Bran's Burrow & Sundries

Est. 2025 Halfling (Stout heritage) Rogue (Scavenger/Trader archetype)

Bran's Burrow & Sundries

The shop is a cozy chaos: winding corridors, semi-hidden shelves, and steep attic rooms filled with quilts and odd tools. Bran won the shop in a card game and k...

BR

Shopkeeper

Bramblewise 'Bran' Nettlesnout, a Halfling (Stout heritage) Rogue (Scavenger/Trader archetype) (Lvl 5)

Keeper's Species

Halfling (Stout heritage)

16 Misc3 Armor3 Weapons1 PotionsEst. 456 gp

Shop Inventory

(23)
Miscellaneous16

Dense, slightly sweet loaf baked with root herbs. Staple food for travelers.

Heal 2 HPFills hunger for 2 hours of moderate activity (roleplay effect).

Sealed jar of smoked venison and fat. Keeps for months.

Heal 6 HPHearty meal — grants +1 morale to fishing/hunting checks for the next day if eaten before dawn.

Small tin with flint, steel, charcloth, and tinder fungus. Bran demonstrates a clever spark trick.

Reliable firestarting in damp conditions (advantage on survival checks to start fire in poor conditions).

Well-braided hemp rope with a leather strap — slightly flexible, very reliable.

Has a handy, coiling charm stitched at one end that resists tangling.

Double-stitched waterskin lined with a thin paste of clay — keeps water cool.

Slightly purifies murky water (removes minor impurities; not magical).

Bran's favored lantern with a capped chimney to resist wind and a spare wick.

Provides a steady light; smoke-reducing poultice included.

Hand-drawn map of local tracks, secret springs, and a few rumored caves—some notes in Bran's hand.

Contains one marked location that hints at a hidden stony hollow near Willow Fork (roleplay clue).

Small carved buttons, glass beads, and odd metal pieces — perfect for barters or setting simple traps.

One in six trinkets might be a minor curiosity (worth 2 gp) — Bran's 'lucky draw'.

Simple parchment sheets with a hardy quill and an inkpot of brown ink.

Small satchel with bandages, poultices and instructions for basic battlefield care.

Heal 12 HPImproves first aid: stabilizes unconscious creatures and grants +1 to recovery checks.

A dried root sprig used in folk remedies and minor rituals; faintly warm to the touch.

Heal 4 HPWhen steeped and drunk, eases fever and grants +1 to saves vs. poison/poisoned condition for 24 hours.

Tiny whistle carved from bone; produces a soft, low note used for signaling without startling game.

When used, grants +2 to animal handling checks for basic woodland animals for 10 minutes.

A heavy, dented coin with odd runes — likely from a foreign road. Bran found it in a cellar.

Once per day, grants +1 to a single skill check when carried and flipped (mechanical: DM's discretion).

A palm-sized gray pebble etched with faint sigils; it emanates a tiny protective hum.

AC +1When carried, grants +1 to saving throws against fear and charm effects for up to 8 hours (once per long rest).

A small wooden box with a sliding lid; inside is a wrapped trinket chosen at random from Bran's curios.

Contents range from purely cosmetic to a minor useful item (DM roll: 60% mundane, 30% uncommon tool or consumable, 10% minor magical).

A sealed crate labeled in old glyphs. Bran claims it came from the lower, forgotten cellar but refuses to open it for customers.

Unknown — likely magical or rare. Purchasing transfers all responsibility to buyer (roleplay hook).
Armor3

Thick hooded cloak with a water-resistant waxed lining, patched in several places.

AC +1Provides modest protection from cold and rain: advantage on saves against weather exhaustion in roleplay terms.

Comfortable leather boots with reinforced toes and a soft insole—made for long walks on rough trails.

Grants +2 to long-distance travel endurance checks (roleplay).

Patches of treated hide sewn together to allow movement—popular among scouts.

AC +2Quieter than chain; grants advantage on stealth checks in brushy terrain (roleplay).
Weapons3

A compact bow favored by woodsfolk; balanced and familiar to frontier hunters.

Bran will fit a custom string and wax it for 1 sp.

Hand-sized blade with a slight curve, good for skinning or close work.

Hidden sheath with tiny compartment for a lucky charm.

Sturdy iron crowbar useful for prying, digging or improvised weapon use.

Can be used to force open simple locks and crates (advantage on certain checks).
Potions1

A soothing ointment made of beeswax, comfrey, and stitched woundwort—effective on cuts and bruises.

Heal 8 HPSpeeds superficial healing; one jar lasts for two applications if careful.
BR

Bramblewise 'Bran' Nettlesnout

Halfling (Stout heritage)Rogue (Scavenger/Trader archetype)Lvl 5

Shop Atmosphere

The shop is a cozy chaos: winding corridors, semi-hidden shelves, and steep attic rooms filled with quilts and odd tools. Bran won the shop in a card game and keeps the winning deck in a glass case. He often offers to tell the tale of each item (longer haggle = longer tale). The two lowest basement levels are locked and rarely spoken of; the very lowest is never entered in recent memory and is said to open into ancient cave corridors. Bran's pricing is generous to locals and travelers who share news; he prefers barter, stories, and trinkets to straight coin. He occasionally 'loses' an item to misplacement behind a floorboard — and that item might reappear weeks later in an altogether different room.
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