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The Provisioner's Provisions - AI-generated fantasy Shop

The Provisioner's Provisions

Est. 2026 Dragonborn Commoner merchant and former caravan guard

The Provisioner's Provisions

The Provisioner's Provisions occupies a long, narrow timber building with a bright blue door, brass roof gutters, and a covered loading awning where pack animal...

KE

Shopkeeper

Kestra Embervein, a Dragonborn Commoner merchant and former caravan guard (Lvl 5)

Keeper's Species

Dragonborn

2 Weapons2 Armor8 Misc1 PotionsEst. 216 gp

Shop Inventory

(13)
Weapons2

A plain but well-balanced dagger suited to travelers, messengers, and anyone who expects trouble on the road.

A sturdy light crossbow with an ash stock and an iron prod. The Provisioner's Provisions keeps a few behind the counter for caravan guards.

Armor2

Supple boiled leather reinforced with narrow iron strips. Practical, quiet, and easy to maintain in the field.

AC +12

A round wooden shield faced with painted canvas. Several bear the faded crest of a caravan company that no longer exists.

AC +2
Miscellaneous8

A canvas-wrapped travel bundle containing a hooded lantern, tinderbox, ten flasks of oil, and a spare wick roll.

Clear lamp oil sealed in thick ceramic flasks. The dragonborn shopkeep marks each one with a stripe of red wax to discourage tampering.

A carefully packed bundle for new adventurers, assembled from durable goods rather than the cheapest available materials.

A custom field medic's kit designed for expedition work. It does not restore hit points, but it is exceptionally useful when ordinary bandages are not enough.

As an action, a user can stabilize a creature at 0 hit points without making a Medicine check. The kit has 10 uses.

A small sack of polished iron spheres, sold to scouts, locksmiths, and pranksters in equal numbers.

When scattered across a level, smooth surface, the bearings can make it difficult to move across the area at the DM's discretion.

A practical mapmaker's pouch favored by caravan leaders and dungeon explorers who cannot afford to ruin their best paper.

The wax tablet can be reheated and reused, making it useful for temporary maps and inventory records.

A broad wool scarf treated with mountain herbs and stitched with tiny copper beads. It helps regulate breathing during cold travel and long climbs.

Custom common wondrous item. The scarf smells faintly of cedar and mint.

A compact signaling set for travelers who become separated from their companions or need to communicate across a ravine.

The whistle can be heard clearly at up to 600 feet in open terrain, though it carries no magical properties.
Potions1

A red restorative draught purchased from a licensed apothecary in the nearby city. The glass vial is stoppered with blue wax.

Heal 2 HPMagical healing. The potion glows faintly when held near an open flame.

Lootable Stash

(5)

Where The Take Sits

The shop's most valuable goods are split between the locked office, the rear stockroom, and a concealed compartment beneath the counter. Kestra sleeps in a loft above the store and keeps a clear view of the front room through a railing gap.
1 Money1 Personal Item1 Valuable1 Records1 Trade Goods

Security Check

Dexterity (Stealth) or Dexterity (Thieves' Tools), with Wisdom (Perception) contested by Kestra's passive Perception 13
DC 15

On Failure

A failed theft attempt triggers a concealed string of brass bells beneath the counter. Kestra, the dragonborn owner, locks the front door, calls for her two upstairs assistants, and confronts the party while loudly accusing them of trying to rob a respectable business. If the party persists or uses violence, nearby caravan guards arrive in rounds. A failed attempt also causes Kestra to refuse all future trade unless the party pays restitution.

Estimated haul

485.36 gp

MoneyLoot target #1

Cash Drawer

38 gp, 14 sp, and 96 cp
Locked compartment beneath the wooden counter, protected by a simple iron lock and a bell wire.
The day's ordinary receipts, mostly copper and silver with a few gold pieces from recent adventurers.
Personal ItemLoot target #2

Kestra's Personal Effects

5 gp for the brass and beads, though Kestra values them far more
Inside a cedar strongbox in the small office behind the stockroom.
Kestra's brass spectacles, a worn set of draconic prayer beads, and a small portrait of her former caravan crew. The beads are sentimental rather than magical.
ValuableLoot target #3

Unregistered Garnet

75 gp
Hidden inside a sack of dried beans on the third storage shelf, behind an inventory ledger.
A thumb-sized garnet wrapped in oilcloth, received as partial payment from a prospector who could not afford coin.
RecordsLoot target #4

Caravan Ledger

25 gp to a rival merchant, smuggler, or city inspector
The locked office desk, beneath a false-bottomed drawer containing old invoices.
A collection of caravan manifests, debtor names, delivery routes, and notes identifying which local merchants are quietly buying restricted alchemical supplies.
Trade GoodsLoot target #5

Shrine Medicine Crate

340 gp total
Marked with a blue cross and stacked behind heavier barrels in the rear stockroom.
Six sealed vials of antitoxin and two packets of rare fever-reducing herbs awaiting delivery to a rural shrine.
KE

Kestra Embervein

DragonbornCommoner merchant and former caravan guardLvl 5

Shop Atmosphere

The Provisioner's Provisions occupies a long, narrow timber building with a bright blue door, brass roof gutters, and a covered loading awning where pack animals can be sheltered from rain. The front room smells of lamp oil, dried herbs, leather, and cinnamon. Goods hang from ceiling beams in neat clusters: cookware, rope, blankets, tools, waterskins, travel cloaks, and bundles of arrows. A painted sign shows a dragonborn hand offering a loaf of bread to a weary traveler. The shopkeeper is Kestra Embervein, a copper-scaled dragonborn woman in her early forties. She wears a leather apron over a faded green traveling coat and keeps a slate board tucked beneath one arm for calculating prices. Kestra is warm, direct, and suspicious of anyone who cannot explain what they need. She remembers customers by their boots, accents, and preferred trail rations. Her left horn is chipped, and she claims it happened during a mule race, though regulars insist it was lost fighting bandits on the northern road. Kestra runs the shop with two part-time assistants, a teenage human named Pell and a quiet half-elf named Orrin. During business hours, one assistant usually works in the stockroom while the other watches the front. Kestra does not openly advertise the Potion of Healing or the field kits, but she offers them to customers who seem competent, desperate, or vouched for by a caravan master. She gives a 5 percent discount on bulk mundane supplies to recognized adventuring parties, but charges double for emergency deliveries after sunset. The store is a general merchant rather than an arms dealer. Its weapons and armor are practical stock meant for travelers, guards, and settlers. The shop's custom goods are assembled by Kestra from caravan experience, making them useful but modest. Her greatest weakness is a habit of leaving the office ledger open while arguing over prices, and her greatest strength is knowing exactly which floorboards creak after years of living above the shop.
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