The Bruised Knuckle - AI-generated fantasy Shop

The Bruised Knuckle

Est. 2026 Human Rogue

The Bruised Knuckle

The shop smells of liniment, candle wax, and wet leather. Chalk brackets list upcoming bouts, half of them crossed out in a code only the owner understands. A s...

MA

Shopkeeper

Mara Vell, a Human Rogue (Lvl 5)

Keeper's Species

Human

2 Armor2 Weapons2 Potions5 MiscEst. 139 gp

Shop Inventory

(11)
Armor2

A pair of padded fighting wraps lined with tough hide and stitched for wrist support.

Atk Designed for a fighter who likes fast punches and clean clinches.

A hardened forearm guard made for blocking hooks, elbows, and stray chair legs.

AC +1Once per short rest, you can brace to reduce bludgeoning damage by 1, if your DM allows minor custom gear.
Weapons2

A splash bottle of volatile fire used to break up crowds or punish a trapped foe.

On a hit, the target takes fire damage at the start of its next turn unless it or another creature uses an action to extinguish the flames.

A plain but reliable knife favored by alley boxers and pit fighters alike.

Built for close work, thrown strikes, and cutting rope or straps.
Potions2

A quick-acting salve for cuts, bruises, and the kind of punishment that comes with the ring.

Heal 2 HPHeals 2 hit points when applied, or can be used to steady bruised knuckles and reduce swelling between bouts.

A minor healing draught sold in plain glass vials.

Heal 4 HPHeals hit points when drunk.
Miscellaneous5

A well-stocked satchel for treating wounds on the go.

Provides the normal benefits of a healer's kit.

A pouch of sharp iron caltrops for controlling a narrow space.

Can be scattered to slow pursuers or used to mark a hidden route.

Cheap lamp oil in a durable jug, useful for lanterns or desperate tricks.

Can be thrown to create a slippery patch or set alight if ignited.

Custom hand wraps treated for sweat, blood, and better grip in the ring.

When wrapped, grants advantage on one contested grapple check before the wraps need retying.

A discreet concealment paste used by fighters, runners, and anyone who wants to avoid a quick search.

Masks the smell of blood and sweat for several hours, helping a fighter blend into crowded locker rooms or betting halls.

Lootable Stash

(4)

Where The Take Sits

The most valuable items are split between a false till under the counter and a cramped back office guarded by a curtain, a shelf of herbal jars, and a sleepy hired bruiser.
1 Money1 Personal Item1 Records1 Valuables

Security Check

Dexterity (Stealth) or Thieves' Tools
DC 13

On Failure

If the theft is caught, the shopkeeper rings a brass alarm bell, hired bruisers rush in from the back room, and the party is forced into a noisy escape through the alley while the shop's ledgers and betting tabs are locked away. The city watch may become interested if the scene turns violent.

Estimated haul

87.85 gp

MoneyLoot target #1

Till Box

18 gp, 42 sp, 65 cp
Behind the counter under a false bottom drawer
A strongbox holding the day's takings, mostly entry fees, small bets, and coin from bandage sales.
Personal ItemLoot target #2

Owner's Pocket Cache

10 gp
In a hanging coat by the service door
A worn brass signet ring, a pipe, and a folded note list from the owner’s pocket shelf. The note mentions three likely fighters, one fixed bout, and a cloud giant asking questions about a stolen hammer called Sky Breaker.
RecordsLoot target #3

Betting Ledger

35 gp
Locked drawer beneath the counter in a narrow back office
A ledger of bets, match odds, paid bribes, and private meeting marks used to track the tournament's underworld side.
ValuablesLoot target #4

Medicinal Stock

20 gp
High shelf in the workroom near the drying herbs
A pouch of rare salve ingredients, including moonseed paste, saffron resin, and two small vials of swift-clot tincture.
MA

Mara Vell

HumanRogueLvl 5

Shop Atmosphere

The shop smells of liniment, candle wax, and wet leather. Chalk brackets list upcoming bouts, half of them crossed out in a code only the owner understands. A sign over the door reads 'No steel in the front room', though everyone knows the back room is where the real weapons are discussed. The shopkeeper keeps a running gossip net on the city's fight pits and quietly knows which matches are fixed, who is paying for injuries, and which dockside broker has seen a cloud giant asking about Vorundr and the Sky Breaker.
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