The Briny Draught

Est. 2025 Human Artificer (Alchemist-flavored)

The Briny Draught

The shop smells of brine, juniper, and old rope. Shelves are carved from driftwood and labeled in a flowing hand; a talkative gray gull (named Crow) perches on ...

IV

Shopkeeper

Ivy "Salty" Marlowe, a Human Artificer (Alchemist-flavored) (Lvl 3)

Keeper's Species

Human

3 Misc8 Potions1 WeaponsEst. 908 gp

Shop Inventory

(12)
Miscellaneous3

Cheap, warming rum sold by the small glass. Used for morale and basic bartering with sailors; also useful as a firestarter.

Comforting; grants advantage on saving throws against fear for 1 minute if consumed (roleplay-focused)

A tin of greasy salve made with crushed lavender and salt; it soothes cuts and helps prevent infections.

When applied as part of a short rest, it grants +1 additional HP recovered by hit die rolls for the next hour (roleplay/DM discretion).

A tiny scoop of iridescent salt in a paper packet. Sprinkled on food or small goods to preserve them against rot for a day.

Preserves perishable food or small organic items for 24 hours; also useful for preserving a single small trophy or corpse part for ritual use.
Potions8

A red, viscous potion in a corked vial. Restores a small amount of hit points when consumed.

Heal 2 HPRestores HP when drunk (standard D&D 5e Potion of Healing)

A bitter-green draught sold in a corked stoneware bottle. Useful against common shipboard venoms and spoilage.

Grants advantage on saving throws against poison for 1 hour and neutralizes one nonmagical poison when consumed

A syrupy blue elixir that prickles the fingers when held. The drinker's hands and feet gain extra traction.

Grants the effects of the Rope Trick/Climbing enchantment for 1 hour (can climb as if under the effects of spider climb simplified: climb speed equal to walking speed and advantage on checks to stay aloft)

A small vial that, when uncorked, releases a puff of cold sea-scented mist about 5 ft radius for 1 minute.

Creates lightly obscured area (heavily obscured to small creatures) for 1 minute; lasts until wind disperses it (strong gust removes early).

A thin, brassy liquid that smells faintly of fish. Drinking sharpens senses for scouting and spotting buoys, loot, or hidden dangers.

Grants bonus to Wisdom (Perception) checks for 1 hour and advantage on one Perception check made in that time (DM discretion).

A shimmering bottle lined with silver flakes. One sip gives the drinker a captivating, sea-singer's tone.

Once consumed, grants advantage on one Charisma (Persuasion) check made within the next hour; the effect is subtle and does not control minds.

Clear, bubbling water in a glass vial. Drinks easily and calms the stomach.

Cures mild nausea and grants advantage on saving throws against effects causing sickness or nausea for 1 hour.

A clear vial with a faint blue glow. Grants the ability to breathe comfortably underwater for a short time.

Allows the drinker to breathe underwater for 1 hour (standard Potion of Water Breathing effect).
Weapons1

A clay-stoppered flask filled with thick, oily bilgewater. When thrown, it bursts and ignites sticky flames for a moment.

On hit, deals fire damage and ignites flammable unattended objects. Lasts briefly; not as potent as Alchemist's Fire.
IV

Ivy "Salty" Marlowe

HumanArtificer (Alchemist-flavored)Lvl 3

Shop Atmosphere

The shop smells of brine, juniper, and old rope. Shelves are carved from driftwood and labeled in a flowing hand; a talkative gray gull (named Crow) perches on the rafters and will mimic customers to siblingly amusement. Ivy offers a discount (usually 10% off one item) in exchange for a sea story, a shiny button, or a map scrap; she keeps a ledger of customers and remembers faces — try to keep your debts small or the parrot will loudly recite them.
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