The Briny Satchel

Est. 2025 Human Rogue

The Briny Satchel

The Briny Satchel sits under the lee of the east pier: a low-slung shed of driftwood and tarred canvas hung with coils of rope, drying nets, and a half-dozen la...

BR

Shopkeeper

Bram Tidewharf, a Human Rogue (Lvl 4)

Keeper's Species

Human

8 Weapons3 Armor15 Misc1 PotionsEst. 235 gp

Shop Inventory

(27)
Weapons8

A well-balanced blade with a whale-bone grip; common among deckhands for utility and defense.

Light, thrown (20/60)

A nimble blade favored by sailors who need compact reach in cramped below-deck fights.

Finesse, light

Curved, sea-rasped blade that catches and slices rigging. Popular with coastal raiders.

Light

Compact repeater-style crossbow for shipboard use; bolts sold separately.

Two-handed, loading

Simple recurved bow useful for anglers and lookouts.

Ammunition (range 80/320)

Simple leather sling favored by fisherfolk to scare fish and for short-range defense.

Ammunition (stone) inexpensive and plentiful

Long, barbed spear meant for large fish and small boats; heavy tip.

Can be used as a spear; specially good for grappling things at sea

Knotted net employed to snare swimmers or entangle rigging and small prey.

Special: restrains target on a hit; escape ; fragile—can be ripped
Armor3

A round wooden shield reinforced with bronze; painted with a faded harbor crest.

AC +2Grants +2 to AC when wielded

Toughened, salt-proofed leather. Light and allows full mobility on a pitching deck.

AC +11Light armor — Dexterity applies to AC

Leather reinforced with metal tacks for extra protection without bulk.

AC +12Light armor — Dexterity applies to AC
Miscellaneous15

Salted and smoked provisions in oilcloth; keeps a day at sea.

None (food & drink)

Leather waterskin with a cork stopper; often sloshes until sealed tight.

Holds ~3 pints

Coiled line of durable hemp—useful for mooring, climbing, and lashings.

Flexible: many uses aboard ship and ashore

Hooks, lead, line, a few lures and a hand-net; good for coastal fishing.

Includes small net & weights

Brass lantern with a hood to limit glare—essential for piloting at night.

Provides light; hood dims light to a small area

Lamp oil; also used to slick ropes or start cooking fires.

Can be poured and ignited—flammable

Forged iron hook for boarding, mooring, and clambering onto wet hulls.

Pairs with rope; useful for securing lines at awkward angles

Contains bandages, salves, and splints—handy for patching wounds between ports.

Stabilizes a creature without a Medicine check; 10 uses

Iron manacles with a simple lock; trusted for securing stowaways and cargo thieves.

Lockable; keys kept by Bram (or a copy sold for 1 gp)

Canvas, pitch, needles, and tar in a waterproof satchel for emergency hull repairs.

Can staunch small leaks and patch worn sails

Oak barrel perfect for storing salted fish, rum, or rope.

Sturdy; can be lashed to decks and used for flotation in a pinch

A day’s worth of preserved fish—chewy but filling.

None

Large needles, waxed thread, patches and a palm for repairing sails and tarps.

Useful for quick sail repairs; skilled use reduces downtime

A hand-drawn chart indicating tides and safe channels around the local bay.

Valuable to small-boat skippers; outdated after storms

A large, serrated shell worn on string as a charm or coin-replacement in dockside bets.

Mostly decorative; sometimes used as a counter in gambling
Potions1

A small glass vial filled with a rosy liquid that closes wounds and eases pain.

Heal 7 HPRestores HP when consumed (common magic item).
BR

Bram Tidewharf

HumanRogueLvl 4

Shop Atmosphere

The Briny Satchel sits under the lee of the east pier: a low-slung shed of driftwood and tarred canvas hung with coils of rope, drying nets, and a half-dozen lanterns. Bram Tidewharf greets customers from behind a counter of oiled planks; his hair smells of seaweed, his laugh is a bark, and he irons down prices for sailors who can trade a favor or a fish. He'll haggle patiently, offer free cups of hot broth to bedraggled travelers, and keep one eye on the tide at all times. Bram's rules: no fighting inside, no stolen goods, and if you want unusual gear, bring a story — he'll trade gear for tales and secrets as readily as for coins.
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