Thistledown General & Sundries

Est. 2025 Human Commoner (former apothecary's apprentice)

Thistledown General & Sundries

Mara hums an old harvest tune while she works and will barter a story for a discount (1–2 gp value). She keeps a loose ledger pinned behind the counter listing ...

MA

Shopkeeper

Mara Thistledown, a Human Commoner (former apothecary's apprentice) (Lvl 2)

Keeper's Species

Human

3 Weapons1 Armor14 Misc3 PotionsEst. 203 gp

Shop Inventory

(21)
Weapons3

A simple, well-balanced dagger with a leather-wrapped hilt. Useful as a tool or last-resort weapon.

A sturdy shortbow carved from yew. Not fancy, but kept well-oiled and reliable.

Range 80/320

A one-handed axe used for chopping wood and usable as a basic melee weapon.

Versatile for camp chores; not a martial weapon in some tables (DM).
Armor1

Soft leather armor patched in several places. Provides modest protection for travelers.

AC +11
Miscellaneous14

A thick, hooded wool cloak dyed a faded green. Good for rain and concealment.

Slight warmth and rain-shedding; confers advantage on saving throws vs. mild cold (DM fiat).

Dried meat, hard bread, and a smear of preserved cheese. Keeps one adult fed for a day.

A well-sewn goatskin vessel with a stopper. Holds about 4 pints.

Simple wooden torches bound with pitch. Useful for light and starting fires.

Each torch burns for 1 hour, sheds bright light in 20 ft and dim for 20 ft more.

Sturdy hemp rope, useful for climbing, tying, and general labor.

A coarse wool bedroll stuffed with straw. Uncomfortable but dry.

A cloth pack stuffed with herbs for treating bruises, minor wounds, and infections.

Provides advantage on Medicine checks to stabilize or treat non-magical wounds; may restore HP at DM discretion.

Files, hammers, pliers and small vices — suitable for basic repairs on locks and small metalwork.

Proficiency with these tools grants advantage on simple metal repair checks (DM).

A small sealed wooden box reinforced with iron bands and a simple tumbler lock.

Lock DC ~12 (typical); can be picked with thieves' tools.

A hand-drawn map marking common footpaths, the best berry patches, and a noted badger sett (avoid!).

Useful for navigation; may reveal hidden encounters at DM discretion.

A length of line, a few hooks, sinkers, and a small wooden lure. Good for catching freshwater fish.

A metal lantern with a hinged hood to control light. Holds a pint of oil; burns about 6 hours.

Hooded lantern sheds bright light in 30 ft, dim 30 ft more.

Rough-cut parchment suitable for notes, maps, or letters.

A small wheel of hard cheese that keeps well on the road; favored by villagers.

Comfort food: restores 1 HP when eaten after a short rest (roleplay/DM discretion).
Potions3

A small glass vial of deep red liquid. Restores a little vitality when consumed.

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

A bitter-tasting tincture to counteract common venoms and poisons.

Grants advantage on saving throws against poison for 1 hour or neutralizes mild venoms (DM discretion).

A dulling draught used to help restless children or calm animals. Dangerous in large doses.

When ingested, target must succeed a Con save or fall asleep for hours; subject to DM ruling.
MA

Mara Thistledown

HumanCommoner (former apothecary's apprentice)Lvl 2

Shop Atmosphere

Mara hums an old harvest tune while she works and will barter a story for a discount (1–2 gp value). She keeps a loose ledger pinned behind the counter listing townsfolk debts and odd jobs; she'll sometimes extend credit to known faces. The shop smells of beeswax, wood smoke, and a faint herbal tang; a friendly village dog named Nettle naps on a pile of bedrolls near the door.
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