Thorne & Lantern General Goods

Est. 2025 Human Ranger

Thorne & Lantern General Goods

Marla keeps a dried sprig of rosemary behind the counter and insists on humming an odd lullaby whenever she seals a purchase. She pins a small scrap of red silk...

MA

Shopkeeper

Marla Thorne, a Human Ranger (Lvl 4)

Keeper's Species

Human

20 Misc2 Potions4 Weapons1 ArmorEst. 480 gp

Shop Inventory

(27)
Miscellaneous20

Sturdy leather pack with straps and several compartments. Ideal for adventurers carrying supplies.

Treated hide waterskin with stopper. Keeps liquids cool for a day.

Holds up to 4 pints (about 2 liters).

Coarse but reliable hempen rope, slightly stiff from tar to resist rot.

Lamp oil or spillable incendiary. Useful for lanterns — or as a weapon when lit.

Can be poured and ignited (DM adjudicates fire damage).

A wooden torch wrapped in cloth and resin. Burns for about 1 hour.

Bright light in 20 ft., dim 40 ft.; vampires and creatures vulnerable to sunlight react to bright sources (flavor).

A hooded lantern that provides controlled light; hood allowed to limit glare when needed.

Bright light in 30 ft., dim 60 ft.; hood reduces light to a 5-foot radius when closed.

A box of bandages, salves, and splints for stabilizing and minor treatment.

Can stabilize a dying creature and restore 1 HP once per short rest if used with a Medicine check (house-rule friendly).

Small beeswax candle. Burns about 1 hour.

Cheap source of light; many vampires fear bright light, so candles can help, but won't harm them.

Piton, hammer, special boots, harness and grease for climbing gear.

Advantage on checks to climb when properly used; contains 10 pitons and 25 ft. of string.

A heavy winter cloak with a deep hood, helpful against wind and for concealment.

When hood is raised, grants +1 to Stealth checks in poor light at GM discretion.

A string of garlic bulbs. Locals hang these in doorways and market stalls.

Mostly superstition — grants advantage on Intimidation checks versus commoners who fear vampires when displayed (flavor).

A modest iron holy symbol on a cord. Suitable for worship or to present at checkpoints.

Clerics/Paladins may use as a focus; widely recognized by townsfolk wary of the undead.

A small glass jar trapped with a sliver of daylight; emits dim sunlight for 1 minute when opened.

Emits bright light in a 10-ft radius and dim light for an additional 10 ft for 1 minute. Suitable for scaring or harming light-weak undead.

A small glass vial filled with sanctified water, enough for two splashes.

When splashed on a fiend or undead, it deals radiant damage (DMG), per standard rules.

A rough map of local sewer sections and known access points — some markings hint at fresh activity beneath the city.

Contains notes from Marla: one corridor marked with 'faint cold' and another 'scent of rot'.

Small iron spikes for barricades, traps, or climbing anchors.

Useful as improvised caltrops or to secure rope.

A small cloth bag filled with gum and twine — when thrown and broken, it slows a creature.

On a hit, creature must succeed on a Strength saving throw or be reduced to half movement for 1 minute (DM adjudicates for 5e).

Hand-sharpened stakes ideal for driving through undead hearts — primarily for folklore but sometimes useful.

Many believe stakes are effective against vampires; stake must be driven through heart (GM decides effect).

Small lined journal and ink pot — useful for notes, maps, and recording lore about the underground threat.

A cloth treated with herbal brine that masks human scent for a few hours.

When wrapped around a person briefly, grants bonus to Stealth checks that rely on scent masking for up to 2 hours.
Potions2

A bitter draught that grants advantage on saving throws against poison for 1 hour.

Advantage on poison saves for 1 hour.

A small vial of rosy liquid. Heals minor wounds when swallowed.

Heal 2 HPRestores HP when consumed.
Weapons4

Light melee weapon favored by scouts and city watch.

Finesse: can use Dexterity for attack rolls.

Simple wooden staff, usable one- or two-handed.

A stitched sling with ten clay bullets — quiet and useful when stealth is needed.

Silent compared to firearms; perfect for cave echoes.

A small dagger with a thin silvered edge; effective against creatures susceptible to silver.

Counts as silvered for overcoming resistances or immunities tied to non-silver weapons.
Armor1

Leather armor reinforced with metal studs. Good protection without limiting mobility.

AC +12Dexterity modifier applies to AC (max unrestricted).
MA

Marla Thorne

HumanRangerLvl 4

Shop Atmosphere

Marla keeps a dried sprig of rosemary behind the counter and insists on humming an odd lullaby whenever she seals a purchase. She pins a small scrap of red silk to any customer's cloak if they tell her they're heading into the sewers — a silent request to her network to watch for them.
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