Bram's Wandering Keg & Goods

Est. 2025 Human Bard

Bram's Wandering Keg & Goods

Bram is a talkative former traveling performer—he will happily barter stories for discounts. The tavern has a tab system recorded in a battered brass ledger; re...

BR

Shopkeeper

Bram Hallow, a Human Bard (Lvl 6)

Keeper's Species

Human

16 Misc2 Misc3 Potions4 Weapons3 ArmorEst. 7k gp

Shop Inventory

(28)
Miscellaneous16

A warm, robust ale brewed in-house. Patrons claim it goes down smooth and loosens tongues.

Slightly raises morale; often used as a social lubricant rather than a restorative.

The tavern's signature spiced ale — citrus and clove overtones, pleasantly warming.

No mechanical effect, but trusted to calm tempers and grease deals.

Preserved meat, hard bread, dried fruit—bolts of energy for a day's travel.

Fills one person's need for a day; kept in a communal pantry.

Sturdy leather pack with straps and several sewn pockets.

None.

A simple roll of canvas padded with straw; serviceable and dry.

None.

Standard climbing/drawing rope, moderately strong and rough.

Good for climbing, hauling, or binding prisoners.

Smooth, light, and surprisingly strong; favored by rogues and climbers.

Less likely to tangle; prized by thieves.

A short wooden torch; burns for about an hour.

Can be used to light objects or as an improvised weapon.

A metal lantern with a hood to direct light; requires oil to function.

Provides steady light when supplied with oil (1 sp/flask).

A basic fire-starting kit; sparks reliably in dry conditions.

Useful to start fires; also used in some rituals.

A leather waterskin, holds a few liters of water.

None.

Bandages, salves, and small tools. Used to stabilize the wounded and tend to cuts.

Heal 1 HPAllows stabilization without a Medicine check and can restore 1 HP once per kit use (as per common home rules).

A single-use scroll with Detect Magic written in common script.

Single casting of detect magic. Bram insists purchasers are competent with scrolls.

A set of picks, tension wrenches, and small instruments for locks and traps.

Allows use of the Sleight of Hand and Thieves' Tools proficiency for lockpicking.

A fabric bag with an extradimensional interior—holds far more than its size suggests.

Holds up to 500 lbs., 64 cubic feet. Extradimensional storage; follow DM rules for use.

A stout box with a simple tumbler lock; ideal for coins or small valuables.

Lock is mundane; can be opened by thieves or with a key.
Miscellaneous2

A bench in the common room and a shared blanket; morning porridge included.

Good enough for a recovering adventurer; light snoring guaranteed.

A small private room for the night. Includes a hot stew and a simple breakfast.

Room includes a small chest (locked) and a wash basin.
Potions3

A small vial of ruby liquid. Heals wounds when drunk.

Heal 7 HPRestores HP when consumed (average 7).

Heals more severe wounds; favored before tough fights.

Heal 14 HPRestores HP when consumed (average 14).

Grants spiderlike climbing ability for an hour when consumed.

Gives advantage on Strength (Athletics) checks to climb and climbing speed for 1 hour.
Weapons4

A balanced short blade for quick strikes and city work.

Standard simple/ martial weapon for many classes.

A finely balanced blade with a faint hum. +1 to attack and damage.

Atk +1 to attack rolls and damage rolls.

A reliable military-grade longsword, suitable for two-handed or versatile fighting.

Versatile () when used two-handed.

Light bow for skirmishers and hunters.

Range 80/320 ft (standard shortbow ranges).
Armor3

Light armor with small metal studs; good protection without hampering movement.

AC +12Medium defense for light armor wearers (12 + Dex modifier in RAW terms).

A sturdy wooden shield bound with metal. Adds to bearer’s protection.

AC +2Grants bonus to AC when wielded.

A dusky green cloak that whispers when moved. Grants a subtle aura of defense.

AC +1Grants bonus to AC and saving throws while worn.
BR

Bram Hallow

HumanBardLvl 6

Shop Atmosphere

Bram is a talkative former traveling performer—he will happily barter stories for discounts. The tavern has a tab system recorded in a battered brass ledger; regulars get small discounts. A grey tomcat named Ledger sleeps on the coin chest and occasionally 'approves' customers by rubbing against their boot—Ledger's favorites often receive the best deals. Bram insists that new customers first try a sample of the spiced ale before any sizable purchase; he claims it builds trust. He accepts trade-ins of curios, treasure maps, and 'more exotic' loot but refuses items that smell of strong necromancy or are obviously cursed.
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