Fen's Provisions & Sundries

Est. 2025 Human Rogue (retired merchant)

Fen's Provisions & Sundries

Garrick hums old caravan songs while weighing goods, counts items by touch if distracted, and offers a 'mystery pouch' for 5 gp—he always knows where the best l...

GA

Shopkeeper

Garrick Fen, a Human Rogue (retired merchant) (Lvl 3)

Keeper's Species

Human

23 Misc3 Weapons1 Armor2 PotionsEst. 381 gp

Shop Inventory

(29)
Miscellaneous23

Sturdy leather pack with several straps and pockets. Holds supplies for travel.

Thick canvas bedroll. Good for outdoor rest and basic insulation.

Dried meats, hard tack, and preserved fruit—one day's worth of travel food.

A leather waterskin that holds up to about 4 pints.

Reliable 50-foot hemp rope—useful for climbing, tying, and hauling.

Smooth, lighter rope that can be knotted tightly and is easier to conceal.

Iron hook with a stout shank; pairs well with rope for climbing or anchoring.

Small iron spikes for securing ropes to rock or wood. Pack of ten.

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

A stout wooden torch. Burns for about one hour.

A small lantern with a hood that limits light spread; uses oil.

A flask of lamp oil. Useful for lanterns, fires, or improvised weapon use.

Can be used to set flammable surfaces alight when ignited.

Sturdy iron bar for prying doors, crates, and traps apart.

Set of picks, files, and small tools used for lockpicking and disabling traps.

Grants thieves' tools proficiency uses; required for Dexterity (Thieves' Tools) checks.

A sticky flask that breaks and bursts into flame upon impact.

Thrown improvised weapon; on hit it ignites the target, dealing initial and ongoing fire damage (consumable).

A vial of corrosive acid for breaking locks, metal, or as an improvised weapon.

Thrown at a target or object; deals corrosive damage and can damage gear.

A single-use scroll that casts detect magic when read by someone who can cast the spell.

Single use. If the reader is not a spellcaster of the appropriate level, use may fail or require an ability check.

Durable but plain clothes suitable for travel and everyday wear.

A small pot of herbal salve that soothes wounds; not magical but helps minor cuts.

Heal 3 HPRestores a small amount of HP (non-magical), reduces infection risk.

A brass horn used to sound an alarm or summon allies.

Very loud; can be heard well beyond normal shouting range.

A practical map showing roads, landmarks, and common hazards for the surrounding 30-mile area.

Includes notes on recent bandit activity and good foragers' spots.

Needles, thread, and small scissors for mending clothing and light leatherwork.

A cheap sealed pouch of mixed odds and ends. Could be useful, could be junk.

Contents are random: common items, 10% chance of a 1 gp trinket, 2% chance of a low-value enchanted bit (cosmetic).
Weapons3

A well-balanced dagger with a leather hilt.

Can be thrown (range 20/60).

Balanced short sword favored by scouts and light fighters.

Finesse weapon.

A compact crossbow with a simple spanning mechanism and a small quiver of bolts.

Range 80/320, requires bolts (10) for 1 gp.
Armor1

Light armor made of hardened leather. Good mobility for light fighters.

AC +11
Potions2

A small vial of ruby liquid that knits flesh and restores vigor when drunk.

Heal 7 HPWhen consumed, restores hit points (healing amount listed is the average).

A bitter draught that grants resistance to poison's immediate effects.

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

Garrick Fen

HumanRogue (retired merchant)Lvl 3

Shop Atmosphere

Garrick hums old caravan songs while weighing goods, counts items by touch if distracted, and offers a 'mystery pouch' for 5 gp—he always knows where the best local smugglers' tea comes from.
Visual sheet

Turn Fen's Provisions & Sundries into a sheet

A high-res, share-ready sheet you can post or print.