Harbor & Hedge General Emporium

Est. 2025 Human Ranger

Harbor & Hedge General Emporium

Marta keeps a large, salt-stiff dog named Brine by the front door; he inspects newcomers with a single wag and then ignores them. The shop's shelves are a mix o...

MA

Shopkeeper

Marta Vellor, a Human Ranger (Lvl 4)

Keeper's Species

Human

18 Misc2 Weapons3 Armor3 PotionsEst. 577 gp

Shop Inventory

(26)
Miscellaneous18

Sturdy, coarse-fiber rope—good for climbing, hauling, or improvised traps.

Smooth, strong, and lighter than hemp; easier to handle and less likely to fray.

Resists wear better than hempen rope; comfortable for climbing.

A solid iron pole—useful for vaulting, propping, or prying loose boards.

A warm, wool-lined bedroll for a comfortable night outdoors.

Provides comfort—+1 to saving throws vs. exhaustion from one night (DM fiat).

Dried meats, hardtack and preserved fruit that keep for weeks; compact and calorie-dense.

Food for one day; stable for up to 1 month if kept dry.

A treated leather waterskin filled with fresh water from Marta's cistern.

Holds roughly 4 pints (2 liters). Water is safe to drink unless otherwise noted.

Simple fire-starting kit; reliable in damp coastal weather with care.

Used to ignite flammable materials; sparks in wet conditions need repeated strikes.

Wooden torches soaked in pitch—bright but smoky; useful for signaling or basic illumination.

Burns 1 hour each. Can be used as an improvised weapon ( fire).

A brass hooded lantern with a steady flame—preferred for ship cabins and muddy streets.

Covers bright light in a 30-foot radius, dim for additional 30 ft. Oil lasts 6 hours.

Set of pitons, harness, leather gloves, and small iron spikes—handy for rock faces and trees.

Grants advantage on Athletics checks to climb once per long rest if used properly (DM option).

A hand-drawn map showing paths, coastal shoals, and the names of nearby hamlets; handy for locals.

Contains notes about seasonal hazards and safe fords; lacks secret/arcane markings.

Simple navigational tool for sailors and surveyors—useful for coastal navigation and landmark triangulation.

Gives advantage on Survival checks to navigate coastal waters during clear weather (DM resolution).

A brass whistle loud enough to call livestock or warn of danger across a mile of shore.

Audible over long distances in open areas; can be used to coordinate villagers.

A single-use parchment inscribed with a simple exhortation—casts the Guidance cantrip for one creature.

Casts Guidance: target gains a d4 to one ability check within 1 minute.

A well-made net and assorted hooks for coastal and river fishing.

Net can be used as improvised net weapon (restraining effect if success, per rules).

A small pouch with common sundries useful for daily life or emergency repairs.

A compact, low-magnification spyglass ideal for watching the coast or the forest line.

Grants advantage on Perception checks to spot distant objects up to 1 mile under clear conditions.

A carved wooden token blessed by the town's elders to comfort sailors and foragers.

No mechanical benefit by RAW; some villagers believe it improves luck—Marta will tell stories for a discount.
Weapons2

Simple, balanced blade favored by townsfolk and sailors for close work.

A stout axe used both as tool and weapon; many villagers keep one aboard fishing craft.

Can be thrown (range 20/60).
Armor3

Rugged, patched leather armor; flexible and comfortable for scouts and fishermen.

AC +11Light armor; worn with no penalty to stealth if kept clean.

Reinforced leather with a scattering of metal studs; good protection for scouts.

AC +12Light armor that allows stealth activities. Minor dings from coastal wear.

A heavy, waxed cloak that repels rain and wind—a favorite of fishermen and woodsmen.

Provides resistance to rain and spray; grants advantage on checks to resist cold exposure (DM discretion).
Potions3

A small glass vial with a ruby liquid that mends wounds (heals HP).

Heal 6 HPHeals HP when consumed (standard D&D 5e potion of healing).

Tastes faintly of iron and cinnamon; grants spider-like climbing for 1 hour.

For 1 hour, the drinker gains a climbing speed equal to walking speed and advantage on Strength (Athletics) checks related to climbing.

A bitter, greenish liquid that neutralizes common poisons for a short time.

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

Marta Vellor

HumanRangerLvl 4

Shop Atmosphere

Marta keeps a large, salt-stiff dog named Brine by the front door; he inspects newcomers with a single wag and then ignores them. The shop's shelves are a mix of maritime supplies and forest-forager gear—the town's isolation shows in the inventory: fewer prepared spells or exotic ingredients, more practical items and a slowly rotating handful of uncommon goods acquired from occasional traders. Marta haggles in smiles and favors rather than coin when she knows you're local. She'll trade for preserved fish, pelts, maps, or a promise to check the eastern reef for nets come harvest season.
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