Maris' Moor & Market

Est. 2025 Human Ranger

Maris' Moor & Market

Maris greets customers by the smell of their boots — if you're dry, she jokes you'll be telling tales; if you're dripping, she'll offer a towel and a biscuit. S...

MA

Shopkeeper

Maris Tallow, a Human Ranger (Lvl 6)

Keeper's Species

Human

9 Misc5 Weapons2 Armor2 PotionsEst. 597 gp

Shop Inventory

(18)
Miscellaneous9

Durable hemp rope reinforced with cured fish-sinew for extra wet-weather durability.

Resists rot and mildew; disadvantage on checks vs. soggy breakdown.

Contains hooks, sinkers, a few lures, and a spool of line — enough for several trips.

Grants advantage on checks to repair basic fishing gear or identify common fish hooks/lures.

Sturdy brass lantern with a removable hood to dim or focus the light. Comes filled with a pint of lamp oil.

Provides bright light in a 30-foot radius and dim light for an additional 30 feet.

Dried fish strips and salted meat, light and long-lasting — a favourite of sailors.

Heal 1 HPRestores 1 HP when eaten (off-scene benefit). Grants advantage on Constitution saves to resist hunger-related effects for 8 hours.

Canvas patches, waxed thread, needles, and tar. Designed to perform field repairs on sails and sails' rigging.

Grants a bonus on checks to repair sails or rigging; repairs take half the time with this kit.

A short spyglass capped with polished sea-glass. Not truly magical, but finely ground lenses give a clearer view of distant objects across water.

Gives advantage on Perception checks to spot objects or creatures on water up to 600 ft.

A hand-drawn chart marking safe channels, shoals, and the best seasonal haunts for mackerel and kelp-crabs.

Grants advantage on Survival checks to navigate local waters and a bonus to checks to locate fish-rich areas.

A hot, salty stew of root vegetables and preserved fish. Hearty and filling.

Heal 2 HPRestores 2 HP when eaten between rests and removes minor exhaustion incurred by a day's fishing.

A bleached fish vertebra strung on braided twine; local superstition says it brings luck to those who cast nets.

Once per day, grants a bonus to a single Wisdom (Perception) or Dexterity (Sleight of Hand) check involving catching or finding something in the water.
Weapons5

A long pole used to fend off other vessels, grab lines, or pull things from the water.

Can be used to attempt a grapple or pull a target 5 ft. toward the user as part of an attack (Athletics contest).

Hand-thrown net with lead weights around the edge; useful for catching fish or entangling small foes.

On a hit (ranged attack, 5/15 range), target must succeed on a Dexterity saving throw or be restrained until freed (escape ).

A heavy, barbed spear for hunting large sea creatures and for boarding actions.

On a hit, harpoon can be used to tether a creature to a ship or anchor point; target must succeed on a Strength saving throw to break the tether.

Three-pronged spear favored by coastal fishermen and sailors.

Versatile when used two-handed: piercing. Can be thrown (range 20/60).

A short, seaworthy blade with a hooked pommel for cutting lines quickly and a serrated section for fraying rope.

Grants advantage on checks to cut or release rope and a +1 to attempts to disentangle a creature or object bound by rope.
Armor2

Waterproofed leather, patched many times — light but reliable protection for decks and docks.

AC +11Provides advantage on checks to resist cold spray and wind chill (weather-related saves).

A heavy, hooded cloak treated with oils and fish-lip wax; it sheds rain and dries quickly.

Grants resistance to cold damage from exposure while aboard ships and advantage on Survival checks to navigate in storms.
Potions2

A vial that creates a liter of drinkable freshwater when uncorked.

Purifies seawater or contaminated water into potable water (1 liter).

A slim vial of viscous ointment said to calm frayed nerves and sea-sick stomachs — brewed from herbs, kelp, and a pinch of guardian-salt.

When consumed or applied, grants advantage on Constitution saving throws related to seasickness or exhaustion from storms for 8 hours. Once used, the vial is empty.
MA

Maris Tallow

HumanRangerLvl 6

Shop Atmosphere

Maris greets customers by the smell of their boots — if you're dry, she jokes you'll be telling tales; if you're dripping, she'll offer a towel and a biscuit. She hums old sea shanties while mending gear and will barter a story for a small trinket. The back of the shop smells of tar and lemon; a clamshell collection and a faded wanted poster for a 'Cave-Biter' decorate the wall.
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