Havel & Hearth General Goods

Est. 2025 Human Ranger (retired, now tradesman)

Havel & Hearth General Goods

Becka runs the shop with a warm half-smile and a habit of slipping a small salted turnip to regulars — it’s her emblem, which led to the shop's painted turnip s...

BE

Shopkeeper

Becka Havel, a Human Ranger (retired, now tradesman) (Lvl 7)

Keeper's Species

Human

20 Misc3 Potions1 Weapons3 ArmorEst. 4.4k gp

Shop Inventory

(27)
Miscellaneous20

Sturdy canvas pack with external straps and several internal compartments.

Thick woven roll that keeps sleepers drier and warmer than bare ground.

Reliable hemp rope, rated for climbing and hauling.

Smooth, light, and much stronger for its weight than hemp — favored by infiltrators.

Iron hook with three barbed tines and a stout shackle for rope.

Lantern with a hinged hood to direct light. Burns for 6 hours per flask of oil.

Standard lamp oil; one flask fuels a lantern for about 6 hours.

Simple birch torches; good for short-term light and signaling.

Preserved meats, hardtack, and dried fruit — enough for one active day.

Leather water container with cork stopper.

Bandages, salves, and small tools to stabilize and treat wounds.

Allows Stabilize without a DC check and can restore HP when used with proper time (per DM discretion).

A potent chemical mixture that grants advantage on saving throws vs. poison for 1 hour.

Advantage on Poison saves for 1 hour after drinking.

Lockpicks, slim jims, small saw, and tension wrench in a leather roll.

Includes files and a tiny mirror; standard tools for picking locks and traps.

Sturdy padlock suitable for doors and chests.

Leather pouch containing many common non-consumed spell components and specialized holders.

Contains basic components worth about 50 gp in small portions; consumable components still consumed by spells.

Bottle of black ink made from lamp soot; long-lasting and waterproofed.

Fine vellum sheet, good for scrolls, maps, and writing formal letters.

Chalk sticks for marking routes, maps, or studies.

Needles, thread, and small tools for mending cloth and light leather.

Roll-up leather case lined to protect maps and documents from rain.

Potions3

A small vial of red liquid that mends wounds.

Heal 7 HPHeals hit points when consumed.

Stronger restorative potion for severe injuries.

Heal 14 HPHeals hit points when consumed.

A rare, potent concoction favored by battle-mages and veteran healers.

Heal 26 HPHeals hit points when consumed.
Weapons1

Well-balanced steel blade that gleams faintly; grants magical edge in combat.

Atk Weapon bonus applies to attack rolls and damage rolls.
Armor3

A polished oaken shield rimmed with steel; offers a small magical ward.

AC +1Grants +1 to AC while wielded in the off-hand.

A mottled green-brown cloak that helps the wearer blend into natural surroundings.

Wearer has advantage on Stealth checks in natural settings; others have disadvantage to spot wearer when stationary (DM adjudicates).

Soft leather boots that make the wearer's steps nearly soundless.

Wearer has advantage on Stealth (moving silently) checks.
BE

Becka Havel

HumanRanger (retired, now tradesman)Lvl 7

Shop Atmosphere

Becka runs the shop with a warm half-smile and a habit of slipping a small salted turnip to regulars — it’s her emblem, which led to the shop's painted turnip sign. She used to guide caravans through the low mountains and still offers modest discounts to recognized adventurers (and a bigger trade-in value for exotic pelts, rare herbs, or monster teeth). The back room holds a pinned board of local jobs and travelers' notes; Becka will share gossip for the price of a hot cup of tea. She refuses to sell certain items after sundown (alchemical accelerants and premium vials) unless convinced the buyer's cause is just.
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