Keller's General and Gear - AI-generated fantasy Shop

Keller's General and Gear

Est. 2026 Human Artificer

Keller's General and Gear

The shop doubles as a patchwork 'civilian supply' hub for low-level operatives: shelves mix bandages and herbal salves with VHS tapes and small reloading tools....

JO

Shopkeeper

Jonah Keller, a Human Artificer (Lvl 4)

Keeper's Species

Human

1 Potions13 Misc6 WeaponsEst. 1.4k gp

Shop Inventory

(20)
Potions1

A small glass vial filled with a shimmering red liquid. Common restorative used by adventurers and first responders alike.

Heal 7 HPRestores hit points when consumed. Single-use.
Miscellaneous13

A compact kit of medical supplies. Staple for low-level parties and urban first aid.

As an action, expend one use to stabilize a creature at 0 HP without a Wisdom (Medicine) check.

Sturdy rope for climbing, hauling, or rigging a quick trap.

Simple preserved food to keep a party going between town stops.

A simple wooden torch soaked in resin. Useful in low-tech situations and for signaling.

A metal box with flint and tinder to start fires quickly.

A canvas waterskin for travel.

Standard kit for picking locks and handling simple traps.

Proficiency allows you to add proficiency bonus to checks using these tools.

A reliably made lock for merchant chests and storerooms.

A small box of ammunition for the modern firearms sold here. Caliber selection indicated on the box.

A pair of rugged, 1980s-style walkie-talkies with belt clips and a simple push-to-talk button.

Useful for coordinated movement and alarms; battery-powered.

A disposable 1980s-style film camera. Cheap and simple — good for documentation.

Useful for gathering evidence or keeping a visual log; no magical detection properties.

A portable cassette player (Walkman-era) for music or recorded messages.

A durable, handheld flashlight with a metal body. Common in urban adventuring kits.

Emits a focused bright light roughly equivalent to a torch for the duration of battery life.
Weapons6

A balanced short blade favored for close combat and precision strikes.

A light crossbow suitable for hunters and sentries. Uses quarrels/bolts.

A compact modern handgun (1980s-style service pistol). Uses lead bullets. Loud and reliable; effective at urban ranges.

Optional/variant weapon rules apply (firearm rules are an optional DM rule). Treat as a martial ranged weapon; proficiency needed to add proficiency bonus unless table rule permits otherwise. DM adjudicates misfire or jamming.

A heavy, single-action/double-action revolver with a 1980s aesthetic. Good for users who want fewer jams.

Subject to optional firearm rules. Reliable, simpler mechanism than semi-automatic pistols.

A rugged pump-action shotgun favored for home defense and close-quarters work.

Fires shot at close ranges; DM may adjudicate spread and cover interactions.

A long hunting rifle suitable for taking game or precise urban shots from a distance.

High-precision, best used with the Attack action's single aimed shot. Subject to optional firearm rules.
JO

Jonah Keller

HumanArtificerLvl 4

Shop Atmosphere

The shop doubles as a patchwork 'civilian supply' hub for low-level operatives: shelves mix bandages and herbal salves with VHS tapes and small reloading tools. The owner labels everything with a neat fountain-pen script and refuses to carry digital payment—he accepts coin or a trade-in of useful parts. If music is playing in the shop, it's always a battered cassette the owner swears is 'the only copy left.' He offers to teach a customer how to clean a firearm or repair a Walkman for a small extra fee.
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