The Weathervane & Tackle

Est. 2025 Human Bard

The Weathervane & Tackle

Maris hums an old reef-shanty when making deals and rewards customers who offer a fresh sea tale with a free 'lucky' chew of salted kelp. The shop smells faintl...

MA

Shopkeeper

Maris "Salt" Tiller, a Human Bard (Lvl 5)

Keeper's Species

Human

14 Misc4 Potions1 WeaponsEst. 2k gp

Shop Inventory

(19)
Miscellaneous14

Sturdy, slightly briny rope treated to resist rot and sea-salt. Trusted by deckhands for hauling sails and survivors.

Resists saltwater rot: rope gains advantage on checks vs. wear from water exposure once per week

A durable bolt of canvas used for patching sails or fashioning improvised shelters at sea.

A solid iron hook with three barbed prongs. Good for boarding or climbing rigging.

A brass lantern with wick and oil; hood flips shut to dim light and prevent glare—useful on foggy decks.

Hooded: can obscure source of light to give advantage on stealth checks in dim conditions

A week's worth of preserved provisions in a compact bundle; familiar flavor of salt and smoke.

A sailor's notebook with waxed pages that can be written on in rain and hold up to seawater splashes.

Pages repel water: ink doesn't run and pages don't disintegrate; resistant to salt spray

A brass whistle tuned to carry over surf and fog; used to call watch or warn of rocks.

Signal: can be heard clearly up to 300 ft over water in calm conditions; can cut through a spell effect that muffles sound (DM adjudicates)

A sealed crystal vial with clouded fluid that indicates approaching weather by forming patterns inside.

Once per day, grants a reliable weather reading: the GM gives a hint about weather in the next 24 hours (useful for avoiding storms).

A hand spyglass cased in brass, its lens slightly clouded by salt but still capable of long-range observation.

Functions as a spyglass (see DMG/PHB): triples range of sight when looking through.

A cloudy bottle said to carry a whisper of the sea. Effects vary—Maris warns that results can be peculiar.

When uncorked, releases a 5-foot-radius damp breeze. Once per purchase, roll d6: 1-2 nothing useful; 3-4 fresh seawater that purifies 1 pint; 5 small spectral fish (harmless) that last 1 minute; 6 soft voice singing of a nearby landmark (clue).

A compact set of weighted needles, wax, spare line, and a booklet of useful knots for rigging and rescue.

Grants +2 on checks to tie or untie knots, splice lines, or jury-rig sails

A numbered stub entitling the bearer to the weekly Harbor Draw. Prizes range from a bag of coins to a 'blessed' trinket from a sea priest.

Winner determined by local NPCs/DM. Typical prizes: 50 gp (most common), 200 gp (rare), odd magical item or favor (very rare). Maris keeps a commission of 10%.

A glass bottle with a wax seal. Often used to send secret notes across currents—or as a dramatic gift.

If tossed into tidal waters, there's a 20% chance the message will be discovered in a nearby port within a month (DM roll)

A slightly luminous slug preserved in brine. Mostly bought by collectors, alchemists, or pranksters.

If consumed by a Non-sage NPC, causes hiccups that emit faint bioluminescent sparks for 1 hour (harmless). Alchemists may extract rare mucilage for +1 alchemical glue.
Potions4

A small flask of red liquid that mends wounds when drunk.

Heal 2 HPHeals HP when consumed (standard D&D 5e potion of healing)

A potent crimson draught prized by ships' surgeons for stabilizing grievous wounds.

Heal 2 HPHeals HP when consumed (represents Greater Healing potion effect)

A bitter vial to stave off common venoms—useful against rotten-catch and reef-bite.

Advantage on saving throws vs. poison for 1 hour or halves duration (DM to decide)

A briny, effervescent concentrate that allows the drinker to breathe underwater for 1 hour.

Grants ability to breathe underwater and a swim speed equal to walking speed for 1 hour
Weapons1

A coarse net reinforced with lead knots; as good for trawling fish as for snaring small, inattentive foes.

Used to restrain creatures if thrown successfully; rules per net item in PHB
MA

Maris "Salt" Tiller

HumanBardLvl 5

Shop Atmosphere

Maris hums an old reef-shanty when making deals and rewards customers who offer a fresh sea tale with a free 'lucky' chew of salted kelp. The shop smells faintly of fish, tar, and lemon oil. Maris keeps a battered ledger of 'uncollected fortunes'—if the party buys three Harbor Draw tickets in a row, she might offer them a tip (true or not) about a rough patch of water or a rumored cargo.
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