Miz Voss's Sundries & Salt

Est. 2025 Human Rogue (Sea Captain background)

Miz Voss's Sundries & Salt

Miz hums old sea shanties while she counts coins, never sells the same spyglass twice to the same buyer, and insists on soaking any ropes bought in seawater bef...

MI

Shopkeeper

Mira 'Miz' Voss, a Human Rogue (Sea Captain background) (Lvl 6)

Keeper's Species

Human

3 Weapons2 Armor10 Misc2 Potions1 MiscEst. 742 gp

Shop Inventory

(18)
Weapons3

A curved, single-edged sword favored by sailors. Balanced for slashing and quick parries.

Common nonmagical weapon; she sharpens it before sale.

Thin-bladed dagger used for close work and quick stabs; easy to hide in a coat or boot.

Can be thrown (range 20/60).

A primitive, noisy firearm for single shots; popular among privateers. Reloading requires an action and a misfire may occur in damp weather.

Requires powder and shot; made to DM-flintlock homebrew rules—treat as firearm: disadvantage to attack in heavy rain or underwater.
Armor2

A light round shield strapped to the forearm; useful for parries without encumbering movement.

AC +1Gives +1 AC when held; can be used with finesse weapons.

Treated leather with metal studs designed to withstand salt and spray while offering mobility.

AC +12Dexterity modifier applies to AC as normal; salted to resist rot.
Miscellaneous10

Bandages, salves, and splints—useful to stabilize and treat common injuries aboard ship.

As per PHB healer's kit rules: stabilizes and restores 1 HP once per use (with med kit rules as DM allows).

Brass spyglass with leather wrap. Makes distant objects appear closer: essential for lookouts.

Gives advantage on Wisdom (Perception) checks to spot distant objects at sea when used properly.

Forged iron hook with a long length of treated rope; useful for boarding or climbing rigging.

Rope is treated against rot; hook weighs 6 lb. Good for improvised climbing and boarding operations.

A set of needles, tar, spare cord, and a small manual of common knots and rigging tricks.

Grants advantage on checks to tie complex knots or perform basic sail repairs with appropriate skill proficiency.

Waterproofed journal favored by captains to log courses, tides, and loot.

Pages treated to resist smearing in rain; has a hidden compartment in back for a flat coin or note.

A strong, salty rum sold by the flask; sailors use it for morale and minor antiseptic purposes.

Grants cheer—if used socially, may give +2 to Charisma checks for 10 minutes (roleplay reward only).

A detailed chart of nearby coves, shoals, and a few rumored wreck sites; partially annotated.

Grants bonus on navigation checks in the charted region and clues to one potential point of interest (DM choice).

A glass lantern with a small oil reservoir; protects flame from wind and spray.

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

A battered but serviceable set of pry bars, slammers, and a collapsible ladder—perfect for a quick boarding.

Grant advantage on Strength checks to force open simple locks or doors in a ship's hull; noisy when used.

A compact set of picks, tension wrenches, and tiny files. Essential for any pick of the locks aboard port warehouses.

Required to attempt to pick locks without improvised tools; some tools have extra bits useful for tamper checks (+2 to Sleight of Hand with proficiency).
Potions2

A small vial of ruby fluid that glows faintly. Heals wounds when drunk.

Heal 2 HPRestores HP (standard D&D 5e Potion of Healing).

Neutralizes toxins when administered quickly; a common precaution aboard ships with salted food and unfamiliar flora.

Gives advantage on saving throws against poison for 1 hour (as per basic antitoxin itemizing).
Miscellaneous1

A brass compass with a mother-of-pearl face. The needle always points toward what the bearer most considers 'home' and helps on stormy seas.

Uncommon magic item. Grants advantage on Wisdom (Survival) or Intelligence (Nature) checks made to navigate at sea once per long rest, and the bearer can cast Locate Object (seafaring-bound: calls out direction to the nearest safe harbor or known home) once per day. DM adjudicates details.
MI

Mira 'Miz' Voss

HumanRogue (Sea Captain background)Lvl 6

Shop Atmosphere

Miz hums old sea shanties while she counts coins, never sells the same spyglass twice to the same buyer, and insists on soaking any ropes bought in seawater before handing them over—'helps you trust 'em,' she says. She offers a friendly credit tab for familiar crews and will barter lore (she knows secret coves) for service or rum.
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