Dovetongue's Dry Goods & Sundries

Est. 2025 Human Commoner

Dovetongue's Dry Goods & Sundries

Miri hums tunelessly while she works and will always offer a cup of tea with purchases. She keeps one shallow locked shelf behind the counter for oddities and s...

MI

Shopkeeper

Miri Dovetongue, a Human Commoner (Lvl 3)

Keeper's Species

Human

20 Misc1 Potions3 Weapons2 ArmorEst. 263 gp

Shop Inventory

(26)
Miscellaneous20

A simple wooden torch. Burns for about 1 hour and sheds bright light for 20 ft.

Burns for 1 hour; can ignite flammable objects.

Dried meals and hardtack meant to sustain one person for a day.

A sturdy leather pack with straps and pockets for adventuring gear.

A basic blanket and mat for sleeping outdoors.

Tough braided hemp rope, useful for climbing and securing cargo.

Smooth, strong silk rope—lighter and more flexible than hemp.

A leather waterskin to hold about a quart of liquid.

Flint, steel and tinder in a small box for starting fires.

A flask of lamp oil; fuels lanterns and can be used to set things alight.

Can be used with a torch to ignite flammable objects; fuels a hooded lantern for ~6 hours.

A metal lantern with a hood that throws controllable light; uses oil.

Provides bright light in a 60-ft radius and dim for an additional 60 ft while lit.

A stout metal bar used to pry doors, lids, and crates open.

A three-pronged hook attached to rope for securing to ledges.

A small box of chalk sticks—useful for marking paths or sketches.

A kit containing bandages and salves; can stabilize the dying and tend wounds.

Ten uses; each use can stabilize a creature or restore HP once per use if treated during a short rest (per DM/house rules).

A bitter vial that helps resist poisons.

Grants advantage on saving throws against poison for 1 hour after drinking.

A compact set of picks, files, and lockpicks used to open locks and disarm traps.

Required to attempt picks and some trapwork; proficiency grants advantage.

A crude glass vial filled with a volatile compound. Thrown, it ignites on contact.

On a hit, target catches fire (Dex save to avoid ongoing damage); flammable items ignite readily.

A small bottle of black ink and a decent quill—good for map notes and signing papers.

A compact leather-bound notebook for notes, sketches or records.

A small pack of dried jerky from local hunts—good for quick rations.

Potions1

A vial of red liquid that restores hit points when drunk.

Heal 7 HPRestores hit points when consumed.
Weapons3

A short, readily-concealed blade. Versatile and common.

Can be thrown (range 20/60).

A one-handed sword favored by lightly armored fighters and rogues.

Finesse weapon—can use Dex for attacks.

A stout crossbow suitable for hunters and adventurers; comes with a quiver of 20 bolts.

Loading property: one shot per action unless reloaded (bolts included).
Armor2

Light armor made of hardened leather, favored by scouts.

AC +11Light armor; add your Dexterity modifier to AC.

A wooden shield with a metal boss that provides extra protection.

AC +2Adds +2 to AC while wielded.
MI

Miri Dovetongue

HumanCommonerLvl 3

Shop Atmosphere

Miri hums tunelessly while she works and will always offer a cup of tea with purchases. She keeps one shallow locked shelf behind the counter for oddities and sometimes swaps a small trinket if you share news or help her with a delivery. She politely haggles with newcomers but rounds prices down for repeat customers.
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