Fenwick's Sundries and Supplies

Est. 2026 Human Commoner

Fenwick's Sundries and Supplies

The shop keeps a small wooden bell near the door that rings out a short melody when customers step in. The proprietor keeps a sleeping tabby named 'Nickel' in a...

MA

Shopkeeper

Marla Fenwick, a Human Commoner (Lvl 2)

Keeper's Species

Human

14 Misc1 Potions3 Weapons1 Misc2 ArmorEst. 204 gp

Shop Inventory

(21)
Miscellaneous14

A 50-foot length of hempen rope. Sturdy, useful for climbing, hauling, and improvised traps.

A simple stick soaked in pitch. Cheap and reliable light source.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet. If used to make a melee attack, deals 1 fire damage.

A padded roll for sleeping outdoors.

A basic adventurer's backpack with straps and several pouches.

A leather waterskin for carrying drinking water.

Dried and salted foods suitable for travel.

A small kit used to start fires.

A thief's essential kit. Well crafted and favored by city rogues.

Grants ability to attempt lockpicking and trap disarming when used by someone proficient.

A hooded lantern with a metal cage and glass. Cleaner and longer-lasting than a torch.

Casts bright light in a 30-foot radius and dim light for an additional 30 feet. Hood can be lowered to reduce bright light to dim in 5-foot radius as an action.

A flask of lamp oil for lanterns and torches.

A thousand ball bearings for traps, distractions, or impeding pursuers.

Can be spread to create difficult footing; useful with a bag and a quick action to trip pursuers.

A local apothecary's traveler's balm for minor cuts and bruises.

Heal 3 HPRubbing a small amount into a wound heals hit points. Not magical but made from quality herbs.

A merchant-made smoke pellet used for escapes or distractions. Cheap but effective.

When tossed, creates a 10-foot-radius cloud of thick smoke that provides heavily obscured area for 1 minute. Wind can disperse it early.

A stitched loop with a tiny charm that loosens knots for harried travelers.

Once per day as an action, releases a quick knot-unfastening charm on a single tied rope or latch, freeing it instantly.
Potions1

A common healing potion favored by novice adventurers.

Heal 7 HPWhen drunk, restores hit points.
Weapons3

A short, balanced sword suitable for close combat and finesse fighters.

A small blade for throwing or close work. Versatile and common.

A reliable ranged weapon that uses bolts. Good for hunters and militia.

Miscellaneous1

A bundle of twenty arrows, serviceable for hunting or combat.

Armor2

A basic round shield that provides a defensive bonus when wielded.

AC +2

Leather armor reinforced with metal studs. Lightweight and protective.

AC +12
MA

Marla Fenwick

HumanCommonerLvl 2

Shop Atmosphere

The shop keeps a small wooden bell near the door that rings out a short melody when customers step in. The proprietor keeps a sleeping tabby named 'Nickel' in a shallow coin tray; Nickel insists on rearranging small change and sometimes hides a coin in a pouch as a 'tip'. Shelves are labeled by use rather than name: 'Hunt', 'Camp', 'Fix', 'Fight'.
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