Harrow & Co. General Emporium

Est. 2025 Human Commoner (Merchant)

Harrow & Co. General Emporium

Aveline always sets out small, mismatched clay cups of 'welcome rum' for new customers (one free cup). She keeps a brass scale on the counter and will weigh coi...

AV

Shopkeeper

Aveline Harrow, a Human Commoner (Merchant) (Lvl 3)

Keeper's Species

Human

15 Misc4 Weapons1 Armor1 PotionsEst. 260 gp

Shop Inventory

(21)
Miscellaneous15

Stout braided hemp rope, dusty but serviceable—staple for climbing, hauling, and makeshift repairs.

Can be used to tie, climb, or restrain (DM adjudicates DCs).

A wooden torch wrapped in pitch-soaked rags. Burns bright for about an hour.

Provides bright light in a 20-ft radius, dim for an additional 20 ft.

Flint and steel set in a small box. Reliable for starting campfires and igniting torches.

Used to light fires; no mechanical bonuses beyond role-play.

A sturdy canvas pack with leather straps and several small pockets.

Holds adventuring gear up to normal capacity rules.

Coarse wool bedroll; better than sleeping on the ground, but not luxurious.

Provides basic comfort; sleep in harsh weather remains risky without shelter.

Preserved slabs of salted meat, hardtack, and dried fruit. Keeps a stomach from growling on the road.

One day's rations per purchase.

Leather waterskin, sealed and filled with fresh well water.

Holds roughly one quart.

Hand-cast lead balls sized for trade pistols and rustic blunderbusses.

Sufficient for 10 shots; black powder sold separately (1 gp per 5 charges).

A crude iron jaw trap used for capturing small game—useful for wilderness survival.

Can be set to catch small animals; dangerous if mishandled.

Iron shackles with a simple lock. Useful for restraining prisoners or securing cargo.

Lock DC ~10; can be sprung with improvised tools (DM adjudicates).

Bandages, salves, splints—useful for stabilizing the wounded without magic.

Contains ten uses for stabilizing (Healer's Kit rules in DMG/PHB).

A folded parchment showing local roads, rivers, and known trading posts—useful for new settlers.

Includes notes on seasonal river fords and a hidden fishing cove.

A small pouch of home-blended tobacco; popular with fishermen and traders.

Social and role-play use; may curry favor with certain NPCs.

Tallow candles on a stitched bundle—weak light but long burning.

Provides dim light for about 8 hours each.

A thick, sweet jar of golden molasses—valued as both food and trade good in the colonies.

Can sweeten rations; also used in barter with coastal traders.
Weapons4

A new-world trade piece: a simple, unreliable flintlock pistol sold by colonial traders. Loud and clumsy but deadly in close quarters.

One shot before reloading (reloading takes an action). Not standard in most settlements—may attract attention. Requires 1 gp per 5 shots for lead balls and powder packet.

A simple steel dagger with a leather-wrapped hilt. Dual-purpose as tool and weapon.

Light, finesse.

A well-made shortbow preferred by woodsmen and colonial scouts.

Range 80/320 ft, ammo not included.

A leather sling pouch with 20 rounded stones—cheap, quiet, and reliable.

Simple ammunition weapon; quiet compared to firearm.
Armor1

Soft-leather torso armor, patched and oiled; protects without hindering movement.

AC +11Light armor: AC = 11 + Dex modifier (max as per rules).
Potions1

A small glass phial filled with a rosy liquid that stitches flesh and eases pain.

Heal 2 HPHeals HP when consumed (standard 5e potion effect).
AV

Aveline Harrow

HumanCommoner (Merchant)Lvl 3

Shop Atmosphere

Aveline always sets out small, mismatched clay cups of 'welcome rum' for new customers (one free cup). She keeps a brass scale on the counter and will weigh coins if she suspects dirty money. The shop smells of pipe smoke, molasses, and oiled leather; a ledger full of maritime notations (ship names, dates, and an odd 'X' mark) sits beneath the counter. She prefers barter over coin when offered rare herbs, maps, or local artifacts.
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