Hearthsend General & Trading

Est. 2025 Human Commoner

Hearthsend General & Trading

Marla knows everyone in town and offers small barters (coins for eggs, stories for minor repairs). She labels a few 'questionable' items in faded ink — often a ...

MA

Shopkeeper

Marla Thatch, a Human Commoner (Lvl 1)

Keeper's Species

Human

20 Misc5 Weapons2 Armor1 PotionsEst. 131 gp

Shop Inventory

(28)
Miscellaneous20

Sturdy leather pack with straps and several compartments; holds adventuring kit and supplies.

Holds up to 30 lb of gear comfortably; straps secure items.

Thick wool bedroll, reasonably warm for cool nights.

Heavy wool blanket, useful for bedding or warmth when bivouacking.

Sturdy hempen rope, good for climbing, binding, or hauling.

Can support up to 600 lb if properly secured; frays with heavy use.

Flint, steel, and tinder in a small wooden box for lighting fires and torches.

Lights a fire reliably for basic camping needs.

Simple wooden torches. Each burns an hour, good for short trips in darkness.

Deal 1 fire damage as improvised weapon if used to strike; bright light 20 ft, dim 40 ft.

Dried meats, hardtack, and beans preserved for travel; tastes simple but sustaining.

Sustains a character for a day when eaten.

Treated hide waterskin; holds roughly a day's drinking water for one person.

Small steel striker and flint stone for reliable firestarting even when wetish.

More reliable than tinder alone; useful in damp climates.

Metal lantern with a hood to shield light; adjustable brightness and protected flame.

Bright light in 30 ft radius, dim light additional 30 ft when lit; hood can be closed to reduce glow.

A pint of purified lamp oil; fuels lanterns for several hours.

Highly flammable; can be used as an improvised incendiary.

Three-pronged iron grapnel on a separate short length of rope for footholds and anchors.

Useful for climbing and anchoring; requires rope to be effective.

Sturdy iron spikes for anchoring ropes, rigging traps, or impromptu fencing.

Can be planted for a temporary anchor or used as improvised weapons.

Simple line, hook, weights, and a small net for catching fish.

Useful for foraging or survival; can be used as improvised tools.

Thin wax candles; cheap light for a short time.

Burn time short; useful for marking a trail or short tasks.

Packed with bandages and salves; useful for stabilizing wounds and treating minor injuries.

10 uses; can stabilize a dying creature without a Medicine check and can stop minor bleeding.

A rough map of the immediate region drawn by Marla's husband — marks camps, mills, and a couple of rumored ruins.

Useful for navigation around the immediate countryside; minor rumor markings may or may not be accurate.

A small lucky charm tanned on a leather thong. Popular with gamblers and timid travelling folk.

No mechanical effect by default; many customers believe it brings luck.

Plain tunic, breeches, and a worn cloak — functional and presentable for rural townsfolk.

A small metal whistle for alerting companions or calling attention in the wild.

Sharp, loud note audible for several dozen yards depending on weather.
Weapons5

Sharp-bladed dagger, balanced for throwing or close work.

Finesse, light, thrown (range 20/60).

Simple wooden club, heavy enough to brawl with but not very refined.

Simple bludgeoning weapon; cheap and common.

Light, one-handed blade favored by scouts and city guards.

Finesse, light. Good balance for both stabbing and cutting.

Simple leather sling for hurling small stones or bullets.

Ammunition (requires bullets); silent, lightweight.

Wood and iron crossbow; reasonable range and power for a modest price.

Ammunition, loading; range 80/320 ft.
Armor2

Common leather armor providing lightweight protection without encumbering movement.

AC +11Base AC 11 + Dexterity modifier when worn.

Round wooden shield rimmed in iron, good for blocking blows.

AC +2Grants a bonus to AC while wielded.
Potions1

A small glass vial of red liquid that mends wounds when imbibed.

Heals hit points when drunk.
MA

Marla Thatch

HumanCommonerLvl 1

Shop Atmosphere

Marla knows everyone in town and offers small barters (coins for eggs, stories for minor repairs). She labels a few 'questionable' items in faded ink — often a local rumor sticker like "May attract goblins" or "Good for traps". Marla will offer a small discount (1 sp–1 gp) to anyone who helps load stock or brings in fresh eggs; she also insists on offering a cup of nettle tea to every customer and will recount one 'useful' local tip with each purchase.
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