Greybranch General Provisions

Est. 2025 Human Ranger

Greybranch General Provisions

The shop keeps most magic items locked in a chest behind the counter; Hilda inspects buyers and prefers trading lumber or hard currency over checks. Shelves sme...

HI

Shopkeeper

Hilda Marris, a Human Ranger (Lvl 7)

Keeper's Species

Human

13 Misc4 Potions2 Weapons4 ArmorEst. 13.3k gp

Shop Inventory

(23)
Miscellaneous13

A sturdy canvas backpack with leather straps and several pockets. Useful for carrying adventuring gear.

A coiled 50-foot length of hempen rope.

A thick wool bedroll for sleeping outdoors.

A leather waterskin for carrying drinking water.

A day's ration for one adult.

A wooden torch soaked in pitch. Produces light and smoke.

A metal hooded lantern for stable light in camp or indoors.

Lamp oil, sold by the pint.

A flask of sticky, burning alchemical liquid.

On hit with a melee attack, deals fire damage and ignites flammable objects.

A cloth-sealed sack that opens into an extradimensional space, useful for hauling lumber samples or spoilable goods.

Functions as a magical extradimensional storage space; items placed inside do not affect weight carried. (Standard Bag of Holding properties.)

A simple whistle used by dockhands to signal or calm animals and working dogs.

Once per day when blown, emits a clear tone that calms river beasts within 30 feet, imposing disadvantage on their first attack if they are animal or beast type.

An amulet favored by captains and ferrymen; helps steady the hand and eye on the water.

Grants advantage on Wisdom (Survival) checks made to navigate or avoid hazards on rivers and +1 to Survival checks within 1 mile of a river.

An oily paste made from local herbs and tallow to repel mud and algae.

When applied to clothing or gear, grants resistance to cold damage from immersion and reduces chance of slipping on wet wood for 8 hours.
Potions4

A small vial containing red liquid. Restores a modest amount of health when drunk.

Heal 7 HP

A stronger healing potion favored for dangerous work on the river.

Heal 14 HP

A potent, expensive healing draught reserved for severe injuries.

Heal 26 HP

A bitter antiseptic that wards the drinker against toxins.

Weapons2

A well-made longsword with a subtly runed pommel. Magical and finely balanced.

Atk

A custom lumberman's hook reworked for use in combat. Practical and dangerous in close quarters.

On a critical hit the target must succeed on a Strength save or be pulled 5 feet toward the wielder once per short rest.
Armor4

Studded leather armor, common among scouts and river workers.

AC +12

A round wooden shield bound in steel. Grants +2 to AC when wielded.

AC +2

A plain-looking cloak that somehow seems to keep the wearer safer.

AC +1While worn grants bonus to AC and to saving throws.

A pair of soft-soled boots treated with oils to muffle footsteps.

Grants advantage on Dexterity (Stealth) checks made to move silently on wooden docks or riverbanks.
HI

Hilda Marris

HumanRangerLvl 7

Shop Atmosphere

The shop keeps most magic items locked in a chest behind the counter; Hilda inspects buyers and prefers trading lumber or hard currency over checks. Shelves smell faintly of river-sap. Haggling is allowed but Hilda keeps strict accounts and charges an extra 10% to non-residents.
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