Sal's Salty Sundries & Sweepstakes

Est. 2025 Human Rogue (Sailmaster background)

Sal's Salty Sundries & Sweepstakes

Mira talks to a stuffed gull named 'First Mate Pip' behind the counter and will trade one lore tidbit for every two lottery tickets bought. She stamps each rece...

MI

Shopkeeper

Mira 'Knotwise' Sal, a Human Rogue (Sailmaster background) (Lvl 5)

Keeper's Species

Human

17 Misc1 PotionsEst. 2k gp

Shop Inventory

(18)
Miscellaneous17

Sturdy, slightly salt-stiff rope favored by deckhands. Knots hold well if tied right.

Iron hook with three tines and a shackle for rope; useful for boarding or scaling masts.

Glass-and-brass lantern with a wind-resistant flame; burns for 12 hours on a single filling.

Bright light in 20 ft, dim 40 ft

Common lamp oil, 1 pint. Keeps lanterns burning or can be used for traps and signals.

Highly flammable

A long-range monocular favored by captains; lets you see details at great distances.

Allows viewing of distant objects as if they were 3 times closer (DM adjudication).

Small brass compass sealed in oiled wood — points true by default unless strong magic nearby.

Resistant to water and minor shocks.

Waxed canvas patches, tar, needles, heavy thread, and instructions; repairs small to medium tears.

Grants advantage on one Survival (seamanship) or Dexterity check to repair sails if used properly.

Salted, smoked, and packed to last: dried fish cakes, hard biscuits, and citrus brine packets to stave off scurvy.

Eating one pack provides enough food for 5 days; eating citrus packet grants advantage on a single Constitution save vs. scurvy (DM flavor).

Striped glass bottle containing seawater; mostly for rituals, nets, or the superstitious.

Required component for some sailor rituals; tastes of brine and barnacles.

A braided cord with a carved shell; sailors tie it to rigging for luck. Minor magical buzz.

Once per day, grants +1 to one ability check or saving throw tied to seafaring (DM discretion).

Flint, steel, and tinder in a compact box — essential for beachfires and signal beacons.

A stout barrel sealed against salt; heavy but priceless on long voyages.

Stores freshwater for ship; can be tapped for rations.

Folded parchment with a rousing shanty believed to keep morale high.

When sung, grants advantage on one group Performance (shanty) check during a voyage.

A polished sea-shell fitted with an earpiece; local rumor says it can pick up whispers across a harbor.

Functions as a crude listening device within 60 ft in open harbor conditions (DM adjudicates reliability).

A shimmering patch of fabric rumored to have been woven from the silk of deep-sea creatures; repairs made with it resist salt and tears.

When used to repair a sail, grants the ship +1 to checks to resist storm damage or heavy winds for 24 hours.

Small paper ticket with hastily stamped numbers. Draw held every tide change at the pier. Prizes vary.

Small chance to win coin, goods, or favors (use DM tables).

A stout glass bottle with an ever-moving swirl inside. Unclear whether it's trickery or enchantment.

When opened aboard a vessel, creates a sudden favorable gust that grants +2 to a single ship speed/handling check (DM adjudicates).
Potions1

A small glass vial with a warm, red liquid. Heals minor wounds.

Heal 8 HPHeals HP when consumed.
MI

Mira 'Knotwise' Sal

HumanRogue (Sailmaster background)Lvl 5

Shop Atmosphere

Mira talks to a stuffed gull named 'First Mate Pip' behind the counter and will trade one lore tidbit for every two lottery tickets bought. She stamps each receipt with a small seashell mark and will haggle for exact change only if you can tell her the name of the last ship you sailed on (true or invented). She also owes a favor to the Harbormaster and sometimes holds odd items that 'fell off the manifest'—ask quietly and she'll consider selling more secretive wares.
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