Fenwick's Sundries & Stow

Est. 2025 Human Ranger (Retired)

Fenwick's Sundries & Stow

Marella keeps the front counter tidy but peppers conversation with hunting stories and unsolicited advice on footwear. She lives above the shop; customers occas...

MA

Shopkeeper

Marella Fenwick, a Human Ranger (Retired) (Lvl 10)

Keeper's Species

Human

13 Misc2 Potions2 Weapons2 ArmorEst. 18.4k gp

Shop Inventory

(19)
Miscellaneous13

Preserved stews, hard biscuits, dried fruits, and salted meat vacuum-packed in waxed cloth pouches.

Sturdy rope, useful for climbing, tying, and lashing. Knots hold well under typical loads.

Small kit with pitons, hooks, string, and boot glue; makes scaling surfaces safer.

Grants advantage on a single check to set up secure anchors if used properly.

Bandages, salves, and splints to stabilize the wounded.

Use to stabilize without a Wisdom (Medicine) check.

A bitter draught that grants advantage on saves against poison for 1 hour.

Advantage on saving throws against poison for 1 hour after consumption.

A wooden torch soaked in pitch. Bright light in a small radius.

Bright light for 20 ft., dim for 40 ft.

A sticky, explosive fluid that ignites when thrown.

On hit, deals fire immediately and at the start of each of the target's turns until extinguished (Dex save to avoid hit when thrown).

A durable sacking of extradimensional space useful for hauling large loads.

Holds up to 500 lb, not exceeding a volume of 64 cubic ft.

A hand-drawn topographic map of nearby hunting grounds and old ruins; annotated with game trails.

Adds +2 to checks to find safe trails or avoid ambushes when used with Survival proficiency.

Sturdy oak trunk with iron bands and a simple tumblers lock; lined with oilcloth.

Lock provides no mechanical bonus; considered a deterrent for opportunists.

A carefully scribed spell scroll with the Lesser Restoration spell scripted in elven ink.

One-time use to end a disease or one condition (blindness, paralysis, etc.). Spell must be cast from the scroll.

A pleasantly scented cleansing soap, popular with traveling entertainers and nobles who pass through.

A brass-capped lantern that holds lamp oil and burns bright with a controlled wick.

Provides bright light in a 30 ft. radius, dim for another 30 ft.
Potions2

A ruby liquid that mends wounds with supernatural speed.

Heal 10 HPHeals hit points when consumed.

A shimmering amber potion that fills the drinker with valor.

Grants 10 temporary HP and bless effect (no concentration) for 1 hour.
Weapons2

A well-balanced steel blade with a faintly etched runic line along the fuller.

Atk Slight hum when orients to righteous intent; no extra charges.

A compact bow crafted by a regional fletcher; superior draw and accuracy.

Grip shaped to fit most hands; +1 to attack vs. creatures of Small size when using special arrows (seller stocks a limited supply).
Armor2

Soft leather with stitched layers for extra protection; flexible and quiet.

AC +11Gives +1 stealth on non-magical checks if the wearer has proficiency in Stealth.

A travel-stained cloak with a subtle weave of protective wards; slightly faded but intact.

Grants bonus to AC and saving throws while worn.
MA

Marella Fenwick

HumanRanger (Retired)Lvl 10

Shop Atmosphere

Marella keeps the front counter tidy but peppers conversation with hunting stories and unsolicited advice on footwear. She lives above the shop; customers occasionally hear a chorus of clinking plates and the soft bark of her retired hunting hound, Brindle, from the staircase. She offers discounts (usually 10%) to patrons who trade stories or small curios of genuine interest; she refuses to sell certain magical items to those she suspects of foul intent. The basement doubles as Marella's workshop and a safe storage room—visits by appointment only.
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