The Salty Hull: General & Seaworthy

Est. 2025 Human Rogue

The Salty Hull: General & Seaworthy

The shop smells of salt, tar, and lemon oil. Barnacled oak shelves lean a little to port; a barrel labelled 'Loyalty - IOUs' holds half the shop's best bargains...

TH

Shopkeeper

Thaddeus "Tidehand" Corbin, a Human Rogue (Lvl 4)

Keeper's Species

Human

8 Weapons2 Armor11 Misc1 MiscEst. 247 gp

Shop Inventory

(22)
Weapons8

A short, sharp blade with a seaworn leather grip. Useful for close work or throwing in a pinch.

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

A curved cutlass-like blade favored by coastal raiders and deckhands.

Light weapon (good for dual-wielding).

A compact bow with a weatherproofed string — handy on cramped decks.

Ammunition (range 80/320), two-handed.

A sturdy crossbow that packs good punch and holds up to salt air.

Ammunition (range 80/320), loading, two-handed.

A short, hardy axe useful for cutting rope, boarding fights, or light chopping.

Light, thrown (20/60 ft).

A versatile polearm used for fishing, thrusting from the rail, or as a javelin.

Thrown (20/60 ft), versatile ().

A length of hardwood used as a walking staff, sparring stick, or makeshift oar.

Versatile ().

A weighted net made of hemp — useful for entangling boarders or securing prizes.

Special: on a hit, the target is restrained until freed. Escape requires a Strength check or cutting the net.
Armor2

Simple, light armor favored by nimble sailors and smugglers.

AC +11Light armor — no stealth penalty.

Light armor fitted with riveted studs for extra protection without sacrificing mobility.

AC +12Light armor — good for rogues and skirmishers.
Miscellaneous11

A 50-foot coil of sturdy hemp rope, staple of every deck.

Useful for climbing, tying off, mooring, and improvising traps.

A lighter, finer rope favored for delicate rigging and securing valuables.

Less likely to fray; easier on hands and knots.

A three-pronged iron hook to secure rope to hulls, rigging, or haul in goods.

Works with rope for boarding or climbing; can be used to secure gear.

A covered lantern that throws a focused pool of bright light — less likely to blow out on deck.

Provides bright light in 30 ft and dim light for an additional 30 ft. Requires oil (flask) to operate.

A small flask of lamp oil — used in lanterns or as an improvised incendiary.

Can fuel a lantern or be poured and ignited as an improvised weapon.

A simple wood torch wrapped with oil-soaked cloth — cheap, disposable light.

Provides bright light in 20 ft and dim light for an additional 20 ft while burning.

A day's worth of preserved food: hardtack, salted fish, and sometimes dried fruit.

Sustains an adventurer for a day; poor flavor but long shelf life.

A stitched leather waterskin, essential for long hours aloft on a mast or at sea.

Holds water; a basic survival item.

Hooks, lines, weights, and a small net for catching dinner from a ship's rail.

Useful for catching fish and small sea creatures; can rig improvised traps.

A general adventuring pack with a bedroll, mess kit, tinderbox, torches, rations, and rope.

Convenient bundle of common adventuring gear for overland and coastal travel.

A small craft for short trips between ship and shore or for fishing in sheltered bays.

Carries a few passengers and gear; oars and basic repairs included.
Miscellaneous1

A set of charts, dividers, a small brass compass, and other instruments for plotting courses.

Used with proficiency for navigation, charting, and landfall checks.
TH

Thaddeus "Tidehand" Corbin

HumanRogueLvl 4

Shop Atmosphere

The shop smells of salt, tar, and lemon oil. Barnacled oak shelves lean a little to port; a barrel labelled 'Loyalty - IOUs' holds half the shop's best bargains. Thaddeus counts prices out in old sea-charts and hums shanties under his breath; he'll gladly swap a story (or a favor) for a discount, but he keeps a tally of every rumor he's traded.
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