Thatch & Thimble General Emporium

Est. 2025 Human Commoner

Thatch & Thimble General Emporium

Marta keeps a small pot of fresh stew simmering in the back and will barter a loaf or a favor for help with deliveries. She talks to her cat, Bristle, as if it ...

MA

Shopkeeper

Marta Thatch, a Human Commoner (Lvl 1)

Keeper's Species

Human

18 Misc1 Armor4 Weapons1 PotionsEst. 128 gp

Shop Inventory

(24)
Miscellaneous18

A simple hunk of bread and a wedge of country cheese; sustains a single person for one meal.

Fills stomach; grants no mechanical benefit beyond roleplay.

Dried meat, hardtack, and dried fruit wrapped for travel; keeps for months if kept dry.

None

A treated leather waterskin that holds about 4 pints.

None

A thick, woolen bedroll good for a night under the stars; provides modest comfort and some insulation.

Grants no mechanical bonus beyond comfort.

A heavy blanket useful for cold weather or wrapping fragile goods.

None

A small kit for starting fires: flint, steel, and tinder.

Allows creation of a fire when materials available.

A wooden torch coated in pitch; burns for about an hour providing bright light.

Can be used as an improvised melee weapon or to set flammable objects alight.

A brass-framed hooded lantern; uses oil and provides a steady light (60 ft bright).

Hood reduces light to dim when closed; requires 1 pint of oil per 6 hours.

A small glass flask of lamp oil; fuels lanterns and torches.

Can be used to coat objects to make them flammable.

A reliable length of hemp rope useful for climbing, bindings, and hauling.

Can support up to 300 lb when used properly.

Sturdy spikes for anchoring ropes, impeding followers, or makeshift traps.

When used as an improvised weapon, deal piercing.

Small pouch with flint and a hardened steel striker; more reliable than basic tinderboxes.

Useful for starting fires even in damp conditions with some skill.

Bandages, salves, and splints for stabilizing and treating wounds.

Allows stabilization of a dying creature without a Wisdom (Medicine) check disadvantage; contains 10 uses.

Plain, sturdy clothing suitable for townsfolk and travelers.

AC +10None

A spring trap for small to medium game; useful for procuring food or securing perimeters.

Can hold creatures or deal minor injury; requires resetting after use.

A hand mirror mounted in a simple pewter frame; useful for grooming or inspecting corners.

Can be used to look around corners or examine small details.

A bottle of black ink and a basic quill for writing letters or copying maps.

None

A crudely drawn but serviceable map of the nearby roads, villages, and notable terrain.

Provides advantage on navigation checks for familiar routes if studied.
Armor1

A fitted leather jerkin offering basic protection while allowing agility.

AC +11No disadvantage on Stealth checks.
Weapons4

A small, easily concealed blade; useful in close quarters.

Finesse, light, thrown (range 20/60).

A plain wooden staff; reliable and common among travelers.

Versatile; can be used two-handed for extra damage.

A light sword favored by townsmen for defense and hunting.

Finesse.

A modest crossbow that requires a hand span to reload; comes with ten iron bolts.

Loading; ranged (80/320).
Potions1

A small vial of ruddy liquid that closes minor wounds when consumed.

Heal 2 HPHeals HP (standard D&D 5e potion of healing effect).
MA

Marta Thatch

HumanCommonerLvl 1

Shop Atmosphere

Marta keeps a small pot of fresh stew simmering in the back and will barter a loaf or a favor for help with deliveries. She talks to her cat, Bristle, as if it were a frequent customer and always wraps purchases in old parchment with a string of wheat. She refuses to sell late at night unless convinced there's a dire need—'no strange hours, no strange goods'—and will offer a 10% discount to adventurers who bring news from the road or an interesting trinket to trade.
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