Brightcoin General & Sundries

Est. 2025 Halfling Bard

Brightcoin General & Sundries

Imelda hums old traveling songs while sorting goods and offers a free cup of strong tea to anyone who will trade a good story. She gives a 1 gp credit to anyone...

IM

Shopkeeper

Imelda Brightcoin, a Halfling Bard (Lvl 3)

Keeper's Species

Halfling

17 Misc2 Potions3 Weapons3 ArmorEst. 310 gp

Shop Inventory

(25)
Miscellaneous17

A simple padded roll of blankets and cloth. Good for rough camps.

Sturdy leather pack with straps and several small pockets.

Common rope, good for climbing, tying, or hauling.

Lighter and much stronger than hemp; favored by climbers and thieves.

Superior tensile strength; less likely to break under load.

A wooden torch soaked in pitch. Burns ~1 hour providing dim light.

Ignites flammable materials; sheds bright light in 20-ft radius, dim further 20 ft.

Small kit for starting fires—flint, steel, and tinder.

Necessary to guarantee lighting a fire without improvised means.

Dried meats, hard tack, nuts and preserved fruit — keeps for months.

Leather container for water. Holds about 4 pints.

A small oil lantern with a hood to direct light. Burns for hours on a pint of oil.

Provides bright light in 30 ft, dim for additional 30 ft. Hood can be closed.

A pint of lamp oil. Can be used to fuel lanterns or as an accelerant.

Can be used as improvised weapon to ignite surfaces; flammable.

Forged iron hook for securing to ledges. Useful with rope.

Bandages, salves, and splints. Ten uses per kit.

Stabilizes a dying creature without a Wisdom (Medicine) check. Can be used to restore a small amount of HP when applied (see DM ruling).

Sticky, volatile liquid in a sealed flask. Highly sought after for sieges and ambushes.

Throwable (range 20/60). On a hit it ignites the target: deals fire damage at the start of each of the target's turns until the fire is doused (DM adjudicates).

A small leather pouch filled with common spellcasting components.

Provides common material components (excluding those with gp costs) for spellcasters.

Simple powdered chalk sticks for marking walls and floors.

Small stone used to keep blades sharp.

Regular sharpening grants no mechanical bonus, but reduces chance of breakage on DM call.

Hooks, line, lures and small weights in a tidy kit.

Potions2

A vial of red liquid that glows faintly. One drink restores health.

Heal 7 HPRestores hit points when consumed (average ~7 HP). Single use.

A bitter concoction that helps the body resist poison for a short while.

When consumed, grants advantage on saving throws against poison for 1 hour.
Weapons3

A simple, balanced knife. Can be thrown or used in melee.

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

A reliable blade favored by scouts and rogues.

Finesse, light.

A compact crossbow with a small quiver of bolts included.

Ammunition (range 80/320), loading, two-handed. 20 bolts included.
Armor3

Light armor made of hardened leather, flexible for agile wearers.

AC +11Armor gives an AC of 11 + Dex modifier while worn.

Leather reinforced with metal studs for extra protection.

AC +12AC 12 + Dex modifier; favored by scouts and rangers.

A wooden shield rimmed in iron. Adds defensive protection.

AC +2Grants a bonus to AC when wielded.
IM

Imelda Brightcoin

HalflingBardLvl 3

Shop Atmosphere

Imelda hums old traveling songs while sorting goods and offers a free cup of strong tea to anyone who will trade a good story. She gives a 1 gp credit to anyone who wins a quick riddle contest and will barter small favours (fetching, delivering parcels) in lieu of payment on rare occasions. She keeps one locked drawer of 'curiosities'—a rotating, slightly questionable selection of trinkets from her travels that she only sells to those she likes.
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