The Honking Hearth General Store

Est. 2025 Human Ranger

The Honking Hearth General Store

A large gray goose named 'Marm' waddles the shop floor, occasionally stealing soft items and nestling on delivered parcels. Gertle accepts eggs as partial barte...

GE

Shopkeeper

Gertle Marsh, a Human Ranger (Lvl 6)

Keeper's Species

Human

16 Misc2 Weapons2 Armor2 Potions1 Misc1 MiscEst. 509 gp

Shop Inventory

(24)
Miscellaneous16

Coarse but dependable rope; good for climbing, tying, and making a temporary goose-run.

A simple wooden torch. Useful for light and for discouraging particularly bold geese.

Burns for 1 hour; sheds bright light in 20 ft, dim for 40 ft.

Dried meats, hard bread and a small wedge of sharp cheese. Popular with traveling drovers and goose-herders.

A leather waterskin, treated to keep liquids from spoiling. Embossed with a little honking goose on request.

A wool bedroll that keeps out damp marsh nights. A favorite of local drovers for comfort around the coop fire.

Flint, steel, and tinder in a small wooden box. Comes with a few goose-feather shavings to help quick lighting.

A metal lantern with a sliding hood to focus light. The shop keeps a stock of replacements and wicked feathers for the odd customer.

With oil (1 flask) burns for 6 hours; bright light 30 ft, dim 60 ft.

Lamp oil; handy for lanterns, torches, or a sticky surprise for an unwise goose-thief.

Can be used to fuel lanterns or as an improvised flammable (DM adjudication).

A simple wooden horn. When blown correctly it mimics local goose calls—useful for herding or distraction.

Nonmagical. When used in a populated goose area, roll Persuasion (or Animal Handling) to attract or calm nearby geese (DM determines exact effect). Locals sometimes trade smaller goods in exchange for a pleasant honk demonstration.

Plucked and cured primary feathers ideal for writing or small ritual components. Each quill is labeled and smudged in duck-ink by the shop cat.

Usable as a high-quality component for calligrapher's tools or as material component for certain class features/spells at the DM's discretion.

A bundle of tallow candles—cheap, bright, and useful for marking places to sit when a flock takes over the inn.

Each candle burns ~1 hour.

Pieces of chalk for marking coops, writing prices, or leaving geese-targeting runes (harmless).

A small wooden box of iron nails. Handy for repairs around coops and lean-tos.

A fragrant bar of soap packaged in waxed cloth. The scent advertises that you're not from the marsh.

A large goose egg cured for travel. A hearty snack and a favored token among local children.

Simple line, a couple of hooks, and a weight. Enough to fish the shallows around the marsh.

Includes 50 ft of thin line and 3 hooks.
Weapons2

A clean, balanced shortsword suitable for adventurers and tavern brawls alike. Standard steel, not finely jeweled.

A common dagger with an oak hilt. Comes with a leather sheath that can be stitched to a boot.

Thrown (range 20/60). Finesse.
Armor2

A well-maintained set of leather armor. Practical for scouts who don't want to alarm the local geese.

AC +11

A round wooden shield reinforced with iron bands. Painted with a simple goose silhouette if requested.

AC +2
Potions2

A small crystal vial of red liquid. Heals wounds in an instant — a staple for many adventuring packs.

Heal 7 HPRestores hit points when consumed.

A bitter, green mixture in a corked vial. Good for neutralizing common poisons and calming upset bellies from spoiled marsh fare.

Gives advantage on saving throws against poison for 1 hour after consumption.
Miscellaneous1

A supple cloak sewn from the down and flight feathers of marsh geese. It smells faintly of brine and hearth smoke.

AC +1Uncommon magic. Grants +1 to AC while worn (small, well-hidden quilting). Once per long rest, wearer can cast feather fall (no components). While crouched and still for 1 minute, the wearer gains advantage on Stealth checks in natural/urban environments where birds are common.
Miscellaneous1

Thick leather gloves meant for handling birds and rough goods. Excellent for avoiding beaks and brambles.

Grant advantage on Dexterity (Sleight of Hand) checks involving slippery/messy items (DM discretion) and on Animal Handling checks versus domestic fowl.
GE

Gertle Marsh

HumanRangerLvl 6

Shop Atmosphere

A large gray goose named 'Marm' waddles the shop floor, occasionally stealing soft items and nestling on delivered parcels. Gertle accepts eggs as partial barter (one fresh egg = 1 sp credit), gives a 5% discount to those who honk politely before entering, and insists on playing a mournful honk-song each dusk. Prices sometimes wobble based on Marm's mood — locals take it as a local tax.
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