Skip to content
CreatePricing
Salkor's General Goods - AI-generated fantasy Shop

Salkor's General Goods

Est. 2026 Human Commoner merchant

Salkor's General Goods

The shop smells of tar, dried kelp, lamp oil, and old wood. Its sign is a warped plank showing a three-legged gull, an emblem copied from a much older coastal d...

SA

Shopkeeper

Salkor Dren, a Human Commoner merchant (Lvl 5)

Keeper's Species

Human

2 Weapons11 Misc2 Potions2 ArmorEst. 472 gp

Shop Inventory

(17)
Weapons2

A plain iron knife with a salt-darkened grip, useful for eating, cutting line, or defending oneself.

A serviceable light crossbow favored by sailors and dock guards. The stock bears old tide marks.

Miscellaneous11

Tar-sealed bundles of straight-shafted arrows, each fletched with gray gull feathers.

A sturdy canvas pack rubbed with fish oil to resist damp weather.

Coarse hemp rope, sold in lengths cut from a salt-stiffened coil beside the counter.

Lamp oil in thick ceramic flasks, with waxed stoppers for use aboard boats or in wet tunnels.

Hard biscuit, smoked mussel, dried apple, and a pinch of bitter tea wrapped in waxed paper.

A leather waterskin sealed with pitch and marked with a faded blue thread.

A clay flask of alchemist's fire wrapped in netting. The owner keeps these behind a shuttered iron grille.

A practical seaside tool assembled from ash wood and salvaged boat fittings. It folds into three sections for carrying.

Custom item. No combat bonus beyond ordinary improvised-tool use.

A cheap sailor's writing board, popular with crews who do not trust paper around spray and rain.

Custom item. Holds short notes, tally marks, maps, or coded messages, but not permanent ink.

Kelp-dried driftwood threaded with resinous cord. The owner claims it was taught to him by an old pilot whose name has been forgotten.

Custom item. Produces a bright blue-white flame visible at long distance in mist, but sheds little heat.

Powdered shell mixed with indigo dye, sold to fishermen who mark their gear and adventurers who need a visible trail.

Custom item. Adheres well to damp wood and stone, but washes away after a day of heavy rain.
Potions2

A canonical potion of healing brewed from red kelp, dockleaf, and powdered pearl shell. It tastes strongly of iron and brine.

A cloudy green vial sealed in blue wax, stocked for sailors heading into fever marshes or foreign ports.

Canonical antitoxin. Does not cure an existing condition or remove poison already affecting the drinker.
Armor2

A battered round shield recovered from a retired ferry crew, still sound beneath its faded gray paint.

AC +2

A boiled-leather jerkin reinforced with overlapping strips, suited to dock work and quick movement.

AC +11

Lootable Stash

(5)

Where The Take Sits

The shop's most valuable goods are divided between the locked counter drawer, a false-bottom desk compartment, and a private chest in the cramped room above the storeroom. A rear passage connects the stockroom to the owner's residence, and shell chimes provide a simple audible alarm.
1 Money1 Personal Item1 Valuable1 Records1 Miscellaneous

Security Check

Dexterity (Thieves' Tools)
DC 14

On Failure

If the party fails the theft attempt by 5 or more, a hanging shell chime sounds in the back room. The shopkeeper bars the front door, while a night clerk from the adjoining residence comes through the rear passage with a club and calls for the harbor watch. If the failure is less severe, the owner notices disturbed stock and confronts the party before they can leave, offering a chance to explain themselves.

Estimated haul

202.04 gp

MoneyLoot target #1

Till Drawer

18 gp, 7 sp, and 34 cp
Locked drawer beneath the main counter
The day's ordinary takings, mostly in silver and copper, with a few gold coins from adventurers buying potions and rope.
Personal ItemLoot target #2

Brass Key Ring

5 gp as a set, or substantial practical value
On the shopkeeper's belt beneath his apron
A ring of eleven small brass keys, including keys to the stock cupboard, rear gate, and the shopkeeper's rented room. One key is worn smooth from constant use.
ValuableLoot target #3

Green Sea-Glass Brooch

25 gp
Wrapped in cloth inside the private chest
A thumb-sized piece of green sea glass set in a simple silver bezel. It is the only keepsake the owner has from a vanished coastal shrine.
RecordsLoot target #4

Harbor Credit Ledger

Valuable as blackmail or investigation evidence, perhaps 40 gp to the right buyer
False-bottom compartment in the desk behind the counter
A salt-stained ledger recording unpaid debts, ship arrivals, suspicious cargo purchases, and the names of locals who quietly buy alchemical supplies.
MiscellaneousLoot target #5

Emergency Stock Bundle

Approximately 113 gp at normal shop prices
Behind the removable rear panel of the dry-goods shelving
A sealed bundle containing two potions of healing, three flasks of oil, six days of rations, and a dozen arrows reserved for emergencies.
SA

Salkor Dren

HumanCommoner merchantLvl 5

Shop Atmosphere

The shop smells of tar, dried kelp, lamp oil, and old wood. Its sign is a warped plank showing a three-legged gull, an emblem copied from a much older coastal dialect whose original meaning has been forgotten. The narrow front room is crowded with hanging nets, coils of rope, sacks of grain, lanterns, cheap knives, and shelves of sealed jars. A broad counter divides the public space from the stockroom, while a salt-clouded window gives a view of the tide road. Every item is labeled in careful block letters because the owner distrusts memory and dislikes haggling that relies on vague names. The shopkeeper keeps a small brass bell under the counter and rings it whenever a stranger enters, claiming the sound helps him count footsteps. Most stock is canonical 5e equipment, with a handful of modest custom goods made for the town's wet climate.
Visual sheet

Turn Salkor's General Goods into a sheet

A high-res, share-ready sheet you can post or print.