Thatch & Tackle General Goods

Est. 2025 Human Rogue

Thatch & Tackle General Goods

Mira whistles old caravan songs while she works, counts coins aloud in a made-up tune, and will only accept a blessing for good luck — she believes it brings ne...

MI

Shopkeeper

Mira Thatch, a Human Rogue (Lvl 4)

Keeper's Species

Human

15 Misc4 Weapons2 Armor2 PotionsEst. 623 gp

Shop Inventory

(23)
Miscellaneous15

Simple wooden torches soaked in pitch. Reliable light for an hour.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour.

Sturdy, reliable rope. Useful for climbing, rigging and securing loads.

Holds up to 3,000 lb.

A simple leather-and-canvas pack with shoulder straps and a few pockets.

Holds typical adventuring gear; not magical.

Dried meats, hardtack, and preserved fruit — calorically dense and long-lasting.

Lasts 6 months if kept dry.

A treated leather bladder for carrying up to 4 pints of liquid.

A wool-lined roll that keeps you off the cold ground.

Improves sleeping comfort in harsh environments.

Flint, steel, and tinder used to start fires reliably.

Lights a small fire on demand; useful for survival checks.

Picks, tension wrench, files and small mirrors in a compact roll.

Required to attempt most lockpicking checks; Mira offers a lesson (1 hour) for 2 gp.

A leather pouch filled with common spellcasting components.

Contains common materials for spells that don't consume components.

A sticky, flaming alchemical mixture. Dangerous but effective against constructs and personnel.

On a hit, the target takes initial fire damage and additional damage at the start of their turn until extinguished (save or similar as DM rules).

Bandages, salves and basic medical supplies to tend wounds.

Allows stabilization of a dying creature without a Wisdom (Medicine) check; can restore HP once per short rest if used properly (DM optional rule).

A metal lantern with glass panes and a hood; oil included for 6 hours of bright light.

Provides bright light in a 30-foot radius and dim light for an additional 30 feet when lit.

A hand-drawn map showing local highways, minor hamlets, and known hazards.

Includes notes on seasonal river crossings and a scribbled marker for a ruined watchtower (useful rumor).

A small pouch of fragrant, preserved herbs; used as seasoning or trade.

Some herbal blends are known for mild calming effects (roleplay only).

A small carved amulet of unknown origin. It hums faintly when danger is near.

AC +1Uncommon, grants bonus to AC or saving throws (wearer chooses) once per day for one minute (flavor; DM adjudicates exact mechanics).
Weapons4

Sturdy iron bar used as a lever. Also useful as an improvised weapon.

Grants advantage on simple prying checks at the DM's discretion.

A small blade for close combat and chores.

Can be thrown (range 20/60).

A lightweight bow suited to quick, mobile fighters.

Long range 80/320 ft.

A well-forged steel blade for one- or two-handed use.

Armor2

Leather armor reinforced with metal studs — light and protective.

AC +12Dexterity modifier applies to AC (max natural).

Standard round shield; provides a defensive boost in combat.

AC +2Provides +2 to AC when equipped.
Potions2

A red, viscous liquid that restores vitality when imbibed.

Heal 2 HPHeals HP when consumed (standard Potion of Healing).

A stronger restorative concoction for serious wounds.

Heal 3 HPHeals HP when consumed (Potion of Greater Healing).
MI

Mira Thatch

HumanRogueLvl 4

Shop Atmosphere

Mira whistles old caravan songs while she works, counts coins aloud in a made-up tune, and will only accept a blessing for good luck — she believes it brings new stock. She offers a free cup of herbal tea to customers who buy items worth 10 gp or more, and will sometimes trade gossip (and small discounts) for rumors of dungeons or uncommon finds.
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