

Half-elf

23 Misc3 Potions3 Weapons2 ArmorEst. 5.1k gp

Shop Inventory

(31)
Miscellaneous23

Sturdy leather pack with shoulder straps and several pouches — everyday carry for adventurers.

Holds 30 lb of gear comfortably; has a main compartment and two side pouches.

Wool bedroll that folds up into a roll; keeps you off damp ground.

Coiled rope, durable and slightly rough — standard climbing and binding rope.

Strength (Athletics) checks to climb or tie; typical break strain ~1,000 lb.

Smooth, stronger, and lighter than hemp; preferred for delicate climbs and fast roping.

Better break strain and less likely to snag; makes climbing checks slightly easier at GM discretion.

Pitons, boot tips, gloves, harnesses — everything to make a difficult climb safer.

Grants advantage on checks to secure rope anchors in normal rock when used properly (DM adjudicates).

Iron hook with three prongs and a ring for tying rope.

Used with rope for anchoring; can be thrown to attempt a secure anchoring (Dex/Strength check as DM requests).

Short wooden torches wrapped in resin-soaked cloth — bright, smoky light for an hour.

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

A small glass flask of lamp oil — used for lanterns, fires, or as an improvised accelerant.

Can fuel a lantern for ~6 hours; if thrown and ignited deals fire damage at DM discretion.

A brass lantern with a cover to dim or hide the light; uses oil flasks.

Provides bright light in a 30-foot radius and dim light for an additional 30 feet; hood can obscure light.

Box containing flint, steel, and tinder for starting fires.

Light a campfire or torch reliably; more reliable than raw flint at GM discretion.

Dried meats, hardtack, and smoked fruit — packs well for travel.

Sustain a character for one day without foraging.

Stitched leather skin for carrying water.

Holds ~4 pints.

Plain tallow candles — a cheap light source for controlled illumination.

Each candle burns ~1 hour, provides dim light in a 5-foot radius.

Small sticks of chalk for marking walls, maps, or spells.

Marks are visible until cleaned; useful for mapping and signaling.

Bandages, salves and splints in a cloth case — used to stabilize and treat wounds.

Has 10 uses. Allows you to stabilize a dying creature without a Wisdom (Medicine) check.

Metal-tipped bolts for crossbows — box of 20.

Standard ammunition for crossbows.

Small picks, wires, and tools for opening locks and disarming traps.

Required to attempt to pick locks and disarm traps without improvised tools.

Canvas tent that fits two people comfortably; rolls small for travel.

Provides shelter; pitched in ~10 minutes by two people.

A long brass spyglass with polished lenses — see distant objects clearly.

Allows viewing objects at great distances, giving clear detail at ranges beyond normal sight (DM adjudicates exact range).

A cloth-lined sack that opens into a pocket dimension — a prized find for travelers.

Holds up to 500 lb, but weighs 15 lb regardless of contents. Rare/uncommon magical item; unusual to find in a general store.

Line, hooks, weights, and a small net — good for riverside food gathering.

Useful for foraging/fishing checks; includes basic bait.

Small cast-iron pot for cooking over a fire.

Can be used to cook meals, boil water, or as an improvised weapon at DM's discretion.

A merchant's map detailing common roads, river crossings, and notable landmarks in the area.

Useful for navigation and planning; may omit secret paths and private lands.
Potions3

A bitter potion that helps the body resist toxins for a short time.

Grant advantage on saving throws against poison for 1 hour.

A small vial of red liquid that mends wounds when imbibed.

Heal 7 HPHeals HP when consumed.

Stronger restorative draught favored by field medics.

Heal 14 HPHeals HP when consumed.
Weapons3

Light, nimble blade favored by skirmishers and city guards.

Finesse weapon — can use Dexterity for attack rolls.

A finely balanced short sword with a faint hum; a minor enchantment sharpens strikes.

Atk Magic weapon: +1 to attack and damage rolls.

A reliable, loading crossbow for short to midrange engagements.

Range 80/320; loading property applies if DM enforces it.
Armor2

Treated leather cuirass and straps — light protection that allows mobility.

AC +11AC 11 + Dexterity modifier (max Dex allowed by armor type).

Wooden body with a steel rim and boss — standard defensive shield.

AC +2When wielded, grants bonus to AC.
TE

Tessara "Tess" Brindle

Half-elfBardLvl 5

Shop Atmosphere

Tess hums tunelessly while she works and has a habit of rubbing her thumb over coins before handing them back. She keeps a small ledger bound with a red ribbon where she records customers' favours and debts; she offers a modest discount (5-10%) for stories she likes, and a slightly higher price for anyone who tries to haggle without tea. Her shop cat, Nib, sleeps in the out-of-season clothing bin and will 'approve' a purchase by sitting on it.
Visual sheet

Turn Tess's Common Goods & Sundries into a sheet

A high-res, share-ready sheet you can post or print.