The Stockade Supply

Est. 2025 Human Fighter (Quartermaster)

The Stockade Supply

Marta runs the shop like a quartermaster: brisk, no-nonsense, and suspicious of unsolicited bargains. Soldiers get a small credit with proper ID; civilians some...

MA

Shopkeeper

Marta Voss, a Human Fighter (Quartermaster) (Lvl 3)

Keeper's Species

Human

20 Misc4 Weapons4 Armor2 PotionsEst. 290 gp

Shop Inventory

(30)
Miscellaneous20

Dried meat, hardtack, and a small pouch of salted vegetables — compact and long-lasting for soldiers and travelers.

Sustains one person for a day. Heavier versions available by bulk order.

Sturdy leather waterskin with a sewn stopper. Keeps water safe for travel.

Simple padded roll for sleeping outdoors. Military-issue models are a little thicker.

Slightly better insulation if marked as 'military'.

Thick wool blanket, useful for cold nights and as makeshift bandage or padding.

Good-quality rope; standard issue for camp and fieldwork.

Leather backpack with a few exterior pockets — holds adventuring essentials.

Spark-producing steel and flint for starting fires reliably in damp weather.

Useful for reliably starting fires in all but the heaviest downpours.

Compact wooden box with flint, tinder, and useful tools for firecraft.

A hand-held torch. Burns brightly for a short while; useful for short explorations or signaling.

Lights an area for about an hour; can be used to ignite flammable objects.

A metal lantern with a hood to limit glare. Standard for sentry and outpost use.

Hood reduces visible range for others; oil sold separately.

Refined oil for lamps and lanterns. One flask burns several hours in a hooded lantern.

Flammable; can be used to ignite but dangerous to carry in bulk.

Sturdy iron crowbar for prying, lifting, and minor construction work.

Common improv weapon; favored for prying trapped doors.

Tough, water-treated canvas tent that sleeps two. Military-cut for quick assembly.

Can be pegged down for high winds; comes with basic pegs and rope.

Pack of twenty iron-tipped bolts for a light crossbow.

A compact kit with bandages, herbs, and basic supplies for treating wounds and stabilizing the dying.

Used to stabilize a dying creature without a roll; aids Medicine checks.

Simple tallow candle. Cheap and useful for short, quiet lighting.

Burns for several hours; minimal light.

Fine treated sheet of animal skin for writing orders, maps, and dispatches.

Stable black ink used for official orders and maps.

A detailed map of local roads, patrol routes, and known outposts — slightly restricted but commonly circulated here.

Shows supply caches and gates; some locations intentionally redacted.

Needles, thread, and patches for repairing clothing and light gear.

Weapons4

Short steel dagger with a reinforced pommel. Useful in camp, kitchen, and close-quarters.

Thrown weapon (range 20/60). Light and finesse.

Balanced short blade favored by scouts and light infantry.

Finesse weapon; preferred for close skirmishes.

Simple spear, effective for both melee and thrown use. Common among militia.

Thrown (20/60). Versatile: when used two-handed.

Reliable military light crossbow. Slower to reload but packs a strong punch.

Requires bolts (sold separately) and a free hand to reload unless proficient.
Armor4

Wooden shield rimmed with iron. Common issue for guards and militia.

AC +2+2 to AC while held

Tough leather armor offering basic protection without restricting movement.

AC +11AC = 11 + Dexterity modifier.

Leather armor reinforced with metal studs for improved protection while remaining light.

AC +12AC = 12 + Dexterity modifier.

Flexible chain shirt providing decent protection with mobility — sometimes taken in from retired soldiers.

AC +13AC = 13 + Dexterity modifier (max 2).
Potions2

A small vial of red liquid. Heals rapidly when consumed — prized by patrol medics.

When consumed, restores hit points.

A bitter draught that helps resist poison. Often carried by field medics.

Grants advantage on saving throws vs. poison for 1 hour after drinking.
MA

Marta Voss

HumanFighter (Quartermaster)Lvl 3

Shop Atmosphere

Marta runs the shop like a quartermaster: brisk, no-nonsense, and suspicious of unsolicited bargains. Soldiers get a small credit with proper ID; civilians sometimes must barter with services (carpentry, scouting) for bulk items. She stamps receipts with a small fleur insignia and keeps a ledger where she notes regulars and any rumors customers repeat. The shop is stocked with military surplus and durable goods — there's always a scuff of mud, a coil of rope hanging from the rafters, and a dented shield by the door. Marta occasionally offers to 'lend' an extra lantern to out-of-luck patrols, but expects it back.
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