DockTown Trinkets - AI-generated fantasy Shop

DockTown Trinkets

Est. 2025 Human Rogue (ret.) / Merchant

DockTown Trinkets

Maris chews a strand of rope when thinking and insists on weighing bizarre items on an ancient fish-scale balance before haggling. She will give sailors a disco...

MA

Shopkeeper

Maris Tallow, a Human Rogue (ret.) / Merchant (Lvl 4)

Keeper's Species

Human

13 Misc2 Armor1 Potions2 WeaponsEst. 881 gp

Shop Inventory

(18)
Miscellaneous13

Sturdy, slightly salt-stained rope. Useful for climbing, mooring small boats, and improvised traps.

Sturdy brass lantern with a sliding hood to dim or hide the light. Comes with one day's worth of oil.

Hood can be closed to grant partial concealment for a caster using subtle light effects (flavor).

Hooks, lines, sinkers, and a short net folded into a waterproof satchel. Good for catching small to medium fish.

A potent, slightly smoky rum popular among local crews. Good for barter and morale.

May grant advantage on Charisma (Performance) checks in tavern singing once per bottle (flavor only).

A brass compass sealed with resin and blessed against sea malice. Keeps true north and resists oceanic interference.

Grants advantage on Wisdom (Survival) checks to navigate at sea and on checks to follow currents or read tides.

A brass spyglass folded into three sections. Useful for scouting ships and shorelines.

Can see up to 120 feet as if with a short-range zoom; details beyond 60 ft are at DM discretion.

Tar, pitch, and tools to reseal a leaky barrel. Every sailor's must-have when bringing back cargo.

A pretty shell mounted on a leather thong; sold for tourists and as small charms.

Worn as an offering gives +1 to Charm attempts with dockside merchants (flavor).

A carved bone whistle rumored to calm small waves when blown with a ritual tone.

Once per short rest, can be blown to grant advantage on one Dexterity saving throw against being swept or knocked prone by water-based effects within 30 ft.

Bandages, salves, and splints for stabilizing the wounded.

Stabilization uses no kit cost; kit has 10 uses before replacement needed.

Iron hook with a short chain; well-balanced for shipboard climbs and boarding actions.

Can be tied to rope; grants advantage on checks to anchor small craft in swift currents when used by someone proficient with maritime tools.

A small varnished vial containing a greasy, slippery oil; for sabotage or escape.

When smeared on a 5 ft area, creatures entering it must succeed on a Dexterity save or fall prone (lasts 1 minute).

A map showing safe currents, hidden shoals, and local smuggler coves — drawn by a retired pilot who owes Maris a favor.

Grants +2 to DC checks to avoid hazards described on the map when used for navigation.
Armor2

A heavy cloak made from treated sailcloth. Resists wind and spray, keeps wearer mostly dry in squalls.

AC +1Provides +1 to Stealth in heavy rain or fog when used to cover head

Treated leather boots with ridged soles for grip on slick decks. Comfortable for long watches.

AC +1Grants advantage on Dexterity (Acrobatics) checks to avoid falling on deck.
Potions1

A small vial of red liquid that heals wounds when drunk (common potion).

Heal 8 HP
Weapons2

A heavy barbed harpoon favored by whalers and deckhands. Treated as a spear for rules.

When used against creatures in water, Maris claims the harpoon's handle is easier to brace: grant +1 to attack (DM adjudicates).

A small blade with its edge and tip silvered. Favored by sailors who fear pests and certain fey.

Counts as silvered weapon for overcoming damage resistance requiring silver.
MA

Maris Tallow

HumanRogue (ret.) / MerchantLvl 4

Shop Atmosphere

Maris chews a strand of rope when thinking and insists on weighing bizarre items on an ancient fish-scale balance before haggling. She will give sailors a discount if they sing a verse of 'The Seven Tides' and keeps a jar of 'tips' filled with polished glass beads instead of coin.
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