Bramble & Co. General Goods

Est. 2025 Half-elf Rogue (retired adventurer / merchant)

Bramble & Co. General Goods

Hedra hums tuneless sea shanties while she polishes goods and always puts a pressed wildflower between a paid receipt's pages. She keeps exactly three potions o...

HE

Shopkeeper

Hedra Bramble, a Half-elf Rogue (retired adventurer / merchant) (Lvl 3)

Keeper's Species

Half-elf

22 Misc2 Potions4 Weapons2 Misc2 ArmorEst. 259 gp

Shop Inventory

(32)
Miscellaneous22

Sturdy canvas pack with several pockets and straps — holds common adventuring gear.

Thick, wool-lined roll. Keeps campers reasonably warm on cold nights.

Dried meats, hard biscuits, salted fruit — a day's decent travel food.

Leather waterskin with stopper; carries about 4 pints.

Simple pine torch, burns for an hour; handy for caves and dark alleys.

Can set flammable objects alight; provides light for 20 ft (dim further).

Flint, steel, and tinder in a small box — strikes sparks to light fires.

Essential for starting fires without magic.

Tough, woven rope rated for climbing and hauling.

Fine, strong and lighter than hemp; favored by scouts and thieves.

Less likely to fray; easier to stow.

Metal spikes used to secure rope to rock faces.

Sturdy iron hook designed to catch on ledges and allow climbing.

Bandages, salves, and splints; lets a trained user stabilize the injured without a spell.

Allows Stabilize checks and bandaging; single use consumes some supplies.

A lantern with a hood that can direct its light; uses oil.

Provides bright light in a 30-ft radius when lit.

Flammable oil used for lanterns, traps, or improvised weapons.

Can be ignited; pours out and burns for ~1 hour if lit.

Sturdy iron bar for levering doors, crates, and obstacles.

Useful for forced entry and improvised checks.

Lockpicks, tension wrenches and small bits — essential for locks and traps.

Required to attempt certain lockpicking checks and trap disarming.

Handheld mirror polished to a high sheen.

Small metal spikes spread on the ground to slow pursuers.

Places within a 5-ft square; creatures moving through are subject to movement penalties and small damage (rule-of-thumb effect: piercing while slowed).

A medium iron padlock and key. Decent for general security.

Tougher locks available by special order.

A practical map showing nearby roads, lanes, notable inns, and landmarks.

Basic kit with hooks, line, sinkers and a small net.

Small wax candle — cheap lighting for short tasks.

Burns ~1 hour; useful for marking and short-term lighting.

A fuzzy charm strung on a cord — sentimental more than magical.

No mechanical effect, but Hedra will pretend it brings luck.
Potions2

A small vial of ruby liquid that mends wounds when drunk.

Heal 7 HPHeals HP when consumed (average shown in healingAmount).

A bitter liquid that helps the body resist poisons.

Gives advantage on the next saving throw against poison taken within an hour.
Weapons4

Light, versatile blade good for skirmishers and rogues.

Finesse weapon (can use Dex instead of Str).

A short blade useful in melee or thrown as a last resort.

Finesse, light, thrown (20/60).

Compact bow for mobile archers.

Two-handed, ranged; requires arrows.

A simple mechanical ranged weapon that fires bolts with good force.

Reload required between shots; requires bolts.
Miscellaneous2

Basic fletched arrows; mass-produced but serviceable.

Standard bolts for light and heavy crossbows.

Armor2

Light armor offering protection while allowing agility.

AC +11No disadvantage to Stealth beyond worn shape.

Roundwood shield with iron rim. Grants extra protection in combat.

AC +2When used, grants +2 to AC.
HE

Hedra Bramble

Half-elfRogue (retired adventurer / merchant)Lvl 3

Shop Atmosphere

Hedra hums tuneless sea shanties while she polishes goods and always puts a pressed wildflower between a paid receipt's pages. She keeps exactly three potions of healing on the shelf at any time and will do small repairs for free if you bring her tea. Her shop cat, Ink, sleeps on the scale and sometimes 'approves' customers by brushing their feet. Hedra gives a modest discount (usually 5%) to travelers who show battle scars or tell a good story—she claims those are honest customers.
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