Hobb's Sundries & Provisions

Est. 2025 Human Commoner (ex-traveler)

Hobb's Sundries & Provisions

Hobb's Sundries occupies a narrow two-story shop on a busy lane: lanterns of varying brightness hang from pegboard walls, shelves sag under the weight of coils ...

ME

Shopkeeper

Merrin Hobb, a Human Commoner (ex-traveler) (Lvl 4)

Keeper's Species

Human

19 Misc5 Weapons3 Armor2 PotionsEst. 1.4k gp

Shop Inventory

(29)
Miscellaneous19

A reinforced leather pack with straps, inner pockets and a roll-down top; holds gear securely.

A simple padded roll of blankets and cloth for sleeping outdoors.

Stout hemp rope, standard adventuring length and strength.

Fine silk rope: strong, lighter, easier to knot and conceal than hemp.

Less likely to snag; favored by scouts and rogues

A small box of flint, steel, and tinder used to start fires.

A wooden torch; burns for about an hour and provides bright light in a small area.

Ignites flammable materials; useful for signaling

Lamp oil; used to fuel lanterns or to set things alight.

Can be used as improvised incendiary if lit

Dried meats, hard biscuits and other preserved foods sufficient for one person for one day.

A treated leather waterskin with a wooden stopper.

A matched pair used to create sparks to light tinder and fires.

Reliable in damp conditions compared to simple flint

A small oil lantern with a hood that focuses and dims light when closed.

Provides steady light for up to several hours with a pint of oil

A heavy iron hook with a ring for rope attachment.

Iron restraints with a simple lock; used to restrain prisoners or dangerous creatures.

Lockable; can be broken with sufficient force (DC subject to DM)

A kit of picks, pliers, and small tools for opening locks and disabling simple traps.

Grants proficiency checks for lockpicking / trap disarming when used by proficient characters

Bandages, salves and splints; used to stabilize wounded and treat simple injuries.

Use to stabilize a dying creature without a Medicine check

A bundle of twenty standard wooden-shaft arrows.

Pulleys, pitons, special boots and harnesses for safe climbing.

Provides advantage on certain climbing checks when used properly (DM adjudicates)

Line, hooks and small lures for catching freshwater fish.

A general-purpose map of the surrounding region and recent roads; includes notes on inns and forges.

May include marginal notes about hazards and smugglers' coves
Weapons5

A light, versatile blade favored by scouts and duelists.

Finesse, light — good for dexterous fighters

A small stabbing blade; easily concealed and thrown.

Finesse, light, thrown (range 20/60)

A wooden bow suited to quick shots and mobility.

Ammunition, two-handed, range 80/320

A compact crossbow that is easy to use and maintain.

Loading, ammunition, two-handed, range 80/320

A modest magical shortsword bearing faint runes; grants a small bonus in skilled hands.

Atk +1 to attack rolls and damage rolls when attuned
Armor3

A basic round shield that adds to a user's protection in combat.

AC +2Provides +2 to AC when wielded

Light armor made of tanned leather; allows maximum mobility.

AC +11Light armor: non-restrictive for stealth

Leather armor reinforced with metal studs for extra protection.

AC +12Light armor with slightly increased protection over plain leather
Potions2

A small vial of red liquid that mends wounds when sipped.

Heal 7 HPRestores HP when consumed

A thicker crimson potion; heals more severe injuries than the common variant.

Heal 14 HPRestores HP when consumed
ME

Merrin Hobb

HumanCommoner (ex-traveler)Lvl 4

Shop Atmosphere

Hobb's Sundries occupies a narrow two-story shop on a busy lane: lanterns of varying brightness hang from pegboard walls, shelves sag under the weight of coils of rope, neatly labeled jars of salt and sugar, and a row of well-used weapons. The scent of oiled leather and wood smoke mixes with the faint metallic tang of tools. Merrin Hobb, the proprietor, is a compact, sun-tanned human in his late thirties with a patchwork apron and an easy smile. Once a wandering journeyman who admits to 'taking odd jobs and finding odd things', Merrin keeps one eye on a battered ledger and the other on the door; he asks more personal questions of customers seeking magic items and hides higher-value goods behind a curtain. He offers small favors (a discount for returning adventurers or for an interesting tale), but he's cautious about selling one-of-a-kind magical goods to strangers — and will often require a short chat or references before parting with rarities. He has a soft spot for animals and will happily barter for fresh eggs or rare herbs. The shop plays a low, scratchy lute melody in the evenings — Merrin does the playing — and there's a small space behind the counter where he keeps a crock of warming stew for slow afternoons.
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