The Salted Hook - AI-generated fantasy Shop

The Salted Hook

Est. 2026 Human Commoner

The Salted Hook

The shop smells of tar, wet rope, and old rain. A bell over the door only rings if the wind is blowing from the harbor. The owner quietly buys back stolen tools...

MA

Shopkeeper

Mara Venn, a Human Commoner (Lvl 1)

Keeper's Species

Human

10 Misc2 Armor2 PotionsEst. 17 gp

Shop Inventory

(14)
Miscellaneous10

A coil of tarred hemp rope, patched and reknotted in several places.

Advantage on checks to quickly lash down gear in rain or spray, at the DM's discretion.

A sturdy net with a few newer knots and old salt stains.

Can restrain small creatures or entangle loose objects.

A set of dock hooks tied with waxed cord.

Advantage on checks to fish objects from wreckage or water.

A grimy tin of tar used to patch hulls, crates, and broken boots.

When applied to a leak or seam, grants temporary waterproofing until next heavy exposure.

A weathered lantern built for harbor mist and alley gloom.

Can be hooded to throw a narrow beam across fog and rain.

A bottle of lamp oil wrapped in oilcloth.

Useful as fuel for lanterns, fire starting, or smearing on squeaky hinges.

A rough pouch of deck-trash used by dockhands and desperate sailors.

Can be scattered to create a noisy or awkward patch of ground.

A practical first-aid roll for cuts, rope burns, and fishhook wounds.

Provides the normal benefits of a healer's kit in your system.

A bundle of salvage tools tied in oilcloth.

Gain a small benefit on checks to search wreckage or sort recovered cargo, at the DM's discretion.

A battered storage barrel with one iron hoop replaced by twine and hope.

Seals well enough to keep out rain for a while.
Armor2

Patched boots that have seen more storms than dry roads.

AC +1Ignore minor penalties from slick decks or muddy alleys once per scene, if your system uses such penalties.

A common dockman's cloak, cut from old sailcloth and patched at the shoulders.

AC +1Advantage on the first check to travel in heavy drizzle or sea mist, if relevant.
Potions2

A bottle of briny herb tonic made from bitter coastal roots.

For one scene, the drinker can steady their nerves against fear or storm-sick nausea, if appropriate.

A cheap restorative packet wrapped in waxed cloth.

Heal 2 HPRestores a small amount of health or stabilizes a creature, depending on your system's rules.

Lootable Stash

(5)

Where The Take Sits

The stash is split between a loose counterboard, a back-room shelf, and a hidden box tucked beneath a stack of rotting sailcloth.
1 Money2 Personal Item2 Valuable

Security Check

Dexterity (Sleight of Hand) or Dexterity (Thieves' Tools)
DC 12

On Failure

If the theft goes wrong, the shopkeeper shouts for help, a nearby gambler or dockhand calls the watch, and the alley outside becomes crowded fast. The party may be chased, forced to flee, or have their faces remembered by locals who trade gossip for coin.

Estimated haul

43.62 gp

MoneyLoot target #1

Cash Tin

6 gp, 14 sp, 22 cp
Under the counter, behind a loose floorboard near the ledger hook
A small tin strongbox hidden beneath the counter, containing the day's receipts and a few emergency coins for fixing the roof.
Personal ItemLoot target #2

Shop Ledger

10 gp
Top drawer of the counter, under a sack of twine
The owner's salt-stained ledger, stuffed with names, debts, repaired-tool orders, and a few marks that look suspiciously like fence contacts.
Personal ItemLoot target #3

Whistle and Keyring

3 gp
Hung on a nail beside the back door
A worn brass whistle and a frayed keyring, used to lock the back storeroom and call for help when the alley gets rough.
ValuableLoot target #4

Salvage Crate

15 gp
Stacked in the back room beside rain barrels
A crate of salvaged ship fittings, including bronze clasps, rope sheaves, and one intact compass housing that could be resold or repaired.
ValuableLoot target #5

Recovered Curios

8 gp
In a locked hanging net above the workbench
A wrapped bundle of odd recovered goods, including sea-smoothed bone charms, a cracked silver belt buckle, and a few export seals from ruined cargo.
MA

Mara Venn

HumanCommonerLvl 1

Shop Atmosphere

The shop smells of tar, wet rope, and old rain. A bell over the door only rings if the wind is blowing from the harbor. The owner quietly buys back stolen tools from thieves at half value if it keeps the business alive, and there is always at least one crate in the back that nobody is allowed to open without a better reason than curiosity.
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