Brighthand's General Provisions

Est. 2025 Human Commoner

Brighthand's General Provisions

Marla insists on tying purchases with a short bit of small-talk: customers earn a free stick of chalk if they tell her at least one interesting thing about wher...

MA

Shopkeeper

Marla Brighthand, a Human Commoner (Lvl 2)

Keeper's Species

Human

13 Misc4 Weapons2 Armor2 PotionsEst. 176 gp

Shop Inventory

(21)
Miscellaneous13

Sturdy leather pack with straps and several pouches; common travelers use these to carry gear.

Holds up to 30 lb comfortably; 6 small compartments and a rolled bedroll strap.

A simple bedroll of wool and canvas. Keeps you relatively warm and off damp ground.

Dried meat, hardtack, and preserved fruit — enough to sustain one person for a day.

Sealed leather waterskin. Holds roughly 4 pints (2 quarts) of water.

Box of flint, steel, and tinder; lights small fires reliably.

Can light campfires, torches, lanterns (DM: automatically lights unless conditions extreme).

A wooden torch soaked in pitch; bright light for 1 hour.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet; can ignite flammable objects.

Common climbing rope. Strong enough for most adventuring uses.

Holds up to 500 lb; susceptible to rot and acid.

A sturdy leather quiver with twenty crossbow bolts.

Brass-framed lantern with a hood; provides steady light when fueled.

Bright light 30 ft, dim light additional 30 ft when filled with oil. Hood reduces glare when closed.

Thin oil used for lanterns or to ignite for makeshift fire.

Can be ignited to create a small area of burning oil (DM adjudicates damage).

Hooks, line, and basic sinkers packed for river or lake fishing.

Useful for procuring food; grants advantage on Survival checks to fish with time and patience.

Hand-drawn map highlighting major roads, landmarks, and a few noted dangers.

Grants +2 insight for overland navigation in the region if actively used.

Simple stick of chalk for marking tracks or sketching notes.

Weapons4

Iron crowbar used for prying doors, crates, or as an improvised club.

Advantage on checks to pry open objects with leverage (DM discretion).

A common double-edged blade; useful in camp and combat.

Finesse, light, thrown (range 20/60).

Well-made shortsword suitable for adventurers. Light and reliable.

Finesse weapon.

Standard light crossbow. Requires bolts to fire and time to reload.

Loading property (one shot per action unless reloaded with special feature).
Armor2

Light armor made from treated leather. Favored by scouts and new adventurers.

AC +11Light armor — dexterity modifier applies normally.

Round shield with leather straps; grants a reliable defensive bonus.

AC +2Provides +2 to AC while held.
Potions2

A small vial of red liquid that restores health when imbibed.

Heal 7 HPHeals HP when consumed (average 7).

A bitter syrup that grants advantage on saving throws against poison for 1 minute.

Advantage on saving throws vs. poison for 1 minute after drinking.
MA

Marla Brighthand

HumanCommonerLvl 2

Shop Atmosphere

Marla insists on tying purchases with a short bit of small-talk: customers earn a free stick of chalk if they tell her at least one interesting thing about where they're headed. She keeps a ledger full of sketches and odd notes tucked beneath the counter and hums an old sea shanty when inventory is low.
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