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...

ME

Shopkeeper

Merris Halbrook, a Human Expert (merchant) (Lvl 6)

Keeper's Species

Human

16 Misc2 Weapons1 Armor3 Potions1 Misc1 MiscEst. 6.2k gp

Shop Inventory

(24)
Miscellaneous16

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.

Restrains Small or Medium targets on a failed Reflex save; can be broken free.

Flask of Acid. A basic alchemical splash weapon for damage or utility.

Deals acid damage in a splash on direct hit; can corrode gear if left unchecked.

Alchemist's Fire (flask). A throw-and-shatter incendiary for combat and sabotage.

Deals fire damage in a small area on impact; useful against lightly armoured foes or siege tasks.

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.

Provides bright light in 10-ft radius and dim light for 20 ft; usable once per day.

Healer's Salve (alchemical, single small pot). A cheaply made salve that grants a small bonus to Treat Wounds or stabilizing checks.

Weapons2

Masterwork Longsword. A finely balanced steel longsword, ideal for fighters and paladins.

Longsword +1. A properly enchanted blade with a true +1 enhancement bonus.

Atk +1 magic weapon bonus to attack and damage. Typical market price includes base weapon and enchantment costs.
Armor1

Chain Shirt +1. Lightweight medium armor with a +1 enhancement to AC.

AC +1+1 enhancement to armor bonus
Potions3

Potion of Cure Light Wounds. A single-use vial of healing liquid for rapid recovery.

Heal 7 HPInstant single-use healing potion.

Potion of Cure Moderate Wounds. Stronger healing for more serious injuries.

Heal 12 HPInstant single-use healing potion.

Potion of Cure Serious Wounds. For severe wounds or emergency healing.

Heal 20 HP
Miscellaneous1

Wand of Cure Light Wounds (50 charges). Useful for parties without a dedicated healer on watch.

50 charges of Cure Light Wounds; each charge expends one casting.
Miscellaneous1

Scroll of Magic Weapon (1st-level). Temporarily charms a weapon to strike truer.

ME

Merris Halbrook

HumanExpert (merchant)Lvl 6

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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