Edda's Sundries & Supplies

Est. 2025 Human Bard

Edda's Sundries & Supplies

Edda's Sundries sits on a corner of the market beneath a battered striped awning. Inside, the air smells of oil, tanned leather and a faint trace of pipe smoke....

ED

Shopkeeper

Edda Fen, a Human Bard (Lvl 4)

Keeper's Species

Human

17 Misc2 Misc3 Weapons2 Armor2 PotionsEst. 285 gp

Shop Inventory

(26)
Miscellaneous17

Sturdy canvas pack with leather straps and several compartments.

A rolled blanket and canvas mat for sleeping outdoors.

Dried meats, hard bread, cheese and a few preserves — a day's worth of food.

Leather waterskin with stopper, holds roughly 4 pints.

A simple wooden torch; burns for about an hour.

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

Brass hooded lantern; requires oil to burn and provides steady light.

Bright light in a 30-foot radius, dim light for another 30 feet when fueled.

Lamp oil; used in lamps, lanterns or (carefully) as an improvised incendiary.

Can be ignited to cause fire (use DM adjudication). Used to fuel lanterns.

Common, rough rope; reliable for climbing or tying loads.

Fine, strong and less likely to abrade — favored by climbers and stealthy types.

Softer on hands, less likely to shed or snag (advantage on Dexterity checks to avoid detection while climbing with assistance, DM optional).

Flint, steel and tinder kept in a small box for lighting fires and torches.

A short stick of chalk, good for marking passages or sketching quick maps.

Simple iron tent or utility spikes, useful for anchoring or impromptu traps.

A sealed flask of sticky, volatile liquid that can be hurled to start fires on impact.

On a hit, deals fire and the target continues to burn for fire damage at the start of its turns (extinguish with action/ Dexterity check or douse).

A small glass vial of corrosive acid useful against locks, armor or foes.

Special damage to objects or when splashed; handle carefully.

A small brass whistle that carries crisply through fog or night.

Can be heard at long range in quiet conditions; useful for rallying allies or summoning a guard.

A bundle of small wax candles for marking paths or providing small lights.

Each candle burns ~1 hour and gives dim light in a 5-foot radius.

A hand-drawn map showing streets, notable landmarks and a few hidden paths known to locals.

May include marginal notes about patrols, shortcuts and a couple of semi-secret locations (DM discretion).
Miscellaneous2

Bandages, salves and medical tools for treating wounds and stabilizing the injured.

Has 10 uses. Each use allows stabilizing a creature without a Wisdom (Medicine) check. Also can restore HP once per kit (DM adjudication).

Lockpicks, tension wrenches, mirror on a stick and other implements for bypassing locks and traps.

Required to make Dexterity checks for picking locks and disabling traps.
Weapons3

A short, easily concealed blade. Useful as both tool and weapon.

Finesse, light, thrown (range 20/60).

A nimble martial weapon favored by scouts and swashbucklers.

Finesse, light.

A compact bow suited to woodland hunters and light-footed adventurers. Comes with a simple quiver of 20 arrows.

Two-handed, ammunition (long range 80/320).
Armor2

Hardened leather armor offering light protection without refusing mobility.

AC +11

Round wooden shield rimmed with iron; adds a reliable defensive bonus.

AC +2Grants +2 to AC while wielded.
Potions2

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

Heal 7 HPHeals HP (average 7).

A bitter-tasting vial that eases poisons and prevents their worst effects for a short while.

Grants advantage on saving throws against poison for 1 hour, and neutralizes injected poisons when administered in time.
ED

Edda Fen

HumanBardLvl 4

Shop Atmosphere

Edda's Sundries sits on a corner of the market beneath a battered striped awning. Inside, the air smells of oil, tanned leather and a faint trace of pipe smoke. Shelves climb the walls stacked with neatly labeled bundles; a low counter bears a brass scale, a ledger full of careful notes and a small glass cage with a sleep-squinting gecko that Edda insists keeps pests from the rations. Edda herself is quick with a smile and a story, and she hums tunelessly when weighing goods. She's prone to making trades with favors instead of coin for customers she likes — offer local news, a shiny trinket or help with a delivery and she may knock 5–10 gp off a larger purchase, or part-pay in odds and ends. She keeps one or two common magic potions behind the counter and eyes anyone who asks for something more expensive; she's careful and prudent rather than reckless. If a patron asks after odd jobs, Edda will often have a list — from fetching a special herb to delivering a parcel to the watch captain — and will reward successful returns with discount coupons (worth 5–10% off future purchases) or a warm meal. Her favourite phrase: "No shame in bartering for a story."
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