The Salted Anchor General Store

Est. 2026 Human Rogue

The Salted Anchor General Store

The owner hums old sea shanties under her breath while weighing goods, keeps a jar of tiny polished shells by the register that she insists bring customers luck...

MI

Shopkeeper

Mira 'Salt' Sollan, a Human Rogue (Lvl 4)

Keeper's Species

Human

17 Misc3 Potions1 Armor1 WeaponsEst. 2.3k gp

Shop Inventory

(22)
Miscellaneous17

Sturdy, inexpensive rope. Rough to the touch and salted from the sea air; trusted by small-boat crews.

Fine silk rope favored for rigging and delicate work; safer on hands and less likely to fray.

A heavy grappling hook for latching onto rails, barnacles, and cliff ledges.

A basic fishing kit used by fisherfolk and ship crews.

Leather waterskin, patched in several places; filled with fresh water.

Salted biscuits, dried fish, and a small pouch of hard cheese—keeps a sailor fed for a day.

A heavy bedroll that keeps out the spray and cold night air.

A compact tinderbox for starting fires even in damp conditions.

A brass hooded lantern, useful on cramped decks or to avoid signaling distant watchers.

A pint of lamp oil to keep lanterns burning through a watch.

A long-range brass spyglass favored by merchant captains and shore lookouts.

A navigator's kit for charting courses, calculating position by stars, and piloting coastal waters.

A healer's kit for dealing with deck wounds and lacerations.

As an action, expend one use to stabilize a creature at 0 HP without a Wisdom (Medicine) check.

A specially treated rope with a stubborn, magically reinforced knot favored for mooring and salvage.

Once tied, the knot resists being untied: a creature must succeed on a Strength check to untie it (or speak the command word). Can secure heavy loads for up to 24 hours.

A finely balanced compass with a tiny inlaid rune that steadies the hand in storms.

Once per day, grants a bonus to a single Navigator's Tools or Wisdom (Survival) check to determine course or position.

A delicate bottle containing a bottled calm; used as an emergency to steady a ship through sudden squalls.

Toss into a patch of nearby water to calm wind and waves in a 60-foot radius for 1 hour, granting advantage on checks to handle a vessel and on saving throws to resist effects of rough seas.

A balm sailors rub behind their ears and on their temples to stave off nausea and vertigo.

For 8 hours after application, the user has advantage on Constitution saving throws against effects that would cause sea sickness or exhaustion from storms (one use per application).
Potions3

A small vial of red liquid that mends wounds when drunk.

Heal 7 HPWhen consumed, restores hit points.

A slim bottle with banded layers; helps a climber find purchase on slick rock or rigging.

Drinking grants a climbing speed equal to walking speed for 1 hour and advantage on Strength (Athletics) checks to climb.

A watery potion sailors prize for salvage runs and emergency dives.

After drinking, you can breathe underwater for 1 hour.
Armor1

A cloak mottled like the skin of a manta ray; prized by wreckers and reef runners.

While wearing the hood up, the wearer can breathe underwater and has a swim speed of 60 feet. Pulling the hood up or down requires an action.
Weapons1

A hand-forged harpoon good for fishing, whaling, or bringing down sea beasts.

When you hit a creature that is swimming or submerged, the harpoon deals an extra piercing damage (once per hit).
MI

Mira 'Salt' Sollan

HumanRogueLvl 4

Shop Atmosphere

The owner hums old sea shanties under her breath while weighing goods, keeps a jar of tiny polished shells by the register that she insists bring customers luck, and will only accept coins rinsed of heavy barnacle residue. A bedraggled gull named Scraps sleeps on a stack of nets near the door and will peck loudly if a sale stalls.
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