Dead Man's Threads

Est. 2025 Elf (Wood Elf heritage, but weathered by sea life) Bard (College of Swords)

Dead Man's Threads

Dead Man's Threads smells of tar, lemon oil, and old paper charts. Orrin Slate tends to hum tuneless sea shanties while he works and keeps a glass jar of 'lucky...

OR

Shopkeeper

Orrin Slate, a Elf (Wood Elf heritage, but weathered by sea life) Bard (College of Swords) (Lvl 6)

Keeper's Species

Elf (Wood Elf heritage, but weathered by sea life)

10 Misc5 ArmorEst. 65.6k gp

Shop Inventory

(15)
Miscellaneous10

A basic tailor's kit with oilskin patches and tarred thread; repairs canvas and clothing to prevent further rot.

Grants advantage on checks to repair sails, tarps, or simple clothing if used for 10 minutes.

A battered black tricorn that sits neatly on the head. When donned, it can change the wearer's appearance (hat of disguise).

Functions as Hat of Disguise (uncommon). Attunement: none required.

A wide red sash embroidered with tiny anchors; knots tied with it hold fast and unravel on command.

Once per short rest, the wearer can command a knot to untie instantly as a bonus action. Grants +2 to checks made to bind or secure gear.

A thirty-foot length of braided cable that knots itself, can hold great weights, and supports climbing on command.

Functions as Rope of Climbing. On command, it ties unbreakable loops and holds up to 3,000 lb.

A long, well-balanced sewing needle of polished bone and steel. Orrin claims it never snaps.

When used to repair clothing or gear for at least 1 minute, grants advantage on the repair check. Once per week, can be used to stitch a minor magical seam into a nonmagical garment that grants +1 to a single skill (DM adjudicates).

A captain's hat with a silver skull pin. Wearing it imbues a certain swagger.

Grants +1 to Charisma (Persuasion) checks made to command or intimidate sailors and small crews. Once per long rest, wearer can reroll a failed Charisma (Intimidation) check.

Thick leather gloves with reinforced palms for hauling lines and handling ropes.

Grants +1 to checks involving ropework and reduces chance of taking minor hand damage when handling rough rope (flavor).

Orrin will craft custom garments, disguises, and sea-gear; prices and time depend on complexity and materials.

Custom items may include minor magical effects (DM adjudicates). Standard turnaround: 2 days for simple, 1–3 weeks for complex enchanted items.

A small silver hoop with a sliver of lodestone; sits in the upper ear and sharpens perception.

While worn, grants +1 to Wisdom (Perception) checks related to distant or moving targets and grants advantage on passive Perception checks in fog or rain once per long rest.

A faded shroud sold as a 'fashion piece' — threads occasionally whisper with the voices of lost sailors.

Twice per day, wearer may listen to the shroud to gain a whispered hint about nearby wreckage or shipwreck treasure (cryptic and vague). There is a 10% chance per day the whispers disturb sleep (roleplay effects).
Armor5

Heavy oilskin coat treated by Orrin; resists wind and rain and dries quickly.

Wearer gains advantage on saving throws versus being soaked and a +2 to checks to resist exhaustion from exposure.

A supple studded leather coat tailored for freedom of movement and finished with brass skull buttons.

AC +12+1 to AC (counts as +1 studded leather).

A dark cloak whose hem is bound with braided kelp and shark-tooth clasps. Feels cool to the touch.

Grants +1 to AC and +1 to saving throws (Cloak of Protection).

Soft, sea-leather boots with soles like suction pads; make little sound on wet decks.

Wearer gains advantage on Dexterity (Stealth) checks on wet surfaces. Once per long rest, you can ignore difficult terrain created by water for 10 minutes.

A cloak made from stitched sailcloth; surprisingly warm and wind-resistant.

Provides minor protection against wind and cold (resistance to environmental damage checks, DM discretion).
OR

Orrin Slate

Elf (Wood Elf heritage, but weathered by sea life)Bard (College of Swords)Lvl 6

Shop Atmosphere

Dead Man's Threads smells of tar, lemon oil, and old paper charts. Orrin Slate tends to hum tuneless sea shanties while he works and keeps a glass jar of 'lucky pins' on the counter — he moves one pin to a different corner each morning and swears it affects the tides (customers who move the pin find small things change in the shop over hours). He speaks politely and with an almost academic fondness for fabrics, but his left sleeve is always rolled up, revealing a faded anchor tattoo and a precisely stitched map of Darktow stitched into his forearm (arcane ink). The shopkeeper occasionally offers a 'friendly discount' to ship captains, sailors with true sea scars, or adventurers who bring exotic sails, considering barter as earnest currency.
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