Hobb's Homely Goods & Provisions

Est. 2025 Human Commoner

Hobb's Homely Goods & Provisions

Marta hums old sea shanties while she works and keeps an impeccable ledger. She'll offer a 5% discount to customers who can tell a true travel tale or trade an ...

MA

Shopkeeper

Marta Hobb, a Human Commoner (Lvl 2)

Keeper's Species

Human

18 Misc3 Weapons2 Armor1 PotionsEst. 231 gp

Shop Inventory

(24)
Miscellaneous18

Sturdy coil of rough hemp, useful for climbing, hauling, or tying things.

A bundle of simple wax-and-wood torches. Each burns 1 hour and sheds bright light 20 ft.

Sheds bright light in 20 ft. radius, dim light for additional 20 ft.

A sturdy leather pack with straps and several pockets for gear.

A hooded brass lantern that provides steady light for 6 hours per pint of oil.

Bright light 60 ft., dim light additional 60 ft. Hood can be closed to reduce light.

A treated leather skin that holds up to 4 pints of liquid.

Dried meat, hardtack, and preserved fruit; keeps an adventurer fed for one day.

Bandages, salves and splints used for stabilizing the wounded without magic.

Use to stabilize a creature without a Medicine check; Medicine checks to stabilize get +0 (standard rules).

Pulleys, pitons, boot tips and length of silk for mountaineering and tricky climbs.

Advantage on checks to climb when kit is used and properly anchored at DM discretion.

A simple bundle of wooden arrows with iron tips.

A small box with flint and tinder for quickly starting fires.

Sackcloth-wrapped bottle of black ink with a carved feather quill.

A traveler-grade lock suitable for chests and simple doors.

Requires a successful Thieves' Tools check to pick at normal DC.

A small kit with hooks, line, and weights for catching freshwater fish.

High-quality sheets suitable for maps, spell research, or formal letters.

A spring-loaded metal trap useful for catching small game or restraining small creatures.

Can restrain small beasts on a successful check; triggered by weight.

Needles, thread, and patches for mending clothes and light leather.

A worn but serviceable map showing roads, landmarks and a few minor ruins in the surrounding area.

Contains a single faint notation (callout) of rumored bandit camp near the Old Mill.

Hard soap bars for washing and basic sanitation.

Weapons3

A common piercing blade: light and easy to conceal.

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

Balanced short blade favored by scouts and city guards.

Finesse.

A compact crossbow with a moderate draw; useful for reliable short-range combat.

Loading, two-handed; bolts sold separately.
Armor2

Flexible leather reinforced with metal studs; offering decent protection without bulk.

AC +12Stealth disadvantage: none (unlike heavier armors).

A round wooden shield with a leather rim; can be strapped to an arm quickly.

AC +2
Potions1

A small vial of red liquid that glows faintly. Heals minor wounds when consumed.

Heal 2 HPWhen used, restores hit points (standard D&D 5e potion of healing effect).
MA

Marta Hobb

HumanCommonerLvl 2

Shop Atmosphere

Marta hums old sea shanties while she works and keeps an impeccable ledger. She'll offer a 5% discount to customers who can tell a true travel tale or trade an odd trinket she doesn't already own. She keeps the most valuable items under the counter and will only sell them to those who she judges as 'capable and honest' (roleplay or a Persuasion check may be required).
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