Thimble & Tackle General Store

Est. 2025 Halfling Rogue

Thimble & Tackle General Store

Marta hums a tuneless sea song while weighing purchases and compulsively counts small change in groups of seven. She keeps a battered ledger with notes on trust...

MA

Shopkeeper

Marta Thimble, a Halfling Rogue (Lvl 5)

Keeper's Species

Halfling

19 Misc4 Weapons2 Armor3 PotionsEst. 513 gp

Shop Inventory

(28)
Miscellaneous19

A simple burning torch (1 hour). Useful for light and for setting things alight.

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

A small lantern with a cover to control the light cone. Burns for 6 hours on a flask of oil.

When hooded, gives dim light in a 5-foot radius; when unhooded, bright light for 30 ft and dim for 60 ft.

A pint of lamp oil. Burns for 6 hours in a lantern or 1 hour as a torch substitute.

Can be used as an improvised incendiary (DM adjudicates effect).

Contains flint, tinder, and steel for starting fires reliably.

Grants advantage on checks to light a fire in poor conditions at GM discretion.

Dried, salted food and biscuits sufficient for one day's travel.

Satiates hunger for one day; rot-resistant.

Leather water bottle that holds roughly 4 pints.

A simple pack with straps and a few compartments for carrying gear.

A plain bedroll for sleeping outdoors.

Comfortable enough to grant no penalty to short rests in foul weather if sheltered.

Sturdy hempen rope, 50 feet long. Holds up to 1,000 lb with some stretch.

Can be knotted to create anchors; burns slowly.

A metal hook with a ring to tie rope for climbing and anchoring.

Used with rope to secure lines; thrown attack judged by DM.

A small iron spike for anchoring rope in stone and earth.

Ten pitons make a good anchor set.

Heavy iron bar used as a lever for prying.

Can be used to force open doors or lift objects; also an improvised weapon.

Bandages and salves; contains 10 uses to stabilize or to restore a small amount of HP.

Heal 1 HPEach use can stabilize a creature automatically or restore 1 HP (10 uses per kit).

Set of tools required to pick locks and disable traps.

Required to make Dexterity (Thieves' Tools) checks to pick locks and disarm traps.

A bitter concoction that helps the body resist poison.

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

A leather pouch containing common spell components (no costly components).

Holds the minor components needed by most spellcasters; not valid for spells that consume specific expensive components.

Basic black ink and a feather quill for writing letters and maps.

A sturdy lock for chests and doors. Comes with one key; duplicates extra.

Requires a Thieves' Tools check to pick; robust against casual tampering.

Jar of Marta's famous pickled onions/preserved fruit — good for morale on the road.

Food item; no mechanical benefit beyond roleplay.
Weapons4

A small blade, light and easy to conceal.

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

A balanced one-handed blade favored by scouts and rogues.

Finesse weapon; good for agile fighters.

A light throwing axe that serves as both tool and weapon.

Thrown (range 20/60), versatile hand tool for chopping.

A compact crossbow suited to most travelers. Includes a bundle of 20 bolts.

Loading property; range 80/320. Crossbow bolts (20) included.
Armor2

Toughened leather armor offering basic protection without restricting movement.

AC +11Light armor; add Dexterity modifier to AC.

A wooden shield reinforced with metal rims and boss.

AC +2Grants +2 to AC while wielded.
Potions3

A red liquid that mends flesh. Standard potion carried by many adventurers.

Heal 7 HPHeals HP (average 7) when consumed.

A more potent healing potion; prized by those entering danger.

Heal 14 HPHeals HP (average 14) when consumed.

A viscous potion that eases vertical movement.

For 1 hour, drinker gains a climb speed equal to walking speed and advantage on Strength (Athletics) checks made to climb.
MA

Marta Thimble

HalflingRogueLvl 5

Shop Atmosphere

Marta hums a tuneless sea song while weighing purchases and compulsively counts small change in groups of seven. She keeps a battered ledger with notes on trustworthy mercenaries and buyers of odd trinkets. If you bring a story or a useful map, she'll sometimes haggle in favors rather than gold. She refuses to sell thieves' tools to anyone who lands on her 'black list' (ask locals who those might be). The back shelf always contains one curious, rotating item (a child's toy, strange coin, odd feather) that she acquired in trade and is willing to trade for stories or useful information.
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