Thatch & Co. General Store

Est. 2026 Human Commoner

Thatch & Co. General Store

The owner hums an old traveler's lullaby while polishing counters and will barter a useful story for a slight discount. Keeps a ledger with tiny sketches of cus...

ME

Shopkeeper

Merrin Thatch, a Human Commoner (Lvl 3)

Keeper's Species

Human

20 Misc3 Potions3 Weapons2 ArmorEst. 4.7k gp

Shop Inventory

(28)
Miscellaneous20

A 50-foot length of hempen rope, sturdy and slightly rough. Useful for climbing, tying, and hauling.

Ten standard torches bundled for travel; easy to light with a tinderbox.

Dried meats, hardtack, and preserved fruit. Keeps a traveller fed for a day.

A durable skin used to carry water or other liquids.

A well-made backpack for carrying gear and supplies.

A standard bedroll, good for sleeping outdoors.

Everything needed to start a fire quickly.

A small flask of lamp oil. Useful for lanterns and torches.

A hardy crowbar, good for prying open doors, chests, and crates.

A compact set for climbing: hammer, 10 pitons, and a carrying loop.

A grappling hook for anchoring lines to walls and outcroppings.

A hooded lantern that provides steady light and can be covered for secrecy.

A kit of bandages and poultices for battlefield first aid.

Stabilizes a dying creature without a Medicine check; 10 uses.

A complete set for thieves and scouts to pick locks and disarm simple traps.

Used with Dexterity checks to pick locks and disable traps.

A small dose that wards against ingested or wound-borne poisons.

Advantage on saving throws against poison for 1 hour after use.

A woven canvas sack with a faintly humming lining. Perfect for hauling treasure and supplies.

A magical bag that functions like extra-dimensional storage.

A dark, well-cut cloak that fits close to the shoulders. Warming and protective.

Grants +1 to AC and +1 to all saving throws while worn.

Basic tackle for catching freshwater fish while on the road.

A pouch holding frequently used spell components for ritual casters and field mages.

A battered hobnail charm said to have brought Merrin his first customers. Slightly sentimental, occasionally useful.

Once per day, grants +2 circumstance bonus to a single Charisma (Persuasion) check. Not a magical item by strict definition, more trinket and luck.
Potions3

A common, ready-to-drink healing potion favored by travelling parties.

Heal 7 HP

A stronger healing draught — rare and more expensive, kept behind the counter.

Heal 14 HP

A corked vial that, when drunk, eases climbing and gains you a temporary climb speed.

Grants a climb speed equal to walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.
Weapons3

A well-balanced shortsword with a faintly runed blade. Adds a magical edge to strikes.

Atk

A compact bow favored by scouts and woodland hunters.

A sharp dagger with a leather-wrapped grip.

Armor2

A sturdy shield with a runic boss. Slightly magical, it helps deflect blows.

AC +1

Treated leather hide formed into flexible armor plates. Common among scouts.

AC +11
ME

Merrin Thatch

HumanCommonerLvl 3

Shop Atmosphere

The owner hums an old traveler's lullaby while polishing counters and will barter a useful story for a slight discount. Keeps a ledger with tiny sketches of customers and a jar of tiny brass nails he insists are "for luck."
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