Keel & Knavery — Illicit Shipwright

Est. 2025 Human Rogue (Shipwright background)

Keel & Knavery — Illicit Shipwright

Keel is respectful but evasive about paperwork — he'll barter knowledge (safe hold locations, smuggler routes) for services. The shop reeks of tar and rust; the...

KE

Shopkeeper

Kestrel 'Keel' Moro, a Human Rogue (Shipwright background) (Lvl 3)

Keeper's Species

Human

11 Misc3 Weapons1 PotionsEst. 687 gp

Shop Inventory

(15)
Miscellaneous11

Rusted but reforged iron plates and resin seams. Quick fix for a leaky hull; intended for small coastal vessels.

AC +1Decreases hull breach chance in storms for short voyages (+1 to hull saves for one voyage).

A hidden compartment surgically integrated into a ship's hold, designed to conceal contraband or a stowaway.

Conceals up to 500 lb and 8 ft³. Detectable by Investigation () or magic that reveals secret doors.

Forged registry, captain's log, and port clearance that can pass cursory inspection at small docks.

Grants advantage on checks to bribe or trick low-ranking port officials or harbormasters; ineffective against thorough investigation (Forgery check to detect).

A heavy canvas sail patched with chain-stitched leather and resined seams. Small speed boost and durability against tearing.

Grants +5 ft movement to the ship in favorable winds; +1 to sail checks when resisting storm damage.

A black, pitch-like compound applied to the hull to muffle creaks and reduce splashes. Popular with raiders and smugglers.

Reduces Perception checks by others to hear the ship at night within 300 ft by -5 (equivalent to granting advantage on stealth checks for ship approach). Lasts 7 days or until scrubbed.

Reinforced straps with secret loops for carrying small valuables under crates or between hull frames.

Each strap holds one small item concealed; items within are harder to find without specific searching (Investigation DC +2).

A set of acids, files, and stamps used to age or alter a vessel's identifying marks and to etch false signatures.

Grants advantage on checks to alter hull markings or shipwood (Forgery/Thieves' Tools equivalent) when used properly.

A clumsy but serviceable sextant altered to give slightly offset bearings—useful for misleading trackers or running fake routes.

When used, can create a false navigation reading (to mislead a following ship) if the user succeeds on a Intelligence (Navigation) check.

A battered brass compass that always points roughly toward the nearest safe harbor the user knows, even through minor magical interference.

Once per day, the compass grants advantage on one Wisdom (Survival) check to find the nearest harbor or sheltered cove. Fails in strong planar/magic-distorting zones.

A lantern treated so it emits very little smoke and a narrow, dim beam—keeps watchmen alert without revealing a ship's approach from far off.

Emits dim light in a 20 ft radius and no bright light. Grants advantage on stealth checks made at night by those using it to mask their approach.

A surly, competent hand hired for a single voyage or risky operation; ideal for boarding parties or smuggling runs.

Counts as one competent crew member: can handle sails, tie knots, assist in boarding; average skill (proficiency +2). May demand extra pay or cause trouble.
Weapons3

A heavy, spring-loaded tube that fires an iron grapnel attached to 50 ft of treated line. Best for quick boarding or anchoring in rocky coves.

On hit, target is pulled 10 ft toward the user or user allowed to climb to target (Strength (Athletics) to resist being pulled).

A compact, concealable ballista that folds into a false barrel or cargo crate. Useful for ambushes from merchant alleys.

Can be deployed or folded away in 1 minute. Reload requires an action. Bolts can be fitted with grappling heads or barbed tips (+10 gp per 5 bolts).

A short, corrosion-resistant blade often hidden in a captain's boot. Practical for cutting lines and close-quarters fighting.

Concealable; grants +2 to Sleight of Hand checks when hiding small items or the knife itself.
Potions1

A small flask of cheap, spicy rum doctored with salves. Stings, but stops bleeding and eases pain for a short time.

Heal 1 HPHeals hit points when consumed. The drinker gains advantage on saving throws against fear for 1 hour due to keel-soothing bravado.
KE

Kestrel 'Keel' Moro

HumanRogue (Shipwright background)Lvl 3

Shop Atmosphere

Keel is respectful but evasive about paperwork — he'll barter knowledge (safe hold locations, smuggler routes) for services. The shop reeks of tar and rust; there's always a mug of watered rum on the counter. He refuses to do anything that would endanger children or the very worst slavers, but will remodel a vessel for pirates or smugglers. He keeps a pet hulking gull named Ledger who steals small shiny items and hides them under the floorboards; if treated kindly Ledger will fetch a lost key once per day.
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