Harborside Adventure Trading Post

Est. 2025 Half-elf Rogue (merchant background)

Harborside Adventure Trading Post

Maris Vorn tabulates prices with a well-worn abacus and is happy to haggle for barter (usually pays in rare fish, ship supplies, or services). The shop smells f...

MA

Shopkeeper

Maris Vorn, a Half-elf Rogue (merchant background) (Lvl 5)

Keeper's Species

Half-elf

19 Misc4 Weapons1 Potions2 ArmorEst. 278 gp

Shop Inventory

(26)
Miscellaneous19

A reinforced canvas pack with leather straps and several internal compartments. Good for adventuring gear.

A common leather waterskin. Holds about 4 liters; stopper is tied with cord.

Strong hemp rope, a staple for sailors and climbers alike.

Plain, serviceable clothing suitable for travel and dockside work. Quick-dry linen blend.

Common wax-and-cloth torches that burn reliably for about an hour each.

Can be used to ignite flammable materials; provides bright light in 20 ft. radius and dim light for additional 20 ft.

Bandages, salves, and splints—sufficient for treating wounds and stabilizing the injured.

Allows one to stabilize a creature without a Wisdom (Medicine) check if used; expendable components for 10 uses.

Dried fish, hardtack, and cured jerky packed to survive travel at sea.

Sustains an adult for one day. Eating two consecutive days of salted rations requires a Constitution save or suffer -1 penalty to Wisdom (Perception) checks for the day.

Small glass inkwell (sealed) and a feather quill—useful for logbooks and charts.

A treated leather tube with a screw cap; protects maps and scrolls from spray and rain.

A small brass lamp with a hood to reduce glare; burns for 6 hours on a flask of oil.

Provides bright light in 30 ft. radius, dim light for another 30 ft.

A three-pronged hook meant to catch ledges, railings, or nets; pairs well with rope.

When used with rope, grants advantage on Dexterity checks to secure a line to a suitable anchor once per long rest if the user is skilled in climbing.

A medium-sized net used for hauling fish or entangling small foes.

Functions as a net (PHB): restrains on a failed save until freed. Good for catching small game or pests.

A heavier lantern capable of casting a focused beam—useful for signaling or finding things at distance.

When lit, sheds bright light in a 60 ft. cone and dim light for another 30 ft.; can be used to signal ships on clear nights.

A compact set of picks, tension tools, and spare springs—less refined than city guild picksets but effective for simple locks.

Grants +2 to Dexterity checks made to pick common padlocks; cannot be used on magical locks.

Small metal spikes used to hinder pursuers or secure an area.

When scattered, each creature that moves through the area must succeed on a Dexterity save or take 1 point of piercing damage and have their speed reduced.

A simple waterproof notebook for recording cargo, coordinates, and notes.

Longer length of durable rope favored by sailors and rangers for more serious climbing or mooring.

A single-lens spyglass that magnifies distant objects. Crude compared to town merchants but serviceable for spotting ships.

Grants advantage on Wisdom (Perception) checks to notice distant objects beyond normal sight when used.

A small sealed canister that produces a column of colored smoke when ignited—used for signaling ships and crew.

Produces smoke visible at long distances in clear weather; color choice available (red, white, green).
Weapons4

A well-balanced pry bar useful for opening crates, doors, and the occasional trapdoor.

Can be used as a lever to gain advantage on Strength (Athletics) checks to pry open things with sufficient leverage.

A short, single-edged folding knife favored by deckhands. Practical and easy to conceal.

Common tool for cutting rope and general tasks; not a finesse weapon unless a DM rules otherwise.

A reliable shortbow with a few salt-streaked nicks. Works fine for hunting or skirmishes.

Range 80/320 ft. Comes with a simple quiver (20 arrows) if requested for +1 gp per 20 arrows.

A simple trident used by harbor hands and for netting fish. Durable, with a blunt back hook.

Can be used to retrieve items from water without a check if within reach; can hold nets.
Potions1

A pale red potion that mends small wounds. Not as refined as city alchemists' wares but effective.

Heal 2 HPHeals HP when consumed (Note: slightly weaker than typical Potion of Healing; Maris warns it's a 'harbor batch').
Armor2

Simple leather wrist guards that protect forearms from rope burns and light blows.

AC +11Provides +1 to Dexterity (Sleight of Hand) checks involving ropes due to padding.

A secondhand chain shirt offered by a sailor upgrading his gear. Fits snugly but has surface rust.

AC +13Nonmagical; a competent smith can refurbish for 10 gp and a day of work to restore +1 to comfort and remove rust penalties.
MA

Maris Vorn

Half-elfRogue (merchant background)Lvl 5

Shop Atmosphere

Maris Vorn tabulates prices with a well-worn abacus and is happy to haggle for barter (usually pays in rare fish, ship supplies, or services). The shop smells faintly of tar and lemon oil. Maris keeps a ledger of 'preferred customers' and will slip a slightly stronger potion if you've run errands for the post. He refuses to sell anything clearly stolen and will loudly promise to find the original owner if he suspects illicit goods.
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