Thornquill's Emporium & Departments

Est. 2025 Human Rogue (retired/entrepreneurial)

Thornquill's Emporium & Departments

Thornquill's Emporium is organized like a department store: racks for gear, a small apothecary shelf, and a weapons corner. Maribel speaks quickly, bargains eag...

MA

Shopkeeper

Maribel Thornquill, a Human Rogue (retired/entrepreneurial) (Lvl 4)

Keeper's Species

Human

18 Misc3 Weapons1 Armor2 PotionsEst. 273 gp

Shop Inventory

(24)
Miscellaneous18

A well-stitched leather pack with multiple compartments and a hidden inner pocket sewn by Maribel herself.

small hidden pocket (Holds up to 1 lb) that is difficult to find without a Sleight of Hand check.

Coarse but reliable climbing rope.

A heavy cloak treated to resist rain; keeps its wearer warm and dry.

Grants advantage on saving throws against exposure to cold with DM discretion.

A herbal salve that cleans wounds and soothes pain; useful for first aid in the field.

Heal 1 HPHeals 1 HP when applied; reduces chance of infection; DM can rule benefit on long rests.

A well-made hooded lantern with an included small can of oil (approx. 6 hours burn).

Provides bright light in a 30-ft radius, dim light for additional 30 ft when lit.

A compact kit containing picks, pliers, files, and small mirrors — maintained to high standard.

Proficiency with these tools grants +2 to Thieves' Tools checks in Maribel's opinion; she offers a quick sharpening/cleaning for 1 gp.

Includes pitons, boot tips, gloves, a harness, and a small hammer. Good for scaling most walls.

Grants advantage on checks to scale natural rocky surfaces with DM discretion.

Bandages, salves, splints and instructions for emergency treatment.

Once per use can stabilize a creature without a Wisdom (Medicine) check; 10 uses per kit.

Sturdy iron crowbar used for prying open doors, crates, and chests.

Can be used as an improvised lever to give advantage on checks to force openings with DM discretion.

Wooden torches bundled together; each burns roughly 1 hour.

Provides bright light in a 20-ft radius, dim light for additional 20 ft.

A padded bedroll with weatherproof outer layer — sleeps well even when damp.

Provides +1 morale on long rests in harsh weather (flavor/DM discretion).

A detailed map of the local city and primary trade roads with taverns and notable landmarks marked.

Contains a few coded notes only Maribel knows how to read — buyers with Investigation or local contacts may glean small secrets.

Dried meats, hardtack, and preserved fruits — compact and filling.

Provides sustenance for up to 5 days with minimal spoilage.

A high-pitched whistle used to alert companions or call for help across distances.

Sound carries for 300 ft in clear conditions; can be used to coordinate party actions.

A basic iron padlock suitable for chests and storerooms.

to pick with thieves' tools (approximate).

Lamp oil for lanterns and other uses; also usable to create slippery or flammable hazards.

Burns for ~6 hours in a lantern; creates flammable surface if spilled and ignited.

Needles, silk thread, small scissors and repairs for clothing and small fabric items.

Useful for disguises and minor costume changes; can reduce checks for clothing/appearance by 2 with training.

A small leather pouch containing common components for casting spells (bat guano, small bits of iron, etc.).

Allows spellcasters to cast spells requiring non-costly components without searching.
Weapons3

Simple throwing or stabbing weapon, balanced and sharpened regularly.

Light, finesse, thrown (range 20/60).

A reliable shortsword with a leather grip and balanced blade, favored by scouts.

Finesse.

A woven sling and ten clay bullets kept in a small leather pouch.

Simple ranged weapon (range 30/120).
Armor1

Soft leather reinforced with metal studs; offers good protection while remaining quiet.

AC +12If the wearer has Dexterity modifier, use 12 + Dex modifier for AC.
Potions2

A bitter concoction that counters common poisons if administered quickly.

Grants advantage on saving throw against poison for 10 minutes; if used immediately after being poisoned, gives advantage on saving throw to reduce poison effects.

A small vial of red liquid that glows faintly when shaken.

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

Maribel Thornquill

HumanRogue (retired/entrepreneurial)Lvl 4

Shop Atmosphere

Thornquill's Emporium is organized like a department store: racks for gear, a small apothecary shelf, and a weapons corner. Maribel speaks quickly, bargains eagerly, and occasionally slips in a dubious 'special' item if she likes you. She keeps the shop ledger in a hollowed ledger bound with a lock of her late father's hair — she polishes it daily. Regular customers receive a small discount (5%) and a free cup of spiced tea while they browse.
Visual sheet

Turn Thornquill's Emporium & Departments into a sheet

A high-res, share-ready sheet you can post or print.