Silt & Relic - AI-generated fantasy Shop

Silt & Relic

Est. 2026 Beastfolk Ferryman-Broker

Silt & Relic

The shop smells of brine, peat smoke, and wet rope. Hanging bones and rusted bells sway over damp crates of recovered cargo. The proprietor keeps polite rivalry...

ME

Shopkeeper

Merrin Silt, a Beastfolk Ferryman-Broker (Lvl 2)

Keeper's Species

Beastfolk

4 Weapons2 Armor10 Misc1 PotionsEst. 55 gp

Shop Inventory

(17)
Weapons4

A plain but dependable knife favored by dockhands and marsh guides.

Can be hidden easily under a coat.

A short club made from blackened driftwood.

Counts as a simple melee weapon.

A compact crossbow used by ferry guards and bog-hunters.

A reliable ranged weapon for deck and marsh use.

A throw-net for hauling fish, baiting beasts, or slowing a fleeing target.

On a successful hit, the target's movement feels briefly tangled by the barbs.
Armor2

A supple suit of leather armor patched over old ferry gear.

AC +11Light enough for long marsh marches.

A round shield made from lacquered planks and iron bands.

AC +2Useful for blocking arrows and splintered boards.
Miscellaneous10

A compact kit for treating cuts, bites, and marsh fever.

Can stabilize a fallen creature without a Medicine check if used properly.

A practical bundle for baiting lines in the Blackvale shallows.

Useful for local fishing and emergency snare work.

Fifty feet of stout rope, trusted by ferrymen and salvage crews.

Floats for a short while if dropped in still water.

A bundle of six torches.

Burns a little smokier than usual, which helps drive off insects.

A flask of lamp oil kept in a stoppered clay bottle.

Useful for signaling across fog-choked water.

A small watertight pouch for coin, notes, or relic fragments.

Protects contents from spray and marsh damp.

A battered but serviceable meal set for the road or quay.

Makes travel meals less miserable.

A week's worth of travel rations prepared for damp weather.

Tastes faintly of smoke and pepper.

A local charm said to keep the marsh from swallowing its own.

Once per day, the holder may gain advantage on one check to navigate fog, reeds, or flooded ground.

A rusted handbell once used to warn ferries of shoals.

When rung near water, it emits a hollow tone that can reveal hidden currents or nearby submerged objects at the GM's discretion.
Potions1

A rough folk remedy sold by the spoonful or in tiny wax packets.

Heal 1 HPSingle-use treatment for minor wounds.

Lootable Stash

(4)

Where The Take Sits

The most valuable things are split between a false-bottom till, a locked back-room drawer, and a hanging cluster of personal keepsakes near the rafters.
1 Money1 Personal Item1 Records1 Valuables

Security Check

Dexterity (Sleight of Hand) or Dexterity (Thieves' Tools)
DC 12

On Failure

If the theft is discovered, the shopkeeper slams the counter hatch, rings the Silt Bell, and sends a dockhand to alert the nearby tavern and the rival shop across the street. The party is likely chased into the wet alleys, barred from future ferry passage, and may have their faces described to local authorities or boat crews.

Estimated haul

31.92 gp

MoneyLoot target #1

Coin Box

4 gp, 17 sp, 22 cp
Under the counter, behind a false board near the till
A small lockbox under the counter with ferry fares, petty change, and one hidden silver token used for introductions.
Personal ItemLoot target #2

Proprietor's Work Coat

3 gp
On a peg in the back room by the drying hearth
A damp oilskin coat lined with stitched pockets, plus a bone-handled knife and a charm cord of family tokens.
RecordsLoot target #3

Blackvale Ledger

15 gp
Inside a locked drawer beneath wrapped cargo tags
A ledger of buyers, salvage marks, ferry schedules, and names of travelers who paid in secrets or favors.
ValuablesLoot target #4

Curio Pouch

8 gp
Hanging from a hook beside the hanging bones and bells near the front rafters
A pouch of repaired relic fragments, old buttons, ship nails, and one small marsh pearl kept for luck.
ME

Merrin Silt

BeastfolkFerryman-BrokerLvl 2

Shop Atmosphere

The shop smells of brine, peat smoke, and wet rope. Hanging bones and rusted bells sway over damp crates of recovered cargo. The proprietor keeps polite rivalry with the shop across the street, undercuts them on salvage, and quietly trades information with the tavern in exchange for introductions and rumor. Prices are fair, but the owner always asks what was seen on the Blackvale marshes before naming a final number.
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