Grove's Aim: Hunter's Supply

Est. 2026 Wood Elf Ranger

Grove's Aim: Hunter's Supply

The shop posts a daily job board on a carved oak slab beneath the eaves. Young hunters who run errands for the shop are affectionately called "twiglings." Typic...

AE

Shopkeeper

Aelar Thistlebranch, a Wood Elf Ranger (Lvl 5)

Keeper's Species

Wood Elf

6 Weapons13 Misc3 Armor1 PotionsEst. 265 gp

Shop Inventory

(23)
Weapons6

A sturdy longbow favored by woodland hunters. Reliable at range and balanced for long shots through the trees.

Ammunition, heavy, two-handed, range 150/600

A lightweight shortbow carved from ash, good for skirmishing and mounted work.

Ammunition, range 80/320, two-handed

A sharp dagger with a carved wooden haft; useful for close work and field dressing game.

A short sword favored by scouts for melee defense after a shot.

Finesse, light

A well-balanced hunting spear with a hardened tip for larger quarry.

Thrown 20/60, versatile with certain uses

A throwing net designed to entangle small animals or trip an opponent.

Special: restrained on hit; see DM for use
Miscellaneous13

A bundle of twenty standard arrows for bows.

Recoverable on the battlefield with a Search (DM discretion)

A durable leather quiver made to be slung across the back or attached at the hip.

A heavy hunting trap used to catch small-to-medium game or slow fleeing creatures.

Dex save to avoid piercing and become restrained; Str to free (use DM adjudication)

Sturdy hemp rope for climbing, binding or setting snares.

An Explorer's Pack containing the essentials for multi-day hunts and foraging trips.

A small kit of snares for catching rabbits, birds, and other small forest game.

Single-use snares suitable for small game

Caltrops useful for creating an early-warning perimeter around a camp or a trap line.

Creates hazardous terrain for light foes until cleared

A basic tracker's kit tailored for apprentices and young hunters to read and mark tracks.

+1 to Survival checks for the user when actively tracking (story-based, DM adjudication)

A set of bird and game calls taught to children; useful to attract small animals or warn off predators.

Used with Survival or Performance to attract/disperse flocks; DM adjudicates effect

Scent-masking salve made from crushed moss and cedar oils; commonly used by scouts.

When applied, grants advantage on checks to avoid being tracked for 1 hour (consumable)

A Hunter's Cloak favored by elven trackers; blends into woodland shadows.

Once per short rest, wearer may gain advantage on a single Stealth check while in forested terrain

Soft-soled boots that muffle footsteps; popular with youth hunters practicing stalking.

Grants a bonus to Stealth checks in natural, non-urban terrain when worn for at least 10 minutes

Prepared bait packs and scent lures made from forest herbs and preserved berries.

Consumable pack; when used correctly grants advantage on a single Survival check to attract small game
Armor3

Soft but protective leather armor that allows freedom of movement through undergrowth.

AC +11No disadvantage on Stealth

Studded leather tailored to a hunter's build; keeps mobility while adding extra protection.

AC +12

A round shield carved with leaf patterns, used to deflect blows and stabilize a hunter's stance.

AC +2Grants +2 to AC when equipped
Potions1

A vial of restorative liquid. Handy after a tough hunt or a skirmish with predators.

Heal 7 HPCommon consumable potion
AE

Aelar Thistlebranch

Wood ElfRangerLvl 5

Shop Atmosphere

The shop posts a daily job board on a carved oak slab beneath the eaves. Young hunters who run errands for the shop are affectionately called "twiglings." Typical local jobs (examples and suggested rewards for a level 1 game): - Children's Duties (Twigling Jobs): • Squirrel Watch: observe and report squirrel runs to a designated clearing. Reward 1 sp and 10 XP. Time: 1 hour. Good first task to learn tracking and stealth basics. • Berry Run: collect 2 days' worth of preserved berries from marked bushes. Reward 3 sp and 15 XP. Time: a short outing. • Clean & Mend Arrows: sharpen and re-fletch up to 10 arrows under supervision. Reward 4 sp and 20 XP. Teaches care for gear. - Entry-Level Hunter Jobs (Apprentice/Novice): • Snares & Return: set snares along a marked line and return with any catch. Pay 3-6 gp and 25-40 XP depending on success and species captured. Time: half-day. • Trail Scout: scout a 1-mile route for signs of large predators and report. Pay 5 gp and 35 XP. Requires good Survival checks. • Problem Pest Removal: remove an animal raiding village granaries (non-sentient, non-protected). Pay 8-12 gp and 50 XP based on danger. Possible bonus if bounty is delivered whole. • Guided Assist (with a ranger present): accompany a ranger on a protective patrol. Pay 10-20 gp and 60-75 XP depending on difficulty and hazards encountered. Guidance for GMs: level 1 characters generally need 300 XP to reach 2nd level. Use the above jobs to supplement combat and exploration XP. Adjust money and XP up or down to fit campaign economy and local cost of living. Children jobs are intentionally low-paying and give small XP so twiglings learn without upsetting local resources.
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