Brindle & Co. — General Goods and Sundries

Est. 2025 Human Rogue (retired smuggler)

Brindle & Co. — General Goods and Sundries

Marta hums tunelessly while she works and numbers all the shop's items in a tiny ledger with coded marks — ask politely and she'll translate for free. She keeps...

MA

Shopkeeper

Marta Brindle, a Human Rogue (retired smuggler) (Lvl 3)

Keeper's Species

Human

17 Misc3 Weapons2 Armor2 PotionsEst. 335 gp

Shop Inventory

(24)
Miscellaneous17

Sturdy leather pack with several compartments and external straps for bedrolls.

Can hold up to 30 lbs comfortably; straps allow attaching gear externally.

Thick wool bedroll, good for a night's sleep outdoors.

Dried meat, hard biscuits, and preserved fruit — enough for one person for a day.

Lasts up to a week if kept dry.

Goatskin waterskin with a cork stopper; holds about 4 pints.

Reliable, knotted at intervals; not ideal for climbing dangerous sheer faces but fine for most needs.

Simple wooden torch; burns for about 1 hour.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet.

Oil lantern with a hood to direct light; uses a flask of oil.

Bright light in 30-foot radius, dim for an additional 30 ft; hood dampens light when closed.

Small glass flask with lamp oil; useful for lanterns or as an improvised fire source.

Can be used to ignite a flammable object; acts as improvised alchemical weapon when poured and lit.

Heavy metal bar for prying doors, crates, and the like.

Can grant advantage on checks to pry open objects at DM discretion.

Bandages, salves, splints and instructions for basic first aid.

Stabilizes a dying creature without a Wisdom check once per use; 10 uses.

Small set of picks, files, and tension wrenches for locks and traps.

Required to attempt to pick locks and disable traps without improvised tools.

Twenty well-made arrows; wooden shafts, iron heads.

Hooks, lines, a cork float, and a small net. Good for catching dinner or small nuisances.

Useful for survival checks and catching food; can be used to improvise snares.

Set of ten iron spikes for anchoring ropes in rock or soil.

Useful for climbing and securing ropes.

Bottle of black ink and a feather quill; used for mapping, signing, or forging (careful!).

Needles, thread, small scissors — useful for mending clothes or subtle repairs.

A rough but useful map of the immediate region: trade roads, a few ruin sites, and common foraging spots.

Contains notes about a seasonal bandit camp (vague); may have useful local rumors.
Weapons3

Standard steel dagger; handy as a tool or backup weapon.

Thrown (range 20/60). Can be used for stealthy attacks.

Light, one-handed blade favored by scouts and rogues.

Finesse weapon: can use Dexterity for attack/damage rolls.

Simple, reliable crossbow; requires bolts (20) to operate.

Loading property; bolt range 80/320.
Armor2

Hardened leather jerkin offering basic protection while allowing mobility.

AC +11Light armor; wearer adds Dexterity modifier to AC.

Round wooden shield reinforced with iron rim — a cheap but serviceable defense.

AC +2Grants +2 to AC when wielded.
Potions2

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

Heal 7 HPHeals HP when consumed (average 7).

A bitter syrup that, for 1 hour, gives climbing speed and adhesive grip.

Target has a climbing speed equal to walking speed and advantage on Strength (Athletics) checks for climbing for 1 hour.
MA

Marta Brindle

HumanRogue (retired smuggler)Lvl 3

Shop Atmosphere

Marta hums tunelessly while she works and numbers all the shop's items in a tiny ledger with coded marks — ask politely and she'll translate for free. She keeps one locked drawer of 'special finds' that she only opens for customers she likes (or who tip well).
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