The Barnacled Bucket

Est. 2025 Human Rogue

The Barnacled Bucket

The shop smells faintly of brine and lemon oil. A weather-beaten gull skull hangs over the counter as an 'accounting charm.' Mara stamps the receipt with a smal...

MA

Shopkeeper

Mara Voss, a Human Rogue (Lvl 3)

Keeper's Species

Human

12 Misc4 Weapons2 Armor2 PotionsEst. 323 gp

Shop Inventory

(20)
Miscellaneous12

A simple pine torch soaked in pitch. Standard issue for lighting and short-term signaling on docks and decks.

Provides light; smoke may attract attention.

Small metal box with flint and tinder for starting fires.

Used to light torches and fires.

Stout 50-foot hempen rope, braided and treated against saltwater.

Normal rope; rotted rope checks at DM discretion.

A simple bedroll for sleeping on decks and in inns.

Adds comfort; no mechanical benefit beyond roleplay.

A leather waterskin; indispensable for a day on the water.

Keeps water for a day or two without leaking.

A day's worth of travel rations, salted and cured for longevity.

No special effects beyond nourishment.

A grappling hook for boarding or securing to pilings.

Used with rope for climbing or securing to a hull.

A narrow flask of purified lamp oil, useful for lanterns and lamps.

Used to refill lanterns and torches.

Mariner's Knot Rope. Sturdy rope tied by an expert bosun to hold fast in storms.

When used to secure a vessel or to hold a person fast in bad weather, grants advantage on one Strength (Athletics) check to hold ground or secure a load. Recharge: shopkeeper will re-tie once per dawn.

Smuggler's Signal Bottle, sold with a knowing wink. Legal in most markets but frowned upon by customs officers.

Once per day when uncorked, the bottle emits a single, sharp chime and a puff of aromatic smoke that masks a hidden small item (coin, ring, small key) for 1 minute, granting advantage on one Dexterity (Sleight of Hand) or Stealth check to hide or palm that item. Nonmagical in origin, intended for thieves and discreet merchants.

Fogbank Lantern. Popular for making quick escapes in crowded quays and dim alleyways.

Once per day creates a dense localized vapor that heavily obscures a 10-foot radius around the lantern for up to 1 minute. Usable again after 24 hours. Considered an uncommon wondrous trinket; avoid use in enclosed spaces.

Fishing Tackle Kit, handy for coastal folk and alchemists who need small hooks and line.

Useful for fishing and minor trap-setting. No direct combat effects.
Weapons4

A simple club; more often a tool for deck work than a chosen weapon.

None.

A sharp-bladed dagger, useful for cutting lines and self-defense.

Finesse, light, thrown (20/60).

A stout handaxe; common with fishermen and sailors for cutting rope and foul-weather repairs.

Light, thrown (20/60).

A light crossbow for short-range boarding fights or signaling across the water.

Ammunition, loading, two-handed. Comes with one spare quarrel.
Armor2

A round wooden shield, reinforced with iron bands.

AC +2Provides +2 to AC when wielded.

Light leather armor favored by deckhands and fishermen.

AC +11AC 11 + Dex modifier when worn.
Potions2

A glass vial with a faintly glowing red liquid. Standard common healing potion.

AC +7Heal 7 HPConsumed on use; no saving throw required.

Seabreeze Salve, a coastal remedy sold in small tins by the shopkeep.

Heal 3 HPHeals hit points when applied. Also grants advantage on Con checks to resist sea sickness for 1 hour.
MA

Mara Voss

HumanRogueLvl 3

Shop Atmosphere

The shop smells faintly of brine and lemon oil. A weather-beaten gull skull hangs over the counter as an 'accounting charm.' Mara stamps the receipt with a small anchor and will only give a discount to customers who tell her a true sea story.
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