Tidebloom's Sea-Herbs

Est. 2026 Triton Druid

Tidebloom's Sea-Herbs

Tidebloom's Sea-Herbs sits in a low stone building at the harbor's edge. The door always smells of brine and lavender; drying racks of kelp and strings of glass...

MA

Shopkeeper

Maris Tidebloom, a Triton Druid (Lvl 4)

Keeper's Species

Triton

4 Potions10 MiscEst. 477 gp

Shop Inventory

(14)
Potions4

A small, corked vial of ruby liquid that knits shallow wounds and eases shock.

Heal 7 HP

A larger vial than the common healing potion; warm to the touch and tastes faintly of honey.

Heal 14 HP

A heavy, sea-scented bottle filled with a pale, shifting liquid that smells faintly of kelp.

When consumed, grants the ability to breathe underwater for 1 hour.

A damp bundle wrapped in sea-cloth; cool and slimy to the touch, with a faint fish-sweet scent.

Heal 3 HPOn application, soothes pain and restores HP. Also reduces salt irritation on open wounds.
Miscellaneous10

A clear vial of bitter liquid, preserved with salt and herbs. Standard first response for envenomation.

When administered immediately after exposure, grants advantage on the next saving throw against poison or halves duration of a natural poison effect at the keeper's discretion.

A leather-wrapped kit with stitched wave patterns; the interior smells faintly of lavender and brine.

Supplies 10 uses; each use lets a character apply basic care to bleeding or injured creatures. Consult DM for exact mechanical use.

A cloth roll containing labeled herb pouches, a small mortar and pestle stained green and blue.

Required for certain herbalist checks and for creating simple remedies and poultices during downtime.

A bright, amber liquid that fizzes faintly when uncorked and smells of citrus and tidepools.

Applied to a wound, it cleanses and helps prevent infection. Grants advantage on the first Medicine check to resist disease from a wound within 24 hours.

Brown-green strips bundled with twine, light as paper and oddly elastic.

Useful for field bandaging; speeds dressing of wounds and protects against saltwater infection.

Thick cord woven from a glossy green vine that occasionally pulses with a faint life-heat.

Functionally identical to hempen rope of the same thickness; resists rot and mildew and lasts longer in salt conditions.

Small vials of blue and green glass that catch light like the shallows at noon.

Waterproof for storing samples, potions, or messages. Fragile if dropped onto stone.

Dense strips of preserved fish, tangy and salty, a favorite of dockworkers and sailors.

Blue-gray powder that smells of rain and flowers; sailors use it before long watches.

Burning a pinch clears the head and can calm anxious crew for up to 10 minutes.

A shell-inlaid whistle that hums like distant surf when you blow through it.

When blown in calm seas, local gulls and small seabirds may congregate. Crafted charm; some patrons swear it soothes minor sea-sickness.
MA

Maris Tidebloom

TritonDruidLvl 4

Shop Atmosphere

Tidebloom's Sea-Herbs sits in a low stone building at the harbor's edge. The door always smells of brine and lavender; drying racks of kelp and strings of glass vials hang from the rafters. Driftwood counters are veined with salt and the floor is strewn with sand and crushed shells. Lanterns burn a pale blue oil that never smokes. The owner, Maris Tidebloom, is a triton druid of fourth level who wears a waistcoat of stitched sea-silk and a necklace of polished clam shells. Maris hums sea shanties while grinding herbs, greets regulars by the nicknames they earned at sea, and refuses to sell certain potent remedies to those she judges reckless. She collects smooth bottles and old maps, marks favoured herb locations with tiny shells pinned to a wall map, and offers a free cup of kelp tea to any sailor in need. Maris is kind but practical - she will barter knowledge of tides or coastal herbs for help gathering rare shoreline plants.
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