Fenn's Sundries & Provisions

Est. 2025 Human Commoner

Fenn's Sundries & Provisions

Marta runs the shop with a patient smile, sprinkling small local gossip and extra napkins with each purchase. She keeps two jars on the counter — one for fresh ...

MA

Shopkeeper

Marta Fenn, a Human Commoner (Lvl 4)

Keeper's Species

Human

13 Misc3 Weapons1 Armor2 PotionsEst. 136 gp

Shop Inventory

(19)
Miscellaneous13

Dried meat, hard biscuit, a little cheese and a packet of salt. Stays fresh for several days if kept dry.

None. Provides sustenance for one person for one day.

A wooden stick wrapped in pitch; burns for about an hour, shedding dim light.

Can be used to light things on fire; gives bright light in 5-foot radius and dim light for an additional 5 feet.

Sturdy hemp rope, good for climbing, tying and general camp work.

Tensile strength approximately 500 lb when new. Poor if wet and not maintained.

Simple padded roll for sleeping outdoors, keeps off most dampness.

Provides basic comfort; no mechanical bonuses.

Goatskin waterskin with cork stopper. Holds about 4 pints.

Keeps water drinkable for days if stored cool.

Small iron striker and flint for producing sparks. A caravan staple.

Reliable for starting fires; lasts many uses if cared for.

Lamp oil; also useful for lubricating, starting fires, or setting small things alight.

Can be ignited. Using oil to coat an area makes it easier to set aflame.

A metal lantern with a hood and glass panes; provides steady light for hours with oil.

Bright light in 30-foot radius, dim for additional 30 feet when lit. Requires 1 pint of oil for ~6 hours.

Sturdy leather backpack with straps and a few internal compartments.

Holds gear neatly; no special magic pockets.

A small bar of lye soap. Makes clothes and hands noticeably cleaner.

None. Cleanliness is considered good luck by some locals.

Simple beeswax candle; useful for short-term light or ceremonies.

Burns about an hour.

Needles, thread, small scissors and thimble; used for clothing repair.

Grants no mechanical bonuses by default, but useful for roleplay and minor repairs.

A small, faded charm tied to a length of thread. Most think it's junk, some swear by it.

No true magical effect. Can be used as a sentimental or bargaining trinket.
Weapons3

A short-bladed knife, useful for both utility and combat.

Light, finesse, thrown (range 20/60).

A common sidearm among town guards and travelers; reliable and light.

Finesse. Good training sword for civilians.

Simple wooden club; blunt and easy to wield.

Cheap and common; some clubs have embedded metal studs (+appearance only).
Armor1

Light leather armor favored by messengers and town watch who can't afford plate.

AC +11No stealth disadvantage. Basic protection for local militia.
Potions2

A small vial of red liquid that mends flesh when imbibed.

Heal 8 HPHeals HP (listed here as average 8). Single-use.

A bitter mixture that helps neutralize common poisons if administered promptly.

Grants advantage on saving throw vs. poison for 1 minute (as per DMG/PHB common house rules).
MA

Marta Fenn

HumanCommonerLvl 4

Shop Atmosphere

Marta runs the shop with a patient smile, sprinkling small local gossip and extra napkins with each purchase. She keeps two jars on the counter — one for fresh pennies and one for 'help those who knock' — and will slip a candle or a scrap of rope to travelers who look especially worn. Her parrot, 'Chips', squawks the opening hours and likes to pilfer shiny buttons. Marta will barter labor for goods at a modest discount (help unpacking or sweeping gets you 5–10% off). If the party is loud or rowdy she pretends not to notice — but she'll quietly refuse service to anyone who refuses to pay the townsfolk's small debts.
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