Pop's
The most popular chain of general stores in the mainland. This store offers the basic necessities for adventurers and villagers alike!
Common Items
- Abacus - 2 gp - 2 lb.
- Bedroll - 1 gp - 2 lb.
- Bell - 1 gp -
- Blanket - 5 sp - 5 lb.
- Block and Tackle - 1 gp - 5 lb. * A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
- Book - 25 gp - 5 lb. * A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented sing text or pictures. A book of spells is a spellbook.
- Candle - 5 feet. - 1 cp * For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for another
- Chain (10 ft) - 5 gp - 10 lb. * A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
- Chalk (1 pc) - 1 cp
- Component Pouch - 25 gp - 2 lb * A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). 25 gp 2 lb.
- Fishing Tackle - 1 gp 4 lb. * This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
- Grappling Hook - 2 gp - 4 lb.
- Hammer -1 gp - 3 lb.
- Hourglass - 25 gp - 1 lb.
- Ink - (1 oz) - 10 gp -
- Ink Pen 2 cp -
- Ladder (10 ft) - 1 sp - 25 lb.
- Lock - 10 gp - 1 lb.* A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check.
- Magnifying Glass - 100 gp * This lens allows a closer look at small objects. It is also useful as a substitute or flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
- Manacles - 2 gp - 6 lb.* These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
- Mess Kit - 2 sp - 1 lb* This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
- Miner's Pick - 2 gp - 10 lb.
- Paper -(1 pc) - 2 sp
- Parchment - (1 sheet) - 1 sp
- Perfume (vial) - 5 gp -
- Piton - 5 cp - 0.25 lb.
- Pole (10 ft) 5 cp - 7 lb.
- Ram, Portable - 4 gp - 35 lb. * You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
- Rations (1 day) - 5 sp - 2 lb.* Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
- Rope - Hemp (50 ft) - 1 gp - Silk (50 feet) - 10 gp * Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
- Sealing Wax - 5 sp -
- Shovel - 2 gp - 5 lb.
- Signal Whistle 5 cp -
- Signet Ring 5 gp -
- Sledgehammer - 2 gp - 10 lb.
- Spellbook * Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. 50 gp 3 lb.
- Spikes - Iron (10) - 1 gp - 5 lb.
- Spyglass - 1000 gp - 1 lb.* Objects viewed through a spyglass are magnified to twice their size.
- Tent - 2 person - 2 gp - 20 lbs.
- Whetstone -1 cp - 1 lb.
Useable Items
- Ball Bearings (bag of 1,000) - 1 gp - 2 lb. * As an action, you can spill these tiny balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.
- Caltrops (bag of 20) - 1 gp - 2 lb.* As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
- Climber's Kit -25 gp - 12 lb. * A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
- Crowbar 2 gp - 5 lb.* Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
- Hunting Trap - 5 gp - 25 lb.* When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
- Lantern Hooded - 5 gp - 2 lb * A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
- Lantern Bullseye - 10 gp - 2 lb *A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
- Lamp - 5 sp- 1 lb * A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
- Oil (flask) - 1 sp - 1 lb * Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. if lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
- Tinderbox - 5 sp - 1 lb * This small container holds flint, fire steel, an tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minutes.
- Torch - 1 cp - 1 lb * A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
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