Thimble & Tack—General Provisions

Est. 2025 Human Ranger

Thimble & Tack—General Provisions

Marla keeps a carved wooden fox behind the counter and insists on giving customers a small piece of hardtack with every sale. She'll barter stories for discount...

MA

Shopkeeper

Marla Thimble, a Human Ranger (Lvl 3)

Keeper's Species

Human

13 Misc3 Armor3 Potions2 WeaponsEst. 1.1k gp

Shop Inventory

(21)
Miscellaneous13

Sturdy, rough rope useful for climbing, tying, and hauling. A staple for travellers and adventurers.

Standard rope, can support up to 500 lb.

Smoother and lighter than hemp, silk rope is easier to tie and hides well if needed.

Softer knots; thieves and climbers prefer it.

Basic bedroll—enough padding to keep off the ground and handle a night in the wild.

A wooden shaft with a flammable tip. Burns for 1 hour, sheds bright light in a 20-foot radius.

Bright light 20 ft, dim light 40 ft; can be used as improvised weapon ( fire against flammable targets).

Includes flint and steel plus tinder—useful for lighting fires quickly.

Needed to reliably light campfires; required for certain survival activities.

A leather bladder for carrying water. Marla recommends filling at springs or inns.

Dried meats, hard biscuits, and salted fruit. Keeps well for weeks.

Sustains a creature for 24 hours of travel at normal pace.

Bandages, salves, splints and instructions for tending wounds outside of magic.

Contains 10 uses; stabilizes a creature without a Medicine check and allows Medicine checks with a bonus.

A metal striker and flint; reliable for striking sparks to light tinder.

Reusable, durable.

A metal lantern with a wick and oil reservoir. Produces steady light; hooded to limit angle.

Bright light 30 ft, dim light 60 ft. Hood reduces to 15 ft when closed.

A set of picks, wires, and pliers useful for lockpicking and disabling simple traps.

Necessary to make Dexterity (Thieves' Tools) checks; Marla warns that high-quality kits are better.

A hand-drawn map showing roads, small villages, and notable terrain in the nearby valley.

Useful for navigation; may be out of date in places due to washed-out bridges.

A curious coin stamped with a fox and a boot. Not truly magical, but often brought good luck for travelers.

No mechanical benefit by the book. Marla will trade a tale for one.
Armor3

A heavy, weather-resistant cloak with a deep hood. Not magical, but keeps out rain and chill.

Water-resistant; hood hides features in dim light (disadvantage on Perception checks relying on sight for onlookers).

Light armor reinforced with metal studs providing decent protection without sacrificing mobility.

AC +12Base AC 12 + Dexterity modifier (max normal limits apply).

A plain wooden shield rimmed with iron. Common among guards and travelers.

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

A bitter vial that, when administered, grants advantage on saving throws against poison for 1 hour.

Advantage on saves vs poison for 1 hour.

A small vial of red liquid that glows faintly. Heals wounds when imbibed.

Heal 7 HPHeals HP when consumed.

A larger vial of deep red liquid delivering more potent restorative power.

Heal 14 HPHeals HP when consumed.
Weapons2

A reliable one-handed blade favored for its balance and versatility.

Finesse weapon (can use Dex for attack/damage).

A well-balanced shortsword with a faintly glimmering edge. Its enchantment makes it keener in battle.

Atk Magical weapon: grants +1 to attack and damage rolls. Requires no attunement.
MA

Marla Thimble

HumanRangerLvl 3

Shop Atmosphere

Marla keeps a carved wooden fox behind the counter and insists on giving customers a small piece of hardtack with every sale. She'll barter stories for discounts (a well-placed rumor or useful map update can shave 5–10% off mundane goods), and she always closes shop for an hour at midday to feed her aging hound, Bristle.
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