The Salted Anchor Armory

Est. 2025 Human Fighter

The Salted Anchor Armory

The shop smells of tar, salt, and boiled kelp. Maris keeps a glass case of strange coral oddments and a ledger that lists 'preferred captains' with small discou...

MA

Shopkeeper

Maris Kettle, a Human Fighter (Lvl 5)

Keeper's Species

Human

5 Weapons6 Misc3 Armor2 PotionsEst. 947 gp

Shop Inventory

(16)
Weapons5

A common sailor's blade with a slightly weighted pommel for better balance. Useful for close-quarters on rolling decks.

None; treated as a normal shortsword

A thin, elegant blade favored by ship officers and boarding parties. The finish helps against salt and spray.

None; functions as a standard rapier

Three-pronged spear often used by harpooners. Good for keeping foes at a slight distance aboard ship.

Can be used with nets and rigging for improvised grappling

Compact crossbow with brass fittings resistant to salt spray. Good for pick-off shots from the rigging.

None beyond standard light crossbow properties

A trident forged from a dull blue metal that smells faintly of the sea. It hums softly when waves are near. Clearly enchanted but not openly magical in appearance.

Atk Counts as a magic weapon for overcoming resistance. Once per long rest, while attuned, the wielder can cast fog cloud centered on the trident (as the spell, save ).
Miscellaneous6

A heavy net used for fish hauling and tripping opponents during boarding actions. Standard adventuring use applies.

Restrains creatures (standard net rules)

A sturdy three-pronged grapnel with five dozen feet of treated rope. Essential for boarding or scaling rigging.

Useful for climbing and securing; can be used tactically in ship combat

A heavy copper helm with glass viewport and hose fittings; provides limited time underwater breathing when paired with a bell or surface air source.

Allows wearer to hold breath an extra 10 minutes when connected to surface air; otherwise functions as heavy equipment

A kit containing tar, spare leather patches, wax, needles, and small shaping tools for on-deck repairs of sails and gear — also handy for armor/weapon quick fixes.

Gives advantage on improvised repairs and survival checks for maintaining a small vessel

A lighter, finer rope good for climbing and hauling delicate loads. Tends to float when treated — popular with river pilots and lighter crews.

Floats for a short time after being treated; ideal for retrieving thrown lines

A sealed ceramic flask containing a sticky, flammable substance. Dangerous aboard ships but prized for anti-boarding defense.

As per DMG/PHB rules for alchemist's fire (sticky flamable weapon); one-time use
Armor3

Treated leather armor reinforced with brass studs; resists salt and dries quickly.

AC +12None; functions as studded leather

A shirt of interlocking mail hidden beneath a cloth cut to keep sailors nimble while offering protection.

AC +13None beyond providing medium-protection equivalent

Round wooden shield banded with iron. Common among harbor watch and boarding crews.

AC +2Provides +2 to AC when equipped (standard shield rules)
Potions2

A stitched-glass vial of red liquid that heals wounds when consumed.

Heal 2 HPHeals HP (standard potion of healing)

A bitter vial meant to counter common venoms and poisons encountered in ports and jungles.

Gives advantage on saving throw against poison for 1 minute (standard antitoxin)
MA

Maris Kettle

HumanFighterLvl 5

Shop Atmosphere

The shop smells of tar, salt, and boiled kelp. Maris keeps a glass case of strange coral oddments and a ledger that lists 'preferred captains' with small discounts. She insists on checking ship manifests for unusually large orders and will knock an extra silver off for anyone who can tell her a true tale of a sea monster (or prove they've had one bite them). The bell over the door is a real ship's bell that rings oddly deep — patrons say it sounds like a wave breaking.
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