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...
Shopkeeper
Aelar Thistlebranch, a Wood Elf Ranger (Lvl 5)
Keeper's Species
Wood Elf
Shop Inventory
(23)A sturdy longbow favored by woodland hunters. Reliable at range and balanced for long shots through the trees.
A lightweight shortbow carved from ash, good for skirmishing and mounted work.
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.
A well-balanced hunting spear with a hardened tip for larger quarry.
A throwing net designed to entangle small animals or trip an opponent.
A bundle of twenty standard arrows for bows.
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.
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.
Caltrops useful for creating an early-warning perimeter around a camp or a trap line.
A basic tracker's kit tailored for apprentices and young hunters to read and mark tracks.
A set of bird and game calls taught to children; useful to attract small animals or warn off predators.
Scent-masking salve made from crushed moss and cedar oils; commonly used by scouts.
A Hunter's Cloak favored by elven trackers; blends into woodland shadows.
Soft-soled boots that muffle footsteps; popular with youth hunters practicing stalking.
Prepared bait packs and scent lures made from forest herbs and preserved berries.
Soft but protective leather armor that allows freedom of movement through undergrowth.
Studded leather tailored to a hunter's build; keeps mobility while adding extra protection.
A round shield carved with leaf patterns, used to deflect blows and stabilize a hunter's stance.
A vial of restorative liquid. Handy after a tough hunt or a skirmish with predators.
Aelar Thistlebranch
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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