Thornwell Trading & Sundries

Est. 2025 Human Commoner (ex-trader)

Thornwell Trading & Sundries

Miri keeps a ledger of repeat customers and offers a free cup of herbal tea (and gossip) to those who've bought something in the past week. She refuses to sell ...

MI

Shopkeeper

Miri Thornwell, a Human Commoner (ex-trader) (Lvl 2)

Keeper's Species

Human

14 Misc6 Weapons2 Armor2 Potions1 MiscEst. 815 gp

Shop Inventory

(25)
Miscellaneous14

A simple wooden torch. Burns for 1 hour, sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Illumination; burns 1 hour

A stout length of hempen rope. Strength: standard ropes as per PHB.

Dried meats, hard biscuits, and preserved fruit — keeps a traveler fed for a day.

A padded roll of cloth and stuffing for sleeping outdoors or in rough inns.

A leather waterskin. Holds about 4 pints (just under 2.5 liters).

A small steel striker and a piece of flint used to start fires reliably.

Bandages, salves, and simple tools used to stabilize the injured (useful for stabilizing without a Medicine check).

Stabilizes a creature without requiring a Wisdom (Medicine) check.

A hand-drawn map showing key trails, local hamlets, and notable landmarks within ~50 miles.

50% chance that a given minor path or landmark is out of date; ask the shopkeeper for recent notes.

A single-use spell scroll that casts Cure Wounds (1st level) when read by a character able to cast the spell, or the reader makes an ability check to cast it otherwise.

One-time use; functions as the 1st-level spell Cure Wounds.

A compact stone used to sharpen blades.

A heavy wool cloak with a waterproofed lining. Useful against rain and chill.

Grants minor protection from cold (flavor), dries slower when wet.

A small whistle that carries sound up to a few hundred feet in quiet conditions.

Useful to alert companions or frighten small animals; may attract attention.

A small iron lock suitable for trunks, chests, and simple doors.

to pick with thieves' tools (approximate).

A sealed box containing oddities: a silver-backed comb, a child's carved horse, cheap costume jewelry, a brass key, and a splintered spyglass lens (near-worthless).

Some items may have sentimental or plot-use value; no guaranteed magic.
Weapons6

A small, easily concealed blade. Versatile for throwing or stabbing.

Can be thrown (range 20/60).

A light military blade favored by scouts and city guards.

Finesse weapon; good for dual-wielding.

A simple composite shortbow and a quiver of 20 arrows.

Range 80/320 ft.

A hand-held crossbow, powerful for its size. Slow to reload without the Crossbow Expert feat.

Range 80/320 ft.; loading property applies.

A short, blunt wooden weapon. Commonly carried by travelers.

A versatile polearm that can be thrown or used in melee.

Thrown (range 20/60); versatile.
Armor2

Light armor made of hardened leather. Comfortable and quiet.

AC +11

A sturdy wooden shield with a metal boss. Grants +2 to AC when equipped.

AC +2
Potions2

A small vial containing a red liquid that glows faintly. When imbibed, restores hit points.

Heal 2 HPRestores hit points when consumed (standard Common potion).

A bitter vial that grants advantage on saving throws against poison for 1 hour when consumed.

Advantage on saving throws vs. poison for 1 hour.
Miscellaneous1

A finely-crafted dagger with a faint sheen. Grants a small enchantment to accuracy.

Atk Magical weapon; counts as magical for overcoming resistances.
MI

Miri Thornwell

HumanCommoner (ex-trader)Lvl 2

Shop Atmosphere

Miri keeps a ledger of repeat customers and offers a free cup of herbal tea (and gossip) to those who've bought something in the past week. She refuses to sell the +1 dagger to anyone who can't tell a convincing, specific story about where they found their last piece of treasure. The shop smells of pine and beeswax; a carved wooden badger sits above the door — locals toss coins into its dish for good luck when leaving on journeys.
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