Maybe she should try to figure out how to open these crates. It's not like she's managed to fish up a crowbar.
Well, whatever. She can take it home in case it is ever useful. And iron bars are good.
What other bounties does the ocean hold today?
More fish! And an iron crate. The crate has more money, what looks to be an upgraded version of the blue potion from the wooden crate, bars of a metal recognizable as a very strange type of lead, and a small but very sharp blade.
And then one pair of very strange green boots. They look vaguely frog-like, but they can definitely be worn by an ordinary human. Just, the shape's possibly a bit tacky.
She eyes them suspiciously, evaluates how much room she has left to carry things, and decides to call it quits on that note. Back home she goes with her weird lead and her boots and her beard.
The guide has the following to say about the strange frog-boots: "Keep your health up by consuming healing items, staying near items that cause you to regenerate, or wearing certain accessories."
That sounds like a suggestion to put on the boots. She puts on the boots.
The boots inform her in no uncertain (or explicable, the knowing is directionless and apparently baseless, but absolutely certain in it's truth) terms that Sable can now jump much higher, and fall further distances without injury. A sufficiently long fall will definitely still hurt her, but it's harder to do.
"What about this stuff?" she asks, showing him the potions.
The green potion: "Night owl potions are used to improve someone's night vision. They can be made with bottled water, daybloom, and blinkroot at an alchemy station."
"Well, that sounds... less painful than using my groundsense, I guess. Are you going to tell me about all these weird herbs?"
"That wasn't even one of the original weird herbs! But good to know, I guess."
"But weird herbs are probably lower on the priority list than going underground, right?"