The Tattered Tackle & Sundries

Est. 2025 Human Commoner

The Tattered Tackle & Sundries

Marla keeps a jar of sea-glass trinkets on the counter and will trade one for a good fish story. She charges a 'dockside discount' (5% off) to those who bring a...

MA

Shopkeeper

Marla 'Sea-Skein' Tadder, a Human Commoner (Lvl 2)

Keeper's Species

Human

18 Misc1 Potions3 Weapons1 ArmorEst. 295 gp

Shop Inventory

(23)
Miscellaneous18

Sturdy canvas pack with straps and several pockets. Ideal for carrying adventuring gear.

A simple wool blanket and padded mat, good for sleeping outdoors.

A treated goat-skin waterskin. Holds about 4 pints of liquid.

If kept sealed near salty air, water remains potable for ~3 days

Reliable rope for climbing, securing, and crafting makeshift rigging.

A metal lantern with a hood to dim and direct light; uses oil.

Can be hooded to reduce light to a small dim circle.

Lamp oil or grease. Burns ~6 hours in a lantern; can be used to make fires.

Flammable; can be used to set things alight (DM adjudication).

Bundle of ten resin-soaked torches. Each lasts about an hour.

Can be used as an improvised weapon for light damage or to ignite flammable materials.

Dried fish, hard biscuits, salted meat—sufficient for one day in the field.

Sustains a creature for one day; locals swear by Marla's smoked kelp for morale.

Hooks, lines, sinkers, and a small net in a waterproof kit. Useful for food or improvised traps.

Contains a small folding net that can be used to entangle (DM adjudication).

A lightweight net used to catch fish or tangle small creatures.

Can restrain a Small or Medium creature on a successful net attack (see DM).

A box of tar, spare planks, nails, and tools to patch small leaks and fix rigging.

Repairing a small boat takes several hours; useful for downtime repairs.

A pack of cured fish — a common, hearty meal among fishermen and sailors.

Can be traded in small coastal communities for favors.

A simple single-lens spyglass made by a local glassblower. Not as sharp as city-built models but serviceable.

Grants advantage on Perception checks to spot distant objects within 600 ft (DM permissive).

A folded parchment showing nearby coves, shoals, and known fishing grounds. Hand-drawn by a retired captain.

Provides advantage on Survival checks to navigate local waters and avoid shoals.

Small chalk sticks for marking maps, tying quick signals, or inscribing on wood.

A bottle of black ink and a feather quill — for charting courses or writing letters.

A two-person wooden rowboat showing signs of many seasons but still seaworthy after patching.

A heavy wool cloak treated with tar and oil to shed rain and sea spray.

Grants advantage on saves vs. light rain-related penalties (flavor; DM decides specifics).
Potions1

A small glass vial of red liquid that mends wounds when sipped.

Heal 2 HPHeals hit points when consumed (standard 5e common potion).
Weapons3

A sharp knife useful in combat and daily tasks; familiar in any sailor's kit.

Thrown (range 20/60).

A light blade favored for close-quarters fighting aboard ships or in alleys.

Finesse weapon (can use Dex for attack).

A compact crossbow suitable for hunters and sentries; comes with a simple string and one bolt.

Loading property applies; simple to maintain but beware salt spray.
Armor1

Soft leather armor reinforced with stitched hides — flexible and common for new adventurers.

AC +11Light armor; allows full Dexterity modifier to AC.
MA

Marla 'Sea-Skein' Tadder

HumanCommonerLvl 2

Shop Atmosphere

Marla keeps a jar of sea-glass trinkets on the counter and will trade one for a good fish story. She charges a 'dockside discount' (5% off) to those who bring a clean tarred rope or a filled oil flask; conversely, she'll raise prices slightly if the tide is stormy or if a visiting official is in town.
Visual sheet

Turn The Tattered Tackle & Sundries into a sheet

A high-res, share-ready sheet you can post or print.