The Brinebound Bazaar

Est. 2025 Triton Artificer

The Brinebound Bazaar

Taryth hums low whale-songs while sorting inventory and polishes coins by dipping them briefly in a shallow basin of seawater before handing them over. The shop...

TA

Shopkeeper

Taryth Neris, a Triton Artificer (Lvl 8)

Keeper's Species

Triton

18 Misc5 Weapons2 Armor4 PotionsEst. 8.3k gp

Shop Inventory

(29)
Miscellaneous18

Standard 50-foot hempen rope treated with tar and whale-oil so it resists rot and tangles less in currents.

Resists rot and takes longer to soak through; upkeep reduces chance of knots in fast currents.

Three-pronged iron hook with a ring for fastening; points and shaft are lacquered to delay corrosion.

Points hold better on barnacled or kelp-roughened surfaces.

Bedroll sealed with fish-oil wax and lined with kelp-fleece to stay drier while sleeping in humid or spray-splashed places.

A sturdy waterskin with a double-sealed mouth and waxed stitching; holds fresh water and resists leaks even in a wet hold.

Interior can safely hold freshwater; not for permanent storage of corrosive liquids.

Salt-cured fish, kelp biscuits, and preserved fruit packed in oil. Keeps well on long voyages.

Lasts longer than standard rations when stored cool.

Hooks, snells, sinkers, a spool of treated line, and several preserved baits useful for fresh and saltwater fishing.

A sealed glass lantern whose wick is fed by a concentrated whale-oil gel; built to shed light underwater and in storms.

Sheds bright light in a 20-foot radius and dim light for an additional 20 feet even underwater.

A collapsible bell of copper and treated wood that traps a bubble of air for two people for exploration just below the surface.

Holds breathable air for up to 8 hours for two Medium creatures; bulky and heavy to transport.

Soft boots with embedded fins and inked runes. They help the wearer move through water with ease.

While attuned, grants a swim speed of 30 ft and advantage on Dexterity (Acrobatics) checks when swimming.

A small gray pearl that stores sound and transmits it underwater when triggered.

Once per day you can record up to 1 minute of sound and then replay it in its original voice up to 300 feet away, working perfectly underwater.

A hand-drawn chart that shows local tides and currents; when unrolled and concentrated upon, faint inks glow where safe channels lie.

Once per day reveals safe (non-treacherous) current paths within the mapped region for 1 hour.

A glass jar with arc-lacquer that preserves and calms small aquatic creatures for short transport.

Keeps a Tiny or smaller aquatic creature alive and calm for up to 24 hours.

A treated, low-drag line used by salvagers and mariners; marked every 5 feet with small shell-notches.

Less prone to tangling in moving water; useful as a measuring/anchoring line.

A small, salted barrel good for about 30 servings; common cargo for long trips.

Small polished shells, beads, and carved bits of coral used as charms, trade goods, or bribes ashore.

A concise chart showing known shoals, dangerous rocks, and a few common smuggler routes. Useful for pilots and captains.

Provides useful local knowledge; may give advantage on navigator checks when consulted (DM discretion).

A short spyglass whose lenses are fused with polished coral and treated crystal. Performs well in mist and spray.

Grants +2 to Passive Perception checks to spot surface or near-surface objects when used.

A small ledger sealed in oilskin for keeping accounts and debts at sea; includes secret pockets for coin receipts.

Weapons5

Collapsible net with weights and a pull cord. Treated to resist algae buildup; usable as improvised entangling device.

Functions like a standard net (restrains on hit). Thrown range 5/15 ft. Rinse after use or it stiffens.

Long-barreled spear with barbed head for dragging catches; balanced for use as a throwing or melee weapon.

Barbed heads make it harder to remove from large prey without proper tools (DM adjudication).

A three-pronged trident of tempered bronze; standard issue for many coastal defenders and divers.

Thrown 20/60 ft; well-suited to dealing with creatures both aboard and in shallow water.

A finely balanced trident with a faintly glimmering shaft. A simple magical boon to accuracy.

Atk Functions as a normal trident but grants +1 to attack and damage rolls.

A carved coral trident that thrums with the tides. Those who wield it can influence marine life.

Atk While attuned you can cast Animal Friendship (fish only) at will and once per day cast Dominate Beast on a creature that has a swim speed (DM adjudicates specifics).
Armor2

A round buckler crafted from the carapace of a giant sea turtle, polished and riveted to a wooden core.

AC +2Grants +2 to AC when used as a shield.

Scale mail fashioned from hardened coral plates bound to leather. Heavy enough to protect but oriented for marine use.

AC +14
Potions4

A vial of red liquid that restores vitality when drunk.

Heal 7 HP

A stronger restorative potion; invaluable on long dives and during shipboard brawls.

Heal 14 HP

A bubbling blue potion that lets the drinker breathe normally underwater for 1 hour.

Drink grants Water Breathing for 1 hour.

A potent crimson elixir brewed with crushed pearls and coral-sap. Extremely effective for severe wounds.

Heal 26 HP
TA

Taryth Neris

TritonArtificerLvl 8

Shop Atmosphere

Taryth hums low whale-songs while sorting inventory and polishes coins by dipping them briefly in a shallow basin of seawater before handing them over. The shop smells of brine, tar, and lemon-weed; shelves are labeled according to tide—'High' (top shelves), 'Slack' (middle), and 'Low' (floor). A large conch hangs behind the counter and will squawk softly when a dishonest coin is passed. Taryth will barter information about local currents or a favor in lieu of full payment for rare items.
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