Voss & Co. General Merch

Est. 2026 Human Commoner

Voss & Co. General Merch

The shop sits on the main road of a lawful evil-ruled small town. Its front is bright and tidy, with goods displayed neatly through a barred window. A heavy hat...

MA

Shopkeeper

Marta Voss, a Human Commoner (Lvl 3)

Keeper's Species

Human

2 Weapons2 Armor16 Misc1 PotionsEst. 132 gp

Shop Inventory

(21)
Weapons2

A sharp, balanced dagger. Good for everyday tasks and backup defense.

A well-made shortbow suitable for hunters and traveling guards.

Armor2

A simple, well-stitched leather cuirass patched by the shop's leatherworker. Durable and flexible.

AC +11

A plain round shield of wood with an iron rim. Light, serviceable, and inexpensive.

Miscellaneous16

A quiver of twenty matched arrows. Cheap, serviceable fletching.

A leather bag full of bandages, splints, salves, and alcohol. Essential for first aid on the road.

Allows stabilizing a creature without a Medicine check; provides supplies for 10 uses.

Coiled hemp rope, stiff but reliable when properly cared for.

A small wooden box containing char cloth, flint and a steel striker. A household staple.

A hardened tallow torch mounted on a wooden shaft. Cheap and plentiful.

A hooded lantern with clean glass. The shop keeps spare wicks and oil for sale.

Provides steady light; hood reduces stray light when needed.

A small flask of lamp oil. Sold by the vial for travelers and townsfolk.

A thick wool bedroll, patched in places but warm and dry.

A ration pack that will sustain a traveler for a day: hard bread, cured meat, and a small cheese.

A stitched leather waterskin. Sold empty or filled on request.

A two-person travel tent: weatherproof canvas with a sewn-in ground flap.

A well-made canvas backpack with reinforced straps and a small exterior pocket.

Patchwork Lockpicks. A cheap set cobbled from old locksmith's castoffs. Functional but fragile.

Not a professional thieves' kit; best for repairing locks and small mechanical fixes.

Smokepowder Flare. Useful for signaling, escape, or creating a momentary visual obstruction.

When ignited and tossed, produces a dense puff of smoke in a 5-foot radius for 1 round and a bright flare that counts as a torch for illumination that round.

Wayfarer's Candle. Slightly pricier than a common candle but lasts through a long watch.

Traveler's Spice Pouch. Useful for cooks on the road or to barter with taverns.

Eating a meal with a pinch of these spices grants minor morale (roleplay benefit) but no mechanical bonuses.
Potions1

A small glass phial of red liquid. A reliable healing draught for the starting adventurer.

Heal 7 HPConsumable magic item (common).
MA

Marta Voss

HumanCommonerLvl 3

Shop Atmosphere

The shop sits on the main road of a lawful evil-ruled small town. Its front is bright and tidy, with goods displayed neatly through a barred window. A heavy hatch separates customers from the back room where the owner keeps a ledger of debts and a locked chest of traded goods. The owner enforces exact prices and expects accounts to be settled on time. The owner will offer a polite, businesslike smile while noting favors owed in the ledger. The store smells of oil and cured leather; a bell above the door is wired to a small counterweight that closes the hatch if a crowd gathers.
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