The Brass Satchel General Goods
Est. 2025 • Human Expert (merchant)
The Brass Satchel General Goods
The Brass Satchel sits snug between a cobbler and a cooper in a bustling market lane. Saffron-scented oil stains the threshold from merchants' hands and the she...
Shopkeeper
Merris Halbrook, a Human Expert (merchant) (Lvl 6)
Keeper's Species
Human
Shop Inventory
(24)A simple pine torch. Burns for about one hour and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Trail rations for one person; compact preserved meals intended for travel.
Sturdy hemp rope, standard length for climbing and hauling.
A leather waterskin for carrying drinking water.
A simple bedroll for camping; modest comfort, good insulation.
A healer's kit. Grants the holder useful tools to stabilize and tend wounds.
Antitoxin (vial). Counteracts poison effects and grants a bonus to Poison saves when used.
Masterwork Thieves' Tools. Necessary for disabling traps and opening locks with a bonus to the Craft/Disable Device or Thievery checks.
Tanglefoot Bag. A thrown alchemical that sticks and slows or immobilizes foes.
Flask of Acid. A basic alchemical splash weapon for damage or utility.
Alchemist's Fire (flask). A throw-and-shatter incendiary for combat and sabotage.
Climber's Kit. Ropes, pitons, harnesses, and knowledge to help scale difficult walls.
Grappling Hook. Standard steel hook for anchoring or climbing; fits with 50-ft rope.
Basic Adventuring Kit (backpack, flint & steel, 10 torches, waterskin, bedroll). A convenient packaged set.
Glowjar (common wondrous trinket). A local craft item—useful for scouts or trip leaders who do not carry lantern fuel.
Healer's Salve (alchemical, single small pot). A cheaply made salve that grants a small bonus to Treat Wounds or stabilizing checks.
Masterwork Longsword. A finely balanced steel longsword, ideal for fighters and paladins.
Longsword +1. A properly enchanted blade with a true +1 enhancement bonus.
Chain Shirt +1. Lightweight medium armor with a +1 enhancement to AC.
Potion of Cure Light Wounds. A single-use vial of healing liquid for rapid recovery.
Potion of Cure Moderate Wounds. Stronger healing for more serious injuries.
Potion of Cure Serious Wounds. For severe wounds or emergency healing.
Wand of Cure Light Wounds (50 charges). Useful for parties without a dedicated healer on watch.
Scroll of Magic Weapon (1st-level). Temporarily charms a weapon to strike truer.
Merris Halbrook
Shop Atmosphere
“The Brass Satchel sits snug between a cobbler and a cooper in a bustling market lane. Saffron-scented oil stains the threshold from merchants' hands and the shelves are a comfortable chaos of labelled jars, hooked weapons, and a tiered rack of swords. A battered brass satchel hangs over the counter as a sign. Behind it stands Merris Halbrook, a sharp-eyed human merchant and former caravan quartermaster. Merris is level 6 (Expert merchant), with a neat iron-grey braid, ink-stained fingers, and a constant smudge of old soot on her sleeve. She knows local trade routes, the going price for caravan supplies, and how to read a swordmaker's temper. She buys interesting curios and pays fair for authentic relics, but will haggle with a grin and a quick note in her ledger. Her shop is bright in the mornings from a string of Glowjars and the back room smells faintly of alchemist's mixtures. Merris keeps a ledger of regular customers, offers a modest layaway plan for expensive items, and is known to trade useful information for cheap hospitality — a hot meal and a dry corner for a night often nets a discount for travelers.”
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