Wetherby's General & Supply

Est. 2025 Human Ranger (retired caravan master)

Wetherby's General & Supply

Wetherby's is a squat, odor-of-oil-and-oregano-smelling shop on the market lane, its windows crowded with coils of rope, a well-oiled hooded lantern, and a fade...

BR

Shopkeeper

Bram Wetherby, a Human Ranger (retired caravan master) (Lvl 5)

Keeper's Species

Human

25 Misc4 Weapons4 Armor3 PotionsEst. 1.3k gp

Shop Inventory

(36)
Miscellaneous25

Sturdy canvas pack with straps and multiple compartments.

Wool-filled roll; basic but warm enough for most conditions.

Sturdy hemp rope, useful for climbing and tying down gear.

Break DC ~17 (typical for hemp rope)

Smooth, strong, and light; easier to handle and harder to spot.

Higher break DC than hemp; quieter and less likely to snag.

Set of pitons, boot tips, gloves, and harness — everything needed for safe ascents.

Grants advantage on routine climbing checks when used properly (DM adjudication).

Wax-and-wood torches; burn about 1 hour each.

Can ignite oil or flammable materials.

Striker, flint, and tinder for lighting fires and torches.

Preserved meat, hard biscuits, and dried fruit sufficient for a day's travel.

Sustains one person for 24 hours without penalty.

Leather waterskin; cleaned and sealed.

A flask of lamp oil; also useful as fuel for improvised fires or alchemical uses.

Can be ignited; deals fire on contact if used as weapon (DM adjudicates).

Lantern with a shuttered hood to control light; uses oil.

Provides bright light in 30 ft, dim beyond; hood reduces flame flicker.

Iron bar, good for prying, levering, and basic breaks.

Advantage on checks to pry open non-magical doors or chests (DM discretion).

Tri-pronged iron hook; attaches to rope for climbing or anchoring.

Works with 50 ft rope for complex climbs; may snag on rough surfaces.

Standard wooden-fletched arrows, iron heads.

Set of picks, tension wrenches, and other lock-manipulation tools.

Required to attempt delicate lockpicking; condition affects use.

A parchment with the Shield spell written in careful script; single-use.

Single-use spell scroll. Usable by a spellcaster with Shield on their list or requires an ability check to cast.

Parchment containing the Misty Step incantation — one ethereal shift to escape danger.

Single-use teleportation (30 feet) spell scroll. Usable by appropriate spellcasters or with a check.

Sticky, volatile compound in a breakable flask — ignites on impact.

Thrown incendiary; dangerous to store in large numbers.

Blessed water in a tightly sealed vial; harmful to fiends and undead.

Used as a splash weapon against undead/fiends; also useful in rites.

Paper map showing roads, notable landmarks, and a few tavern stops.

Contains hand-annotated notes by Bram about safe passes and seasonal hazards.

High-pitched whistle used for signaling or alerting allies.

Can be heard up to a few hundred feet depending on terrain.

Bottle of black ink and a feather quill, sealed in a small box.

Small piece of chalk for marking walls, floors, or maps.

Needles, thread, and small tools for mending clothing and light leather.

Hooks, line, sinkers, and a small net for catching freshwater fish.

Weapons4

Light, curved bow for quick shots and mobile archers.

Good for light-footed hunters; requires arrows.

Balanced blade preferred by rogues and scouts.

Light, finesse weapon suitable for sneak attacks.

Reliable one-handed sword; versatile grip for heavier strikes.

Balanced for battlefield and personal defense.

Short, sharp blade — easy to conceal and throw.

Finesse and light; preferred for stealthy work.
Armor4

Basic round shield; cheap but serviceable.

AC +2Provides +2 to AC when wielded.

Light armor offering basic protection without hampering movement.

AC +11

Leather armor reinforced with metal studs for better protection.

AC +12

Light chain mail offering decent protection while remaining relatively quiet.

AC +13Medium armor; may affect stealth checks and Dexterity bonus (DM rules apply).
Potions3

A clear red liquid in a corked vial. Heals wounds when consumed.

Heal 7 HPHeals HP when consumed (average ~7).

Richer, ruby-tinted potion that mends more severe wounds.

Heal 14 HPHeals HP when consumed (average ~14).

A bitter potion that helps neutralize common venoms.

Grants advantage on saving throws against poison for 1 hour (per many common rulesets).
BR

Bram Wetherby

HumanRanger (retired caravan master)Lvl 5

Shop Atmosphere

Wetherby's is a squat, odor-of-oil-and-oregano-smelling shop on the market lane, its windows crowded with coils of rope, a well-oiled hooded lantern, and a faded poster promising 'reliable maps and honest counsel.' Bram Wetherby sits behind a counter scarred by years of coin and blade; he is a broad-shouldered human with the hands of a caravan master, a faded hunting scar across his cheek, and a habit of tapping the counter when considering a price. He knows the routes north of the river, will barter rations for useful local information, and keeps one locked chest for oddities—rare potions and spell scrolls he buys from traveling mages. Bram is pragmatic: he'll sell a potion of greater healing only to someone who can convincingly explain why they need it, and he offers discounts to parties that promise to post word when they find a safe pass. Expect a thrum of gossip, a small blackboard listing rents and apprenticeships, and a resident black cat who sleeps atop the coin tray and will only wake for fresh fish or travelers with interesting scars.
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