Thatch & Sundries — General Goods

Est. 2025 Human Rogue

Thatch & Sundries — General Goods

Marla whistles a particular two-note tune whenever she suspects someone is a liar; she offers a free cup of spiced tea to customers who can beat her at a dexter...

MA

Shopkeeper

Marla Thatch, a Human Rogue (Lvl 5)

Keeper's Species

Human

11 Misc2 Weapons1 Armor3 Potions2 MiscEst. 1k gp

Shop Inventory

(19)
Miscellaneous11

Sturdy rope, useful for climbing, tying, and general adventuring tasks.

Simple, padded bedroll that keeps sleepers reasonably warm and dry.

Sturdy leather backpack with straps and several pockets.

Dried meats, hardtack, and preserved fruits; keeps for months.

A simple wooden torch that burns for about an hour.

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

A treated leather waterskin that holds up to 4 pints.

Small kit with pitons, boot tips, gloves, and chalk — improves safety and grip on difficult climbs.

When used with proficiency, grants advantage on checks to secure handholds and anchors (DM adjudicates).

A metal-bound wooden box with a tumbler lock; resists tampering and keeps valuables safe on the road.

Lock provides +2 to checks made to resist picking (DM may rule).

A hooded lantern that sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Burns for 6 hours on a pint of oil (included).

A reasonably accurate map of caravan routes, known ruins, inns, and hazards within ~60 miles.

Contains some local lore notes: abandoned watchtower, seasonal ford crossings, and a hidden spring.

A sticky, volatile mixture in a clay flask. Toss to ignite a target (area or object).

On hit/impact, deals fire damage at initial contact and at the start of the target's turn for 1 round (use DM adjudication per 5e rules).
Weapons2

A balanced steel longsword with leather-wrapped grip.

Simple, reliable light crossbow fitted to fire quarrels accurately.

Reload time requires a free hand; range 80/320 ft.
Armor1

Boiled leather armor offering decent protection without heavy bulk.

AC +12
Potions3

A small red vial that instantly closes minor wounds when drunk ( HP).

Heal 6 HPHeals HP when consumed (use typical 5e average: 6 HP).

A viscous liquid that grants climbing speed and sticky feet when drunk.

Grants a climb speed equal to walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.

A bitter, viscous draught that grants advantage on saving throws against poison for 1 hour.

Gives advantage on saving throws against poison for 1 hour after drinking.
Miscellaneous2

A dramatic cloak that can billow on command; mostly cosmetic but treasured by performers and nobles.

Can billow dramatically on command (no mechanical combat benefit).

A plain iron ring that keeps the wearer comfortable in cold climates and protects from mild cold effects.

Wearer gains resistance to cold damage and is comfortable in temperatures as low as -10°F.
MA

Marla Thatch

HumanRogueLvl 5

Shop Atmosphere

Marla whistles a particular two-note tune whenever she suspects someone is a liar; she offers a free cup of spiced tea to customers who can beat her at a dexterity-based trick (usually a coin-palming challenge). She keeps a ledger of wandering adventurers' preferred items and will often approach returning customers with a small discount if she recognizes them.
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