Reed & Relic General Store

Est. 2025 Human Artificer

Reed & Relic General Store

Tamsin hums tunelessly while she polishes gear, and her tabby cat 'Copper' often hides small metal items in the till (frequent customers learn to check pockets)...

TA

Shopkeeper

Tamsin "Tam" Reed, a Human Artificer (Lvl 6)

Keeper's Species

Human

13 Misc3 Misc4 Potions5 Weapons4 ArmorEst. 6.8k gp

Shop Inventory

(29)
Miscellaneous13

Simple wooden torch wrapped with oily cloth. Burns bright for a short time.

Provides bright light in a 20-foot radius and dim light for an additional 40 feet. Burns ~1 hour.

Sturdy, rough rope suitable for climbing, hauling, and tying.

Iron hook with a stout ring for rope. Good for climbing or anchoring.

Dried meats, hardtack, and preserved food — enough for one person for one day.

Sustains a creature for 24 hours (no need to forage).

A basic bedroll for sleeping outdoors; modest padding.

Treated leather waterskin, holds approximately 4 pints.

A bundle of twenty ready-to-use arrows.

Sewn mundane-looking sack that opens to a pocket dimension. Very desirable.

Extra-dimensional interior; holds up to 500 lb, 64 cu ft. If overloaded, tears; opened near a plane portal can be dangerous.

Single-use scroll bearing the Cure Wounds spell. Read to cast without preparation.

Spell scroll: Cure Wounds (1st-level). Single use. Spellcasting ability check required if user can't cast this spell (DM decides).

A subtly enchanted cloak that seems to hug the wearer with tiny wards.

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

Metal lantern with a sliding hood to control the flame.

Provides bright light in a 30-foot radius and dim light an additional 30 feet. Hood can be closed to reduce flame.

A small glass flask of lamp oil.

Used to refuel lanterns; can be ignited as an improvised weapon (flammable).

Bandages, salves, and splints for treating injury.

10 uses. A creature can be stabilized without a Wisdom (Medicine) check, and once per use you can restore HP to a creature (per item rules).
Miscellaneous3

Bundle of harness, boot spikes, pitons and a short length of cord—makes difficult climbs easier.

Contains 10 pitons, 6 carabiners, a short hempen line and leather harness.

Lockpicks, tension tools, small files, and related implements in a leather roll.

Used to pick locks and disarm traps. You'll need proficiency to gain full benefit.

A smaller, less complete set than full thieves' tools but useful for simple locks.

Good for basic locks; complex locks require a full thieves' tools set.
Potions4

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

Heal 7 HPHeals hit points when consumed.

A bitter vial that helps the body resist poison.

Grants advantage on saving throws against poison for 1 hour.

Watery potion that stiffens muscles with a momentary gecko-like grip.

Grants a climb speed equal to your walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.

A potent crimson potion favored for serious wounds.

Heal 14 HPHeals hit points when consumed.
Weapons5

Light, balanced blade useful in close combat. Finesse weapon.

Finesse; can use Dexterity for attack rolls.

Versatile military blade, solid for cutting and thrusting attacks.

Versatile: when wielded with two hands.

Light bow prized by scouts and hunters; effective at medium range.

Two-handed, ammunition, range 80/320.

A compact, powerful crossbow; slower to reload but packs a punch.

Ammunition, loading, two-handed, range 80/320.

A well-balanced shortsword with a faintly runed hilt — magic suffuses the blade.

Atk Magical +1 weapon: +1 to attack and damage rolls. Counts as magical against resistances.
Armor4

Basic leather armor favored by scouts and light fighters.

AC +11

Leather reinforced with small metal studs for extra protection.

AC +12

A close-fitting shirt of interlocking rings; flexible yet protective.

AC +13

Standard wooden shield with iron rim; reliable defense.

AC +2Grants bonus to AC when wielded.
TA

Tamsin "Tam" Reed

HumanArtificerLvl 6

Shop Atmosphere

Tamsin hums tunelessly while she polishes gear, and her tabby cat 'Copper' often hides small metal items in the till (frequent customers learn to check pockets). She favors those who trade stories or useful curiosities; prices are firm in coin but she offers small discounts or trade credit for useful components (spare clockwork parts, alchemical vials, curios). She keeps the rarer magical items locked and asks questions before selling—expect a brief bargaining ritual and a cup of tea.
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