Underbough's General Provisions

Est. 2025 Human Commoner

Underbough's General Provisions

Mara runs the shop from behind a low counter cluttered with mead-stained ledgers and an always-smoldering candle. She greets customers by name if she's seen the...

MA

Shopkeeper

Mara Underbough, a Human Commoner (Lvl 3)

Keeper's Species

Human

19 Misc2 Potions5 Weapons3 ArmorEst. 212 gp

Shop Inventory

(29)
Miscellaneous19

Sturdy canvas pack with straps and several pockets; can hold up to ~30 lbs of gear comfortably.

Simple wool bedroll; keeps you marginally warmer than sleeping on the ground.

Dried meat, hard tack and a chunk of cheese; sufficient to sustain one adventurer for a day.

Filling but not tasty; may sour after a few days without preservation.

Leather waterskin that holds about 4 pints (roughly 2 liters).

Wooden torch dipped in resin; provides bright light for about an hour.

Burns for ~1 hour, gives bright light in 20 ft and dim for 40 ft.

Box of flint, steel and tinder for lighting fires reliably.

Allows lighting campfires, torches, lamps without tools.

A simple hooded lantern; protects flame and gives a steady light.

Provides bright light for 30 ft and dim for extra 30 ft when fueled.

A small flask of lamp or torch oil; burns for ~6 hours in a lamp.

Can be poured and ignited (creates burning area); messy.

50 feet of rough rope rated for general climbing and tying.

Iron hook with a short shank for throwing and anchoring to surfaces.

Useful with rope for climbing or securing loads.

Solid iron crowbar, handy for prying doors or removing crates.

Can be used to force open locks or as improvised lever.

Climber's hammer and ten iron pitons for securing in rock or timber.

Useful for camping and light climbing tasks.

A leather kit containing bandages and salves; can stabilize and patch wounds.

Heal 7 HP10 uses; each use can stabilize a creature or restore HP (average 7.5) as per rules.

A bundle of twenty wooden arrows with iron heads.

A roughly sketched map of the immediate region and local roads, taverns and hazards marked.

Ten tallow candles; each burns for several hours against windless conditions.

Useful for marking trails or short-term light.

A bag of small metal bearings, useful for tripping or disabling pursuers.

Can be poured to create a slippery surface; see DM rulings.

Needles, thread, and small tools for mending clothing and leather.

A simple bar of soap; keeps clothing and skin cleaner.

Potions2

A common healing potion in a small glass vial; restores health when consumed.

Heal 7 HPWhen consumed, restores HP (average 7). Single use.

A prepared antidote that grants advantage on saving throws against poison for 1 minute.

Grants advantage on saves against poison for 1 minute when consumed.
Weapons5

A small, razor-sharp knife suitable for throwing or close combat.

Finesse, light, thrown (range 20/60).

A basic wooden club; cheap and available to most locals.

Simple weapon; often used as a walking stick.

A well-balanced blade, favored by those who fight with finesse.

Finesse, light.

A simple shortbow carved from yew; effective at medium range.

Two-handed, ammunition (requires arrows).

A compact crossbow that deals respectable damage with a single bolt.

Loading property, two-handed, ammunition (bolts).
Armor3

Light armor made from boiled leather; allows mobility while offering basic protection.

AC +11

Soft armor made of quilted layers; comfortable but noisy.

AC +11Noisy; disadvantage on Stealth checks if Dexterity isn't high enough (rule of thumb).

A round wooden shield with iron rim; useful for bashing and protection.

AC +2Grants +2 to AC while wielded.
MA

Mara Underbough

HumanCommonerLvl 3

Shop Atmosphere

Mara runs the shop from behind a low counter cluttered with mead-stained ledgers and an always-smoldering candle. She greets customers by name if she's seen them before and has a soft spot (and a handful of free tea) for nervous white-garbed apprentices. The shop smells of pine oil and dust; there's a bell above the door that Mara rarely bothers to ring herself. She'll barter if you offer a useful oddity (maps, trophies, or rare foodstuffs) and keeps one dusty shelf labelled 'odd jobs' where townsfolk leave requests.
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