Greenbarrel General & Sundries

Est. 2025 Human Rogue (ex-trader) / Commoner background

Greenbarrel General & Sundries

Marta insists on ringing a small brass bell before any barter; she writes all special-sales in a ledger bound with bark, and whenever a customer buys a magical ...

MA

Shopkeeper

Marta Greenbarrel, a Human Rogue (ex-trader) / Commoner background (Lvl 6)

Keeper's Species

Human

11 Misc4 Weapons2 Armor2 PotionsEst. 2.5k gp

Shop Inventory

(19)
Miscellaneous11

Sturdy hempen rope, knotted at ends. Useful for climbing, securing, and improvised uses.

A small glass flask of lamp oil. Can be used to light lamps or as an accelerant.

Can be ignited to deal fire damage if used in combat (GM adjudication).

Wooden torch soaked in pitch; provides light for 1 hour.

Open flame; windy conditions may extinguish it.

Non-perishable preserved meal prepared for travelers and soldiers.

A reinforced leather backpack with compartments for tools and rations.

Pulleys, pitons, climber's harness and chalk — basic gear for scaling walls.

Provides advantage on skill checks to secure a rope or belay (DM optional).

Bandages, salves, and splints for treating wounds and stabilizing the injured.

Stabilize a dying creature with a Wisdom (Medicine) check; once per kit (contains 10 uses for treating wounds at basic level).

A well-cared-for bag that contains an extradimensional space for storage. Lightly patched.

Functions as a Bag of Holding (up to 500 lb, 64 cu ft). Slight warping makes precise weight estimation unreliable.

A hand-drawn regional map marking routes, tolls, and a handful of secretive short-cuts.

Contains two marginal notes about a rarely used ford (may lead to adventure).

A small set of fine picks and tension tools, ideal for delicate work.

Provides advantage on Dexterity checks to pick simple locks (DM discretion).

A compact whetstone with a small oil reservoir. Keeps blades sharp.

Using it grants a temporary +1 to attack rolls with a particular nonmagical weapon for the next day (ritualized by GM).
Weapons4

A common short sword, balanced and kept sharp. Good for adventurers who want light, versatile blades.

A one-handed axe; can be used as a tool or thrown in a pinch.

Thrown (range 20/60).

A finely-fletched arrow with a small silver rune on its head. Sold singly and carefully catalogued.

On a hit, emits a high-pitched keening; creatures within 5 ft must succeed on a Wisdom save or suffer disadvantage on concentration checks for 1 round (single-use magical ammunition, uncommon).

A dagger with a silvered edge for bypassing certain creature resistances.

Counts as silvered for overcoming resistances/vulnerabilities to nonmagical attacks.
Armor2

Light armor offering solid protection without sacrificing mobility. Scuffed but serviceable.

AC +12If worn by a character with Dexterity > 14, consider slight wear penalties (GM discretion).

A weathered cloak embroidered with a faint protective sigil. Grants a modest edge to its wearer.

AC +1Grants bonus to AC and saving throws while worn (uncommon magic item).
Potions2

A small vial of warm, red liquid that heals when imbibed.

Heal 2 HPRestores HP when consumed (standard D&D 5e potion).

A potent antitoxin that grants advantage on saving throws against poison for 1 hour.

Advantage on saving throws against poison for 1 hour.
MA

Marta Greenbarrel

HumanRogue (ex-trader) / Commoner backgroundLvl 6

Shop Atmosphere

Marta insists on ringing a small brass bell before any barter; she writes all special-sales in a ledger bound with bark, and whenever a customer buys a magical item she offers them a single sip of 'Greenbarrel's Luck'—a non-magical herbal tea she claims calms the spirit before using enchanted wares.
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