Fenwick's Sundries & Provisions

Est. 2025 Human Rogue (retired merchant-adventurer)

Fenwick's Sundries & Provisions

Marta hums sea shanties while she works (she grew up in a coastal trading town) and tucks a scrap of parchment with a lucky rune under each crate. She refuses s...

MA

Shopkeeper

Marta Fenwick, a Human Rogue (retired merchant-adventurer) (Lvl 3)

Keeper's Species

Human

14 Misc3 Potions3 Weapons1 ArmorEst. 847 gp

Shop Inventory

(21)
Miscellaneous14

A heavy iron crowbar, useful for prying doors, levering crates, or as an improvised weapon.

Can be used to force open a stuck door with a DC set by the DM (+ proficiency if tool proficiency applies).

A compact kit with iron pitons, a 50-foot length of sturdy hempen rope, leather straps, and a small hammer.

When used properly, grants advantage on one Strength (Athletics) check to climb per long rest.

Plain but clean clothes appropriate for travel or blending into townsfolk.

AC +10

A reinforced backpack with several pockets and a waterproofed inner pouch.

Contains a hidden false bottom (small) for concealing one item up to 1 lb.

Good quality rope for climbing, binding, and general use.

Simple wooden torches dipped in pitch; produce bright light for 20 ft, dim for 20 ft more.

Can be used to ignite flammable materials; burns ~1 hour.

A hooded lantern that can be dimmed; each flask of oil burns 6 hours.

Hooded lantern gives bright light in a 30-ft radius when lit; hood can be closed to limit light.

A leather waterskin that holds up to 4 pints.

Can keep water cool for a day in warm weather.

A small tin mess kit with a cup, plate, and utensils.

Dried meats, hardtack, cheese, and preserved fruits sufficient for one person for seven days.

Eating rations provides standard nourishment; 1 week supply per purchase.

Bandages, salves, splints and other basic first-aid supplies.

Stabilizing a dying creature requires 1 use; contains 10 uses before depleted.

A small kit of fine picks and tension tools suitable for delicate locks.

Grants a +2 to Dexterity checks made to pick locks when used by a proficient character (DM adjudicates).

Black ink, a fine quill, and a small bottle of lamp oil for drying lines — favored by cartographers.

Ink is water-resistant and won't run in light rain.

A colored filter to slip over a lantern to create a colored beam without altering brightness.

Allows signaling and stealthy colored light for up to 6 hours per oil flask.
Potions3

A small glass vial of red liquid that closes wounds when drunk.

Heal 2 HPRestores HP when consumed (standard Potion of Healing effect).

A brighter red potion; mends more severe wounds quickly.

Heal 3 HPRestores HP when consumed (standard Greater Healing).

A concentrated salve that grants advantage on saving throws against poison for 1 hour.

Gain advantage on saving throws against poison for 1 hour after application.
Weapons3

A solid iron dagger, usable as a tool or light weapon.

Finesse and light properties.

A reliable shortsword, well-balanced for combat and work.

Versatile for one-handed combat; common among town guards.

A finely-worked dagger whose edge gleams with a faint, magical sheen.

Atk This weapon grants a bonus to attack and damage rolls.
Armor1

A round wooden shield rimmed with iron; sufficient to deflect blades.

AC +2Grants +2 to AC when wielded.
MA

Marta Fenwick

HumanRogue (retired merchant-adventurer)Lvl 3

Shop Atmosphere

Marta hums sea shanties while she works (she grew up in a coastal trading town) and tucks a scrap of parchment with a lucky rune under each crate. She refuses service to anyone who tries to haggle while wearing muddy boots on her shop floor and gives a free hot biscuit to children who promise to behave. She's well-connected: rumors say she can special-order uncommon items through an old contact, but it might take a week and a bag of coin up front.
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