Thatch & Trinket General Store

Est. 2025 Human Commoner

Thatch & Trinket General Store

Owner hums an off-key sea shanty while bargaining. He offers a free mug of spiced cider for parties who buy three or more adventuring items. Will barter one mun...

MA

Shopkeeper

Maris Thatch, a Human Commoner (Lvl 2)

Keeper's Species

Human

18 Misc1 Potions2 Weapons2 ArmorEst. 163 gp

Shop Inventory

(23)
Miscellaneous18

A sturdy canvas backpack with straps and a small rolled pouch. Useful for carrying adventuring gear and a bedroll.

A simple bedroll — not luxurious, but dry and warm for one person.

A coil of coarse hemp rope. Heavy but reliable for climbing and tying.

A wooden torch wrapped in pitch. Cheap, disposable light source.

If used to attack, deals 1 fire damage on hit.

A metal tinderbox for starting fires, lighting torches and lanterns.

A day's rations: dried meat, hard bread and preserved fruit. Keeps for weeks.

A leather waterskin. Essential for long travel.

A hooded lantern — more controlled light than a torch and useful in towns or caves.

Provides bright light in a 30 ft cone when lit; weather and oil affect range.

Flask of lamp oil. Needed to keep lanterns burning.

A set of thieves' tools for picking locks and disabling simple traps.

Required to attempt many delicate lockpicking and trap-disabling checks without improvised penalties.

A component pouch for spellcasters to carry common material components.

Allows casters to substitute components for many spells without hassle.

A bag of ball bearings. Cheap trick to thwart pursuers or make a slippery surface.

Scatters to cover a 10 ft path; DM adjudicates effects.

Silk rope for finesse climbing, light and easy to stow.

Silk rope is easier to handle and can be tied more securely; DM may rule advantage on delicate knot checks.

Smokeball (alchemist's pellet). Cheap, single-use smoke device for escapes or theatrical distractions.

When thrown, creates thick smoke in a 10-foot radius for 1 round (6 seconds) or until wind disperses it. Grants heavy obscure effect. Usable once per pellet.

Traveler's Patch Kit: basic sewing and leather repair items for field repairs.

Can repair cloth/leather equipment and reduce time/cost to professionally mend an item. Useful for patching a torn sail, bedroll, or pack; not for metalwork.

Slow-burn Lantern Oil, handy for watch shifts and long camps.

Extends lantern burn time by roughly 2 hours compared to standard oil.

Tinker's Spare Spring — a tiny but useful component for jury-rigging devices.

Grants a +2 circumstance bonus to a single improvised mechanical or trap-disarm check when used; consumed on success.

Brass Signal Mirror — small signaling mirror with a handle for sending flashes to distant allies.

Useful for signaling: grants advantage on long-distance visual signaling or identification checks in clear weather when used properly.
Potions1

A small red vial of restorative liquid. A lifesaver for low-level adventurers.

Heal 7 HPCommon healing potion; drinking it is a Bonus Action if DM uses modern rules, otherwise an Action.
Weapons2

A balanced short blade popular with scouts and rogues.

Small, easily concealed knife useful for combat and utility tasks.

Armor2

Soft leather armor offering protection while allowing freedom of movement.

AC +11

A round or kite shield, useful for fighters and cautious travelers.

AC +2+2 to Armor Class when used.
MA

Maris Thatch

HumanCommonerLvl 2

Shop Atmosphere

Owner hums an off-key sea shanty while bargaining. He offers a free mug of spiced cider for parties who buy three or more adventuring items. Will barter one mundane item for a minor piece of news or a useful rumor; dislikes knights who insult his wares.
Visual sheet

Turn Thatch & Trinket General Store into a sheet

A high-res, share-ready sheet you can post or print.