Thatch & Timber General Goods

Est. 2025 Human Rogue (retired)

Thatch & Timber General Goods

The shop smells of beeswax and pine. Mira keeps a sleepy tabby named 'Ledger' that curls in customers' laps. She recognizes regular adventurers by scars and giv...

MI

Shopkeeper

Mira Thatch, a Human Rogue (retired) (Lvl 3)

Keeper's Species

Human

19 Misc4 Weapons2 Misc3 Potions2 ArmorEst. 303 gp

Shop Inventory

(30)
Miscellaneous19

Sturdy leather-backed pack with several straps and pockets.

Holds up to 30 lb of gear; comfortable straps.

Wool bedroll for sleeping outdoors; retains heat fairly well.

Dried meat, hard bread, and a small pouch of dried fruit.

Fills a character for 24 hours; morale-boosting to locals.

A treated hide waterskin that holds about 4 pints.

Sturdy hemp rope, good for climbing and hauling.

Can support up to 300 lb if in good repair.

Light, strong, and easier to coil; preferred by climbers and scouts.

Softer on hands; resists rot better than hemp.

Forged iron hook with a 3-prong head; used with rope to secure lines.

Charcloth, flint and steel in a small wooden box — start a fire quickly.

Used to light campfires, lanterns, and torches.

Simple wooden torches treated with pitch. Each burns ~1 hour.

Provides bright light in a 20-ft radius and dim light for an additional 20 ft.

A brass lantern with a hood; protects flame and focuses light.

Bright light 30 ft, dim light 60 ft with a full flask of oil (~6 hours).

Lamp oil; fuels lanterns and can be used to start fires or coat weapons for fire damage.

Can be ignited to deal fire damage on impact (DM adjudication).

Small climbing hammer and ten pitons for securing ropes to rock.

Useful for climbing checks and setting anchors.

A pair of iron restraints used to hold a medium creature's wrists.

A Dexterity (Sleight of Hand) or tool check can open with thieves' tools; break .

A stout iron padlock; comes with one simple key.

Keyed lock. Can be broken with force (DM decides).

A shrill whistle used to call watchmen or signal allies.

Audible up to several hundred feet; attracts attention.

A crude but serviceable map showing nearby roads, known ruins, and forges.

Helpful for navigation; lacks secret paths unless asked for a custom survey.

Basic line, hooks, sinkers, and a small hand-harpoon.

Includes 20 ft of line and a few basic lures.

Tallow candles useful for short-term lighting or rituals.

Each candle burns ~1 hour.

Strong, rough spirit distilled by a neighboring farmer.

A swig restores temporary morale (roleplay) but gives disadvantage on Dexterity checks for 1 hour if overindulged (DM adjudication).
Weapons4

A heavy iron bar used for prying and levering doors or crates.

Common improvised weapon; good for breaking or prying.

A sharp blade usable in melee or thrown.

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

A light, well-balanced blade favored by scouts and city guards.

Finesse.

A wooden shortbow strung with sinew; comes with a quiver of 20 steel-tipped arrows.

Range 80/320.
Miscellaneous2

Bandages, salves, and tools used to stabilize and treat wounds.

Allows stabilizing a dying creature without a Wisdom (Medicine) check; can restore 1 HP to a creature once per short rest when used with bedroll/quiet care (DM dependent).

Picks, tension wrench, and scrapers in a slim leather roll.

Required to make thieves' tools checks to pick locks or disarm traps.
Potions3

A bitter vial of compounds that give advantage on saving throws against poison for 1 hour.

When consumed, grants advantage on saving throws against poison for 1 hour.

A small red vial that mends wounds when consumed.

Heal 6 HPHeals HP when consumed (standard potion of healing).

A sticky, sweet-smelling draught that grants climbing ability.

For 1 hour, drinker gains a climbing speed equal to walking speed and advantage on Strength (Athletics) checks related to climbing.
Armor2

Light armor made from cured leather; allows full mobility.

AC +11Armor Class equals 11 + Dexterity modifier.

A wooden shield with iron rim, painted with simple town motifs.

AC +2Grants bonus to AC while wielded.
MI

Mira Thatch

HumanRogue (retired)Lvl 3

Shop Atmosphere

The shop smells of beeswax and pine. Mira keeps a sleepy tabby named 'Ledger' that curls in customers' laps. She recognizes regular adventurers by scars and gives a modest 5–10% discount if you trade a curious trinket or tell a good story. Hours: dawn to dusk (keeps a locked barrel of wares for late arrivals). She grumbles about caravans and prefers to barter rather than haggle hard — unless the buyer is rude.
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