Keel & Quench Forge

Est. 2026 Human Rogue (Assassin)

Keel & Quench Forge

Marrek polishes every blade with seawater and a sliver of shark oil, claiming it 'remembers the tides.' He counts repairs in knots rather than sessions and offe...

MA

Shopkeeper

Marrek Voss, a Human Rogue (Assassin) (Lvl 9)

Keeper's Species

Human

4 Weapons8 Misc2 Armor1 PotionsEst. 12.7k gp

Shop Inventory

(15)
Weapons4

A finely balanced +1 dagger, tempered for silent strikes and quick recoveries. Favored by infiltrators who need a reliable, concealable blade.

Atk

A shortsword etched with faint wave motifs; the blade holds an enchantment that makes it keener against hardy hides.

Atk

A narrow blade, its fuller filled with an oily blue film that chills when exposed to air. Popular with waterfront assassins.

Atk When you hit a creature that is surprised, unaware of you, or when you strike from complete concealment, the dagger deals an extra cold damage. While the wielder is wet or in rain, they gain a bonus to Stealth checks made to hide or move silently.

A short scimitar with a thin, curved edge and a hook near the tip. Shipwrights and pirate hunters find it useful.

When used to attack or attempt to cut ropes, nets, or sailcloth, the wielder has advantage on the attack or tool check; once per short rest the blade can deliver an extra slashing damage to objects or unattended constructs.
Miscellaneous8

A dark, supple cloak that seems to ripple like a manta's wing. Useful for breathers and swimmers alike.

While wearing the cloak with its hood up, you can breathe underwater and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

A stoppered flask that always feels damp when handled. Its flow can refill a cask or knock a lookout off their feet.

Speak a command word to produce water: Stream (1 gallon), Fountain (5 gallons), or Geyser (30 gallons). Geyser option: target makes a Strength save or take bludgeoning and fall prone; can push objects up to 200 lb up to 15 feet.

A stout satchel lined with runes. A staple for long voyages and treasure hauls.

Holds up to 500 pounds, not exceeding 64 cubic feet. Objects placed inside are weightless to the carrier but interact oddly with extradimensional spaces.

A glass sphere that glows with a steady inner light and will bob along at your shoulder when released.

As an action, sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Can float and follow its owner on command.

A forged iron spike with a leather-wrapped head and a small ring for a tether. Marrek sells these to skippers and smugglers alike.

When planted in the hull or moored rail, this spike secures a small craft against light drift for an hour and grants a bonus to checks to steady a skiff in choppy water.

A heavy canvas kit with tar, needles, and leather patches. Keeps sails and simple leather gear serviceable.

A length of hemp rope, 50 feet, treated against rot and salt.

A three-pronged grappling hook suitable for boarding, mooring, or climbing.

Armor2

Polished leather boots with metal-plated heels that click like a metronome. Favored by couriers and quick-strike operatives.

As a bonus action, click the heels together: your walking speed is doubled and creatures have disadvantage on opportunity attacks against you. Total use: 10 minutes per long rest.

A heavy, hooded cloak layered with oilcloth to keep rain and spray at bay. Not magical, but expertly crafted.

Potions1

A glass vial sealed with blue wax. Restores a significant amount of vitality when consumed.

Heal 14 HP
MA

Marrek Voss

HumanRogue (Assassin)Lvl 9

Shop Atmosphere

Marrek polishes every blade with seawater and a sliver of shark oil, claiming it 'remembers the tides.' He counts repairs in knots rather than sessions and offers a complimentary splinter-needle and a shot of strong coffee to customers he suspects are scouts. He keeps a ravenous metal gull on the anvil that chirps whenever someone with a hidden blade enters.
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