Fen's General & Provisions

Est. 2025 Human Commoner (merchant)

Fen's General & Provisions

Fen's General & Provisions sits on a crooked lane near the east gate: a plain wooden sign and a cluster of wind chimes made from old cutlery. Inside, shelves cl...

MA

Shopkeeper

Mariel Fen, a Human Commoner (merchant) (Lvl 3)

Keeper's Species

Human

19 Misc3 Weapons1 Armor2 PotionsEst. 225 gp

Shop Inventory

(25)
Miscellaneous19

Well-made leather pack with straps, a main compartment and two side pouches. Shows signs of careful repair.

A wool-filled bedroll rolled in a canvas cover; damp-weather treated.

Thick wool blanket, good for cold nights and extra padding.

Reliable hemp rope, knotted at one end to prevent fraying.

Smooth, strong silk rope favored by climbers and thieves for its light weight and suppleness.

Pitch-soaked stick bound to act as a short-lived light source.

Provides bright light for ~20 ft, dim for another 20 ft; burns about 1 hour.

Dried meats, hard bread and nuts packed to keep; fills the stomach for a day of travel.

Treated goatskin waterskin with a tight stopper.

A metal lantern with a hood and glass panes; protects the flame and concentrates light.

With a flask of oil, provides bright light for 30 ft and dim for another 30 ft.

A small glass vial of lamp oil; can be poured or burned in a lantern.

Can be used to fuel a lantern or as an alchemical accelerant (flammable).

A stick of white chalk for marking, tracking or writing on stone.

A dozen and a half matched fletched arrows for longbows and shortbows.

Short bolts for use with light crossbows; simple, dependable heads.

Lockpicks, a set of small files and tension tools in a padded roll.

Grants a set of tools for picking locks and disarming traps; required to attempt certain checks.

A small clay vial of sticky, flammable compound used as an improvised incendiary.

Thrown weapon; on a hit the target is set alight (small initial fire and burning damage over time).

A heavy iron bar useful for prying doors, crates and breaking small locks.

Can be used for leverage; DM may grant advantage on Strength checks to pry.

A three-pronged hook of iron, designed to be attached to rope for climbing or securing lines.

Useful for anchoring and climbing; success depends on DM call for secure holds.

A steel whistle loud enough to signal companions across a field.

Can carry sound several hundred feet in open terrain.

A small pot of black ink and a goose quill with a spare nib; useful for filling out forms or maps.

Weapons3

A sharp, balanced dagger with a leather-wrapped hilt.

Light, can be thrown (range 20/60 ft).

A nimble blade favored by skirmishers; balanced for quick thrusts.

Finesse weapon (can use Dex for attack rolls).

A long hardwood staff, reinforced with a ferrule on one end.

Versatile; can be used two-handed for extra damage.
Armor1

Treated leather armor offering light protection without hindering movement.

AC +11Light armor: wearer's Dexterity modifier applies to AC.
Potions2

A small glass vial of ruby liquid that mends wounds when drunk.

Heal 7 HPHeals HP when consumed (standard potion of healing).

A bitter draught that helps resist common venoms and poisons.

Grants advantage on saving throws against poison for 1 hour after consumption.
MA

Mariel Fen

HumanCommoner (merchant)Lvl 3

Shop Atmosphere

Fen's General & Provisions sits on a crooked lane near the east gate: a plain wooden sign and a cluster of wind chimes made from old cutlery. Inside, shelves climb to the rafters and everything has a place — burlap sacks of grain, coils of rope, jars with curious labels. The shop smells of pine oil, dried herbs and the faint tang of metal. Behind the counter is Mariel Fen, a pragmatic human in her early forties, quick with a smile and quicker with a ledger. She keeps a small black cat named Slate who sleeps on the till and will paw for treats; customers who scratch Slate get better prices (or so the rumor says). Mariel is level-headed and unusually knowledgeable about local conditions and common alchemical goods; she'll haggle politely but won't undersell essentials. If you need a specialty (a particular arrowhead, exact length of silk rope, or a hard-to-find potion), leave a deposit and she can procure or craft it within several days. In the back room she stores a modest locked chest of marginally more exotic items — potions, a few stray curiosities — which she will sell cautiously to those she trusts. She detests shoplifters and keeps a brass bell and a ledger marked with names of suspicious customers; repeat offenders find themselves refused service. Quiet favors or a sensible trade sometimes get you better deals than coin alone.
Visual sheet

Turn Fen's General & Provisions into a sheet

A high-res, share-ready sheet you can post or print.