Corbin's Corner: General Goods & Provisions

Est. 2025 human ranger

Corbin's Corner: General Goods & Provisions

Marel hums an old hunting tune while working, absentmindedly sharpening blades with a river stone. He refuses to sell lockpicks to anyone who won't leave a trad...

MA

Shopkeeper

Marel Corbin, a human ranger (Lvl 3)

Keeper's Species

human

16 Misc3 Weapons2 Armor2 PotionsEst. 247 gp

Shop Inventory

(23)
Miscellaneous16

Dried meats, hardtack, and compressed fruit—stable calories for one day of travel.

A sturdy metal canteen with a leather strap. Keeps water usable for days.

A wooden torch, burns for 1 hour providing bright light in a 20-foot radius.

Provides light; can be used to ignite flammable objects.

Well-made common rope, serviceable for climbing, rigging, and tying.

A warm, padded bedroll: a comfortable place to take a short or long rest outdoors.

Bandages, salves, and splints to treat minor wounds and stabilize the injured.

Stabilize a dying creature with a Wisdom (Medicine).

A small metal whistle that emits a loud, piercing note to call allies.

Audible up to 300 ft in open terrain.

A weathered, hand-drawn map showing trails, fordable rivers, and known hunters' blinds.

Contains notes: likely den/ambush locations (flavor; DM discretion).

Small picks and tension tools for opening simple locks.

Standard set—useful against simple locks (DM to adjudicate).

A heavy cloak treated to resist light rain and brush; useful for cold nights.

Gives advantage on saving throws vs cold weather exposure (roleplay/DM ruling).

A small paste of soothing herbs to close minor wounds and ease pain.

Heal 1 HPProvides HP when applied (DM house rule friendly).

Hooks, line, a reel and a few basic sinkers—good for supplementing rations.

A stout iron padlock for chests and doors with a simple key.

Simple lock: DC ~10 to pick (DM adjudicates).

Basic writing supplies for journals, letters, and maps.

A small bullseye lantern that produces a steady beam; includes a pint of oil (6 hours burn).

Bright light in a 30-foot cone, dim for an additional 30 ft.

Tools for safe climbing and anchoring on rock faces and ruins.

Advantage on Survival checks when using properly (DM discretion).
Weapons3

Basic steel dagger. Reliable for combat or daily tasks.

Can be thrown (range 20/60).

A common short sword with a keen edge—favored by scouts and city watch.

A reliable light crossbow with a simple stock and a spare string. Comes with a basic case.

Reload: 1 bolt; range 80/320.
Armor2

Worn studded leather offering decent protection without hindering movement.

AC +12

Round wooden shield reinforced with iron rims, good for blocking common blows.

AC +2
Potions2

A simple red potion that mends wounds when drunk.

Heal 2 HPHeals HP (standard Potion of Healing).

A compound of herbs and distilled brews to help neutralize toxins.

Advantage on saving throws vs poison for 1 hour.
MA

Marel Corbin

humanrangerLvl 3

Shop Atmosphere

Marel hums an old hunting tune while working, absentmindedly sharpening blades with a river stone. He refuses to sell lockpicks to anyone who won't leave a trade item or plausible alibi. He offers knowledge of nearby trails and rumors in exchange for odd favors (repairing a fence, delivering a parcel). On rainy days he gives a free cup of spiced tea to customers.
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