Tide & Thorn Apothecary

Est. 2025 Half-Elf Druid (Herbalist)

Tide & Thorn Apothecary

Marin catalogs her stock by tide and moon phase: she will only open the back storeroom when the tide chart is favorable and hums an old sailors' lullaby while w...

MA

Shopkeeper

Marin Ayle, a Half-Elf Druid (Herbalist) (Lvl 3)

Keeper's Species

Half-Elf

2 Potions13 MiscEst. 161 gp

Shop Inventory

(15)
Potions2

A clear vial that glows faintly with a pearly light. Heals superficial wounds when drunk.

Heals HP when consumed (standard Potion of Healing).

A translucent blue vial made with ground coral and reef blossoms. Smells like salt and citrus.

Restores HP when consumed and eases breathing difficulties; grants a bonus to Swimming checks for 1 hour in water (roleplay/DM discretion).
Miscellaneous13

A bitter, greenish liquid in a corked vial. Common among sailors and caravans.

Drinking grants advantage on saving throws against poison for 1 hour (as common antitoxin).

A stitched satchel with strips of kelp, shell shards, balm, and bandages — functionally a healer's kit.

Functions as a Healer's Kit (10 uses) to stabilize and aid recovery per PHB rules.

A small paper bundle of dried duneflower petals from desert caravans. Calming and warming.

Sipped tea grants a calm focus: advantage on Wisdom (Perception) and Wisdom (Survival) checks for 10 minutes when used in non-combat rest context (roleplay/DM discretion).

Strips of preserved kelp treated with salt and coral oils. Soothes wounds and stops bleeding.

Applied to a creature, gives a small stabilizing effect; grants bonus to Medicine checks for the next hour when treating a wound.

Fine, glassy black powder harvested from volcanic vents and mixed with bitter herbs.

When applied to a fresh wound, grants +1 to Medicine checks and halves chance of infection (DM discretion) for 24 hours.

A thick red-orange salve made from emberroot (volcanic herb) and cooling aloe. It radiates faint warmth.

One application heals HP when applied and soothes minor burns; for the next hour the treated creature has resistance to small-scale ambient heat effects (DM adjudication).

Seawater filtered through charcoal and kelp; used as a base for poultices and for cleaning wounds.

Used as an ingredient; when combined with antiseptic or salve, may improve medicine checks by +1.

A brownish syrup from a sedative root found in sheltered coves and desert oasis gardens.

When given to a willing creature, grants advantage on Charisma (Persuasion) checks and Wisdom (Animal Handling) checks for 1 hour due to calming nerves; nonlethal and mild.

A flat-woven sack of coarse, sun-dried salt — a standard export to inland and desert markets.

Common trade good; used in cures, preserving, and in some ritual cleansings.

A stitched leather pouch containing crushed heatvine, saffranth, and mirage bark — exported from desert settlements.

Used as flavoring and in ritual teas; grants a +1 to morale (roleplay/DM discretion) when shared among a small group.

A preserved, porous sponge braided with sea-silk and small shells that hums faintly when wet.

Once per day, the sponge can absorb toxins or blood from a single wound when used in treating a creature, granting advantage on the first Medicine check made to treat that wound.

Astringent tonic in a small bottle with crushed seaglass flakes — used for scrapes and as a mild disinfectant.

Applied to minor cuts: reduces bleeding and grants a +1 on the next Medicine check within 30 minutes.

Salt-bleached hemp rope that resists rot; favored by sailors and cliff-gatherers.

Durable rope that grants advantage on checks to hold onto soaked lines (DM discretion).
MA

Marin Ayle

Half-ElfDruid (Herbalist)Lvl 3

Shop Atmosphere

Marin catalogs her stock by tide and moon phase: she will only open the back storeroom when the tide chart is favorable and hums an old sailors' lullaby while weighing out herbs. She stamps each export with a tiny shell mark and will barter a small story for a small discount to travelers with sea-salted boots.
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