The Siren's Galley

Est. 2025 Half-Elf Bard

The Siren's Galley

The Siren's Galley enforces a 'no swords at table' rule for decorum—sheathes left by the door. Captain Sable tells a short sea tale to every table and adds a cu...

CA

Shopkeeper

Captain Sable Marrow, a Half-Elf Bard (Lvl 6)

Keeper's Species

Half-Elf

11 Misc2 PotionsEst. 346 gp

Shop Inventory

(13)
Miscellaneous11

A dense, salty bread rubbed with preserved kelp and rendered fat. Fills the belly and steadies the stomach.

Heal 2 HPGrants advantage on saves vs. mild food/drink poison for 1 hour.

A hot, spiced rum punch. Warms cold bones and loosens the tongue.

Drinker gains +1 to Charisma (Persuasion) checks with common folk for 1 hour (stacking replaced by higher bonuses). Mildly intoxicating (disadvantage on Dexterity checks if consumed more than once within an hour).

A hearty stew of salted beef, root veg, and seaweed. Restores vigor to exhausted sailors.

Heal 6 HPWhen eaten, removes one level of exhaustion (if any) in addition to healing the listed amount.

A dozen briny oysters with a lemon-sage foam. Said to sharpen wits when eaten raw.

Once consumed, you gain advantage on the next one Investigation or Insight check made within 10 minutes.

Marinated skewers kissed by a small controlled flame. The meat remains warm and invigorating long after eaten.

Heal 8 HPFood remains warm and retains its potency for 24 hours. Once per meal, grants +1 temporary hit point per hour for 4 hours (max 4).

Small jars of bizarre, tangy meat cured in kelp vinegar and crushed pearls. Potent and exotic.

Heal 12 HPOnce consumed, grants water-breathing for 1 hour and resistance to cold damage for that hour.

A rum-studded pudding with flecks of silver sugar and a hidden pinch of fortune-berry.

Heal 4 HPAfter eating, roll a d20 once within the next hour and add the result to one skill check (player's choice). If the roll is natural 1, nothing happens.

A packet of hard, sea-honey biscuits baked with a sliver of lighthouse glass. They glow faintly when danger is near.

For 8 hours after opening the pack, if hostile humanoids approach within 60 feet, the nearest biscuit glows and makes a soft tinkling noise, alerting the holder (no mechanical advantage beyond warning).

A barrel-fermented ale infused with powdered lighthouse algae. The ale emits a soft light when poured.

When poured, the ale sheds dim light in a 5-foot radius for 1 hour. Drinking one grants advantage on Stealth checks made in dim light (once; lasts 10 minutes).

A compact pouch with concentrated sea-salted jerky, dried fruit, and a sliver of preserved cheese.

Heal 3 HPCounts as one day of rations and cures mild hunger pangs; no magical effects beyond nourishment.

A small shell pendant glazed with a spell-lacquer. Wearing it makes your voice unusually appealing.

Once per day, the wearer can cast charm person (save ). The pendant regains its charge at dawn.
Potions2

A clear, amber broth brewed with star-anise and driftwood tea. Settles seasickness and clears the mind.

Grants advantage on Wisdom (Perception) checks using sight for 1 hour and negates disadvantage from being nauseated or seasick for the same duration.

A potent rum aged with a sliver of lightning-etched coral. Drinkers feel braver than common sense warrants.

Atk For 10 minutes after drinking, you gain +1 to attack rolls and saving throws against being frightened. Drinking more than one in 24 hours causes drowsiness (disadvantage on initiative for 1 hour).
CA

Captain Sable Marrow

Half-ElfBardLvl 6

Shop Atmosphere

The Siren's Galley enforces a 'no swords at table' rule for decorum—sheathes left by the door. Captain Sable tells a short sea tale to every table and adds a custom garnish that subtly changes each dish's minor effect. If a patron hums a true sea shanty while eating, the ship's lanterns dim and the food's magical effects last 10% longer (GM's discretion).
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