Thatch & Thimble General Emporium

Est. 2025 Human Ranger

Thatch & Thimble General Emporium

Mira runs the shop with the efficiency of a scout and the eye of an ex-adventurer. She catalogs incoming goods in a leather ledger and will often barter if you ...

MI

Shopkeeper

Mira Thatch, a Human Ranger (Lvl 10)

Keeper's Species

Human

12 Misc2 Potions3 Weapons2 ArmorEst. 13.9k gp

Shop Inventory

(19)
Miscellaneous12

Well-made leather pack with extra buckles and a padded compartment for fragile goods.

Ropes, pitons, harness bits and chalk—veteran-tested and reliable.

Grants advantage on checks to climb in non-magical conditions when used correctly

Neutralizes common poisons for a short time when administered within a minute of exposure.

Grants advantage on saving throws against poison for 1 hour or grants advantage on first check to resist a single poisoning

A common glass flask of lamp oil—useful for lanterns, fires, or improvised traps.

Can be ignited to deal fire damage to exposed flammable surfaces; burns 1 hour

Sturdy iron hook and windlass reel with 50 feet of treated rope.

Reduces chance of rope failure when used properly; grants +2 to Strength (Athletics) checks to secure anchor

A carefully scribed scroll containing the Lesser Restoration spell; useful for curing disease or conditions.

Casts Lesser Restoration when read by a spellcaster with the spell on their list; otherwise Arcana check to use

A brass hooded lantern with a fresh wick and enough oil for 6 hours of light.

Provides bright light in 30 ft, dim to 60 ft; hood lets you direct and obscure light

Salted, preserved foods, compact and transportable—keeps one person fed for 7 days.

A pouch containing sticky residues that explode outward on impact, attempting to entangle a target.

On a hit (ranged improvised): target must succeed on Strength saving throw or be restrained for 1 round; can use action to escape (Athletics or Acrobatics check)

A noisy, inked map compiled by Mira from personal scouting—shows common trade routes, a few hidden paths, and known danger zones.

Provides +2 on Survival checks to navigate the local area and may reveal one hidden trail usable for ambush/escape

A compact brass spyglass with limited magnification—handy for scouting from a safe distance.

Grants advantage on Perception checks to spot distant creatures or objects within 600 ft

A volatile flask that bursts into flame on impact. Dangerous but effective.

Improvised ranged weapon (thrown): on hit deals fire immediately and an additional fire at start of target's next turn unless extinguished ( check)
Potions2

A small vial of red liquid. Heals HP when consumed.

Heal 6 HPStandard potion of healing effect ()

A stronger red vial. Restores HP.

Heal 14 HPGreater potion of healing effect ()
Weapons3

A fine dagger with its edge and tip inlaid with silver—useful against creatures harmed by silver.

Counts as silvered weapon for overcoming resistances/vulnerabilities

A well-balanced spear with a carefully sharpened head; trusted by hunters and militia.

Slightly better-made; DM may grant +1 to attack rolls at discretion against non-magical targets

A balanced longsword etched with faint leaf-motifs. A +1 weapon favored by seasoned warriors.

Atk Magical +1 to attack and damage rolls
Armor2

A deep-green cloak trimmed with simple silver embroidery. Grants bonus to AC and saving throws while worn.

AC +1Wearer gains +1 to AC and all saving throws

Soft-soled boots that muffle the wearer's steps and improve stealth.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently
MI

Mira Thatch

HumanRangerLvl 10

Shop Atmosphere

Mira runs the shop with the efficiency of a scout and the eye of an ex-adventurer. She catalogs incoming goods in a leather ledger and will often barter if you can offer exotic trinkets, hard-to-find herbs, or information about nearby ruins. She keeps a locked chest in the back with higher-tier items and may offer them to trusted customers or for particularly good coin. Mira hums an old hunting tune while she works and offers free tea to anyone who asks—refuses to sell cursed items knowingly and will pass along rumors (some true, some exaggerated) if you linger for tea.
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