The Salt-Stained Sigil

Est. 2025 Human Rogue (Swashbuckler-flavored)

The Salt-Stained Sigil

Rilla conducts business from a dim backroom lined with crates and the smell of brine and tobacco. She never uses the word 'stolen'—everything is 'recovered' or ...

RI

Shopkeeper

Rilla 'Blacktide' Marr, a Human Rogue (Swashbuckler-flavored) (Lvl 3)

Keeper's Species

Human

1 Weapons1 Potions10 Misc1 ArmorEst. 896 gp

Shop Inventory

(13)
Weapons1

A well-balanced scimitar with faint sea-salt stains and a carved kraken on the guard. Holds a minor enchantment—bites truer than an ordinary blade.

Atk +1 to attack and damage. Once per day on a hit you can cause the target to make a Strength save or be knocked prone as if hit by a strong wave (flavor—no extra damage).
Potions1

Cloudy seawater in a stitched leather cask. Not proper healing potion, but it steadies a fresh wound and cleanses infection.

Heal 1 HPHeals hit points when sipped. If used in the mouth of a willing character with a minor disease (DM adjudicates), grants advantage on first ability check to resist that disease in 1 hour.
Miscellaneous10

A thief's-grade spyglass taken from a captain's cabin. One lens hairline-cracked; you can still make out shapes and flags at distance.

Grants advantage on Perception checks to see distant objects up to 600 feet, but lens imposes occasional disadvantage on checks to read fine script through it (10% chance per use).

A pewter tankard that keeps one small draft of ale eternally fresh. Pilfered from a tavern chest—sticker price less than true worth.

Once per day the mug refills a small amount (one mug) of nonmagical ale or similar beverage. The ale produced is palatable but slightly briny.

A soggy-but-legible scrap of parchment with ink washed by a sea storm. Usable once to cast Guidance (as the cantrip) on a willing creature.

Single use: cast Guidance. If the scroll is used by someone who can't normally cast spells, a faint taste of salt blooms on the tongue but no adverse effect.

A brass coin struck with a smiling gull. Many sailors keep one tucked into a boot. Slightly magical; favors small gambits.

Once per long rest, bearer may reroll one ability check or saving throw and take the new result (must accept).

A salted, folded chart marking coves and a hidden anchorage—only half the directions are present. Very useful if paired with the other half.

If you locate the matching half (hooked through plot or another fence), together they grant advantage on survival/navigation checks to find the named harbor.

A small sealed bottle of black powder and oil. Looks like alchemist's fire but labeled in a pirate's shorthand. Useful for distractions.

On impact produces a 5-foot burst of smoke and flame ( fire to objects or unattended items; small chance to ignite flammable material). Not precise—handled as improvised alchemical item.

A metal hook replacing a right hand. Stolen from a grizzled quartermaster; the hook is affixed to leather straps and sings with a faint chill.

Functionally mundane as a prosthetic; grants +2 to checks that involve grappling or holding small objects (DM may allow advantage in improvised grapple attempts).

A dried, shriveled paw wrapped in oilcloth and bound with seaweed. Rumored to grant a single small wish—but at a price.

If used, it grants a trivial boon (DM-defined) but imposes an equal or greater minor misfortune. Rilla sells it cheap—claims she doesn't want it back.

A tarnished band set with a small, chipped aquamarine. When activated it emits a faint blue glow and a soft chirp only audible to allies within 30 feet.

Once per short rest the wearer can activate the ring to cast Message as if whispered to one creature within 120 feet; the gem will crack further after 10 activations.

A cheap bundle of mundane items a landlubber or sailor might need. All items were relieved of their owners in one way or another.

No magical effects. The compass's needle is missing (useful for sleight-of-hand or as a plot device).
Armor1

A ragged cloak made from sailcloth and patched flags. Keeps a wearer dryer in storms and muffles the sound of movement.

AC +1Grants +1 to Stealth checks made in wet or windy conditions. Provides resistance to small amounts of cold water spray (flavor).
RI

Rilla 'Blacktide' Marr

HumanRogue (Swashbuckler-flavored)Lvl 3

Shop Atmosphere

Rilla conducts business from a dim backroom lined with crates and the smell of brine and tobacco. She never uses the word 'stolen'—everything is 'recovered' or 'liberated.' She will haggle hard, offer mysterious favors (for favors in turn), and occasionally lowers prices for anyone who hums an old sea shanty correctly. Beware: some goods are knowingly cursed or incomplete; Rilla sells them cheap and grins when trouble finds their new owners.
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