HMMM General Goods

Est. 2025 Human Commoner

HMMM General Goods

The shop smells faintly of ozone and woodsmoke. A half-broken neon sign in the window flickers between the letters H M M M and an old faded 'General'. The shopk...

HO

Shopkeeper

Hob 'Hmmm' Grainsby, a Human Commoner (Lvl 2)

Keeper's Species

Human

3 Weapons1 Armor15 Misc1 PotionsEst. 181 gp

Shop Inventory

(20)
Weapons3

A sharp, balanced dagger with a worn leather grip. Good for utility and self-defense.

A short, curved blade with a simple guard. Reliable and light.

A heavy iron lantern or similar object that can be used as a blunt improvised weapon.

Armor1

A stitched leather cuirass, flexible and quiet. Good starter armor.

AC +11
Miscellaneous15

A coil of sturdy hempen rope, neatly bundled.

A well-made bedroll with patched wool lining. Good for the road.

A day's worth of travel rations, compact and filling.

A leather waterskin, cleaned and sealed.

Lamp oil suitable for lanterns, torches, and alchemical uses.

A brass hooded lantern with a glass pane. The hood reduces glare and windblow.

A standard adventurer's backpack with multiple pockets and a sleeping roll strap.

A bundle of wooden torches. Cheap, reliable light for short use.

A leather roll containing picks and tension tools. Favored by rogues.

Useful with proficiency for opening locks and disabling simple traps.

A healer's kit containing bandages and herbal salves.

Can be used to stabilize a creature without a Wisdom (Medicine) check; otherwise useful for healing with proper time and skill.

A small polished green gem used as a trade token, reminiscent of village emeralds.

When offered in trade to this shop, grants a small goodwill discount on a single item (usually 5% to 10% at the shopkeeper's whim).

A strange little compass that sometimes seems to point where it wants, rather than north.

Once per day, when held and invoked for up to 1 minute, it hums and points roughly toward the most recent unnatural disturbance or portal within 1 mile. Works only in the Material Plane and gives a vague direction rather than a precise location.

A spool of red string that crackles faintly like a radio when you hold it close.

When tied to a door or window and listened to for 1 minute, the bearer can hear faint whispering and static that may suggest distant voices or messages. No mechanical bonuses are granted.

A small block of strange, wood-like material that emits an unnatural light when burned.

If burned, it sheds dim blue light in a 10-foot radius and faintly obscures scent for 1 hour. One-time consumable per block.

A green trader's robe, patched in places but clean and practical.

Provides minor insulation and a slight boost to salesperson-style roleplay interactions at the DM's discretion. No formal mechanical bonus to armor class.
Potions1

A small glass vial filled with shimmering red liquid. A basic healing potion.

When drunk, the potion restores hit points.
HO

Hob 'Hmmm' Grainsby

HumanCommonerLvl 2

Shop Atmosphere

The shop smells faintly of ozone and woodsmoke. A half-broken neon sign in the window flickers between the letters H M M M and an old faded 'General'. The shopkeeper emits short, contemplative hmms and occasionally presses a small emerald token into the player's hand when trade goes well. Shelves are arranged like stacked blocks and small carved wooden villagers sit on every corner as if watching trades. If a player offers an actual emerald, the shopkeeper's eyes light up and haggling often goes faster. Strange radios and tapes sit behind the counter next to bundles of rope, and sometimes the store's single light blinks in time with distant thunder that the street cannot hear.
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