Fenwick's Sundries & Provisions

Est. 2025 Human Commoner (shopkeeper background)

Fenwick's Sundries & Provisions

Marla hums an off-key hymn when bargaining; she offers 'trade credit' of 1 sp per favor (fetch quests, delivering messages). She will give a free cup of tea to ...

MA

Shopkeeper

Marla Fenwick, a Human Commoner (shopkeeper background) (Lvl 2)

Keeper's Species

Human

17 Misc2 Potions3 Weapons1 ArmorEst. 218 gp

Shop Inventory

(23)
Miscellaneous17

A dense, last-day loaf. Fills the stomach but not the heart.

Heal 1 HP

A ceramic jug sealed with wax, full of potable water.

Quenches thirst; can be poured to create slippery ground at DM's discretion.

Hand-rolled tallow candles; burn about 1 hour each.

Sturdy hempen rope with a rough twist. Useful for climbing, hauling, or traps.

Canvas pack with straps and several small pockets.

A metal striker and flint for starting fires reliably.

Reliable ignition; grants advantage on survival checks to start a fire in fair conditions.

A brass hooded lantern that casts bright light in a 30-ft radius when lit.

Hooded design prevents blinding allies when extinguished; fuel lasts 6 hours per flask.

Plain but sturdy clothing appropriate for the road.

Solid iron cuffs with a single key; useful for prisoners or restraining creatures.

Holds a Medium creature's wrists together; Sleight of Hand or Strength (Athletics) to escape without key.

A compact kit of pliers, files, wire, and small screw-like tools.

Grants proficiency for simple repairs/crafts with DM approval.

Dried herbs gathered from nearby hills; restorative and calming.

Heal 2 HPWhen drunk, grants advantage on saving throws vs. exhaustion for 8 hours.

A parchment map showing the nearby roads, river crossings, and notable landmarks.

Grants bonus to Survival checks to navigate the local area; not useful in wildlands.

A basic but reliable lock for chests or doors.

Lock has to pick; key included.

A single-lens spyglass made by a local glassblower—works at short range.

Gives advantage on Wisdom (Perception) checks to spot details at up to 300 ft when stable.

A glass vial of black ink and a goose quill.

Good-quality parchment for letters, charts, or contracts.

A small jar of dried hot peppers from Marla's garden. Adds kick to food; can be used as improvised defense.

If thrown into an enemy's face (DM adjudicates), may impose disadvantage on next attack (Con save negates).
Potions2

A small glass vial of red liquid. Heals minor wounds when consumed.

Heal 8 HPStandard Potion of Healing (restores HP).

A foul-tasting serum that helps neutralize poison.

When administered, grants advantage on saving throw against poison for 1 hour.
Weapons3

A balanced short sword suitable for close combat.

Two sharp steel daggers, good for throwing or melee.

Thrown (range 20/60).

A heavy wooden club, crudely fashioned but effective.

Armor1

Worn padded armor, battered in places but serviceable.

AC +11Disadvantage on Stealth checks while worn (if not patched).
MA

Marla Fenwick

HumanCommoner (shopkeeper background)Lvl 2

Shop Atmosphere

Marla hums an off-key hymn when bargaining; she offers 'trade credit' of 1 sp per favor (fetch quests, delivering messages). She will give a free cup of tea to any adventurer who shows a proper battle scar and will haggle more readily if you mention the name of 'Old Thom,' a retired watchman she favors.
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