The Gaff & Galley General

Est. 2025 Human Bard

The Gaff & Galley General

The Gaff & Galley sits beneath a leaning sign of a painted gull, just off the busiest quay. Salt stains the threshold, and ropes and pulleys overhead creak with...

MI

Shopkeeper

Mira Tallow, a Human Bard (Lvl 6)

Keeper's Species

Human

19 Misc3 Potions4 Weapons4 Armor3 MiscEst. 1.5k gp

Shop Inventory

(33)
Miscellaneous19

Sturdy, coarse rope perfect for mooring, climbing, or quick repairs.

Smooth, lightweight rope favored by sailors for sails and ladders; less likely to chafe lines.

Woolen roll that keeps you off the damp deck or shore.

Dried meat, hardtack, and salted provisions portioned for a single day.

A treated leather container for fresh water, holds about 4 pints.

Iron hook with three barbs and a ring for rope; used to snag railings or ledges.

A metal-framed oil lantern with a cover to shield the light. Burns for several hours on a flask of oil.

Lamp oil; useful for lanterns, torches, and some improvised uses.

Simple wooden torch; cheap and disposable light source.

A hand-held brass spyglass with modest magnification, valuable to captains and lookouts.

Gives advantage on long-range perception checks to spot distant ships or hazards when used correctly.

Standard crossbow bolts in a wrapped bundle.

Nets, hooks, and lines for catching fish—common on docks and small vessels.

A small barrel of salted fish and cured meat; long shelf life for long voyages.

A loud, well-made whistle used to relay commands across decks.

Produces a piercing signal heard clearly across a bustling dock.

A polished ivory whistle bound with a faint ring of salt; a favored charm among harbor pilots.

Once per day, when blown, it summons a small flock of gulls () or draws the attention of nearby sea-borne creatures for up to 1 minute; gulls disperse after 1 minute.

A palm-sized glass sphere that stores soft light and can be set to float for short periods.

Can cast light on command; some models will float and drift with a gentle current for up to 8 hours.

A waterproof case containing a detailed map of the port's slips, tide charts, and common smuggling lanes.

A canvas hammock for stowing in cramped bunks; keeps sleepers off wet decks.

A stout bottle of watered rum—favored by day laborers and fishermen.

Provides comfort; may impose minor penalties when intoxicated (DM discretion).
Potions3

A corked vial of red liquid that glows faintly. Drink to mend wounds.

Heal 7 HPHeals HP when consumed.

A viscous, greenish potion that slicks your muscles with strength to scale surfaces.

For 1 hour after drinking: advantage on Strength (Athletics) checks to climb and your climb speed equals your walking speed.

A clear, briny-smelling draught favored by fishermen and wreck divers.

The drinker can breathe underwater for 1 hour.
Weapons4

A balanced blade favored for close work aboard decks; easy to stow.

Curved blade that slashes efficiently; a popular weapon among privateers.

A small axe that doubles as a tool and a weapon; handy on a ship.

A sturdy crossbow for shore defense or hunting, requires bolts.

Armor4

Round wooden shield with iron rim; common on merchant ships.

AC +2

Layered leather reinforced with riveted studs—good protection without slowing you on deck.

AC +12

A shirt of linked metal rings worn over padded cloth; blends protection with mobility.

AC +13

Thick, waxed coat that sheds seawater and bluster; favored by deckhands.

Miscellaneous3

Picks, wires, and small tools for handling locks and delicate mechanisms.

Grants proficiency-based checks to pick locks and disable traps (when used by a trained user).

Sextant, compasses, and waterproof charts—essential for coastal and deep-sea navigation.

Allows reliable navigation checks and helps plot courses along established shipping lanes.

Needles, waxed thread, patches and tar for mending sails and canvas.

Grants advantage on checks to repair sails and canvas quickly in rough weather if used by a skilled sailor.
MI

Mira Tallow

HumanBardLvl 6

Shop Atmosphere

The Gaff & Galley sits beneath a leaning sign of a painted gull, just off the busiest quay. Salt stains the threshold, and ropes and pulleys overhead creak with every passing breeze. Mira Tallow runs the shop — a garrulous former harbor-bard who can name every ship in port, who's owed coin, and which customs inspector prefers bribes in brandy. She keeps a battered ship's wheel behind the counter that doubles as a ledger; customers seeking favors are asked to leave a 'song' (a short tale) in trade. Mira is generous with small comforts (a free sip of grog or a patched bit of rope) but quick to raise prices for desperate sailors. During high tide and festival weeks she may have a few uncommon curios (enchanted whistles, potions) for sale — items often traded in for goods or favors from passing captains.
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