Knot & Kelp — Apothecary of the Second Tide

Est. 2025 Human (salt-tanned) Druid (Circle of the Coast)

Knot & Kelp — Apothecary of the Second Tide

The shop smells of brine, vinegar, and a hint of something sweet and illegal. Shelves are jammed with sea-slick jars, tied-up bundles of dried kelp, and odd tri...

MA

Shopkeeper

Mara 'Knot' Quay, a Human (salt-tanned) Druid (Circle of the Coast) (Lvl 4)

Keeper's Species

Human (salt-tanned)

2 Misc2 Potions7 Misc1 Misc1 MiscEst. 603 gp

Shop Inventory

(13)
Miscellaneous2

A muslin packet of crushed kelp, dockwater vinegar, and ground peppermint. Quick to soothe scrapes and sting of salt sores.

Heal 1 HPGrants 1 HP regained instantly when applied; cleans minor infections (advantage on saving throw vs disease once within 24 hours if applied immediately).

A coppery bottle of bitter-sour syrup that seals small wounds and prevents rot. Used to treat cuts from coral or fishhooks.

When applied, prevents infection for 72 hours and gives +1 to healing rolls made on the treated wound.
Potions2

A bitter, sea-scented vial that neutralizes common venoms. Mixture of crushed swampweed, lime, and a flicker of blue coral ash.

When administered, grants advantage on saving throws against poison for 1 hour and neutralizes one nonmagical toxin if used within 1 minute of exposure.

A salt-sweet cordial, bottled in a wax-sealed vial. Restores vital blood and calms throbbing wounds.

Heal 2 HPHeals HP when consumed (standard Potion of Healing).
Miscellaneous7

A short spyglass, one lens faintly scratched. The brass is pitted but serviceable; the seller claims 'found' on the last tide.

Grants +2 to perception checks when scanning ships or shorelines at distance (GM discretion).

A small tin of grey-green salve that smells of brine and lavender. Rubbed on temples to soothe seasickness.

Grants advantage on saving throws against motion-based nausea/illness for 8 hours.

Thick black-blue ink harvested from a rare weed bloom. Used to mark maps or write contracts that fade with immersion in seawater.

Writing made with this ink becomes blurred and unreadable after 1 hour of continuous submersion in seawater.

A little glass vial with seeds that sprout into a rubbery, salt-resistant vine when planted in wet soil or driftwood.

Seeds sprout overnight into a 5-foot length of supple vine useful for bindings (counts as rope for basic uses but not for climbing checks without skill).

A canvas roll with mortar and pestle, suturing needles, bandages, and a handful of dried herbs. Cheap but effective.

Grants proficiency advantage when stabilizing dying creatures with Medicine checks (+2 on a single check if used by someone proficient).

A handful of coarse, smoky leaf with a salty tang. Not for the faint of heart but cheap and widely consumed aboard freighters.

Mild stimulant effect: grants +1 to initiative for one short rest at the cost of mild dehydration (minor exhaustion if overused).

A roughly torn piece of a larger coastal map showing hidden coves and a scribbled note: 'stones to bury — low tide only.'

When used with a Survival or Navigation check, grants +2 to locate a small hidden cove or beach (GM discretion).
Miscellaneous1

A corked sphere containing a bead of cool, clean air. Release fills a small bubble of breathable air for a short time.

When uncorked, forms a 5-foot-radius bubble of fresh air that lasts 10 minutes, allowing normal breathing for creatures inside (useful against drowning or foul gases).
Miscellaneous1

A small leather bag dusted with ground pearl and kelp ash. Press to nose to calm panic and focus breathing.

Once per day, grants advantage on one Wisdom save or Wisdom (Perception) check made to resist fear or panic.
MA

Mara 'Knot' Quay

Human (salt-tanned)Druid (Circle of the Coast)Lvl 4

Shop Atmosphere

The shop smells of brine, vinegar, and a hint of something sweet and illegal. Shelves are jammed with sea-slick jars, tied-up bundles of dried kelp, and odd trinkets 'found' after the last raid. Mara haggles in a half-song with a tarry voice, slips extra bandages behind the counter for a wink, and keeps a locked chest (keys she suggests are 'probably in the water'). She offers barter for stories, rum, or evidence of a good haul — and sometimes a discount if you can clean a small matter off her ledger. Beware: a few 'stolen' items may get unwanted attention if you show them openly in port.
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