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Ketch & Coil - AI-generated fantasy Shop

Ketch & Coil

Est. 2026 Human Sailor and Salvage Dealer

Ketch & Coil

Ketch & Coil is a cluttered maritime shop wedged beside Brinewake's fish market, where the air smells of salt, tar, smoked eel, and wet rope. Nets hang from the...

TO

Shopkeeper

Tovin Ketch, a Human Sailor and Salvage Dealer (Lvl 1)

Keeper's Species

Human

3 Weapons10 Misc2 Armor2 PotionsEst. 408 gp

Shop Inventory

(17)
Weapons3

A practical boarding knife sold to fishers, sailors, and anyone who expects trouble near the water. Each blade bears a different patch of rust or old maker's mark.

A salvaged belaying pin reinforced for use as a weapon. Sailors claim it belonged to a captain who survived three wrecks and vanished during the fourth.

When struck against a wooden surface, it produces a deep hollow knock that can be heard through thin hull planks.

A compact fishing harpoon adapted from an old whaling design. Several are displayed above the counter, each tagged with a handwritten warning about fingers.

The line can be detached as an action or equivalent combat maneuver. The harpoon is useful for catching fish, securing boats, or pulling objects from the water.
Miscellaneous10

Reliable tarred rope with a faint smell of pitch, salt, and smoked kelp. Ketch & Coil keeps dozens of coils hanging from the rafters.

A sturdy brass-and-glass lantern assembled from parts recovered from wrecks. The glass is cloudy, but the light is dependable.

The flame remains lit in heavy rain unless fully submerged.

A squat flask of lamp oil sealed against damp air. Tovin sells it by the bottle or by the crate to the fish market and harbor crews.

Tovin found this compass inside a barnacled sea chest pulled from a wreck. He assumes it is a damaged navigational tool, though its needle quietly seeks one of the stolen storm stones.

The needle points toward the nearest of two powerful magical stones associated with the Stormcall Weathervane. The compass does not reveal distance or direction precisely and seems ordinary until one of the stones is within several miles.

A battered spyglass once used by a harbor lookout. Tovin refuses to say which ship it came from and claims the answer would reduce its value.

Doubles the apparent size of distant objects when viewed through it.

A fisherman's navigation kit for charting shoals, channels, and shifting sandbars around Brinewake. Every kit includes a different set of corrections copied from local boat captains.

Allows a user familiar with local waters to estimate course, depth, and tide changes with practical accuracy.

A practical repair kit for sails, packs, tarps, and loose boat fittings. The unusual blue thread was made by Ilyra Brasswave and has become popular among the council's investigators.

The blue thread becomes warm when tied near a recently repaired magical or mundane object, making it useful for detecting fresh tampering.

One of several minor enchanted objects made from wreckage. Tovin calls it a lucky bell, while the council suspects it could expose tampering with sealed records.

Once per day, when held near a door, chest, or window, it gives a faint chime if the object has been opened within the last hour.

Tovin claims it is a harmless salvaged token. Its design matches the mark on a suspicious brass hook locked in the shop's back room.

The token gives no obvious magical benefit, but it is recognized by some sailors as a sign of the Cobblehook Corsairs.

A cheap, useful compound sold to sailors, merchants, and anyone tired of discovering that their spare socks are floating in their pack.

Waterproofs a small object or a palm-sized section of cloth for 24 hours.
Armor2

Waterproof traveling cloaks in muted blue, gray, and faded red. The best ones carry scraps of sail from ships that never returned.

AC +1Provides practical protection from rain, spray, and cold wind.

A rough piece of salvaged armor favored by deckhands and caravan guards. It is not elegant, but it has kept many customers from bleeding on the shop floor.

AC +1Offers modest protection against cuts and flying splinters but is noisy when wet.
Potions2

A cheap sailor's remedy sold to passengers before every crossing. It tastes terrible and works well enough to inspire arguments about whether it is magic.

Chewing the sachet's contents grants advantage or an equivalent bonus against ordinary seasickness for 1 hour.

A minor restorative brewed by a village herbalist and bottled at Ketch & Coil. It is popular with fishers who cannot afford a temple healer.

Heal 2 HPThe drink tastes of fennel, salt, and pennies. A creature can benefit from only one bottle in a short period.

Lootable Stash

(6)

Where The Take Sits

Most valuables are divided between the busy front shop and a locked back room hidden behind a hanging sailcloth curtain. The cash is near the counter, while the most important evidence is concealed among tide ledgers, salvaged charts, and broken lantern parts. The back room has one narrow window facing the fish market, a warped door fitted with a bell line, and shelves stacked high enough to provide cover but unstable enough to make a noisy escape.
1 Money1 Personal Item1 Valuable Record1 Investigative Record1 Contraband1 Magical Object

Security Check

Thieves' Tools, Sleight of Hand, or an equivalent Dexterity-based check
DC 12

On Failure

A failed theft attempt causes a loose pulley above the back room door to drop a bell-weight onto a line of hanging shells. The noise alerts Tovin, any sailor lodging nearby, and possibly a council investigator who has been asking questions about the stolen storm stones. If the party flees, their faces and descriptions begin circulating through the fish market and the nearby tavern. If they are caught, Tovin demands compensation and may bargain for help investigating the Cobblehook Corsairs instead of immediately calling the watch.

Estimated haul

563.82 gp

MoneyLoot target #1

Fish Market Cash Pouch

18 gp, 7 sp, and 12 cp
Hidden beneath a loose floorboard behind the main counter
The day's mixed takings from rope, oil, charms, and sailor supplies, wrapped in a damp leather pouch. It includes copper and silver coins, a few gold pieces, and two clipped foreign coins Tovin has not yet sorted.
Personal ItemLoot target #2

Ketch Family Signet

20 gp to a jeweler, though its sentimental value to Tovin is much higher
Inside a salt-stained tobacco tin in Tovin's private desk drawer
A brass signet ring engraved with a coiled rope around a tiny anchor. It belonged to Tovin's late mother and is one of the few objects in the shop he refuses to sell openly.
Valuable RecordLoot target #3

Salvage and Tide Ledgers

50 gp to the council or a rival merchant, more if used as evidence
Locked cabinet in the back room beneath rolled harbor charts
A bundle of tide ledgers, salvage claims, and old delivery notes connecting the shop to Brinewake's fish market, the harbor tavern's sailors, and several merchants who purchased storm-related artifacts. Some entries mention cargo recovered near the Stormcall Weathervane.
Investigative RecordLoot target #4

Stormcall Weathervane Records

150 gp to the village council, an arcane scholar, or the Cobblehook Corsairs
Inside a false-bottomed chart tube in the locked back room
A brittle packet describing repairs made to the Stormcall Weathervane, including references to two magical stones that stabilize its protective storm barrier. The final pages mention that one stone was removed from its housing and that unusual hook-shaped tool marks were found nearby.
ContrabandLoot target #5

Marked Brass Boarding Hook

75 gp as evidence, or much more to anyone seeking information about the pirates
Wrapped in oilskin beneath a crate of broken lantern parts in the back room
A heavy brass hook bearing the unmistakable mark of the Cobblehook Corsairs. It is stained with black mineral dust and has a fragment of blue crystal wedged in its hinge.
Magical ObjectLoot target #6

Cracked Stormward Compass

250 gp to a collector, though its true value is strategic rather than monetary
Usually kept beneath the counter in a drawer of navigation tools, unless Tovin is showing it to a customer
The cracked compass whose needle points toward the nearest stolen storm stone. Tovin believes it is merely a damaged relic, but the compass becomes warm and begins to turn whenever the party approaches the stone's location.
TO

Tovin Ketch

HumanSailor and Salvage DealerLvl 1

Shop Atmosphere

Ketch & Coil is a cluttered maritime shop wedged beside Brinewake's fish market, where the air smells of salt, tar, smoked eel, and wet rope. Nets hang from the ceiling, lanterns sway from ceiling hooks, and every available wall space is crowded with coils of line, patched cloaks, harpoons, spyglasses, tide charts, charms against seasickness, and oddities salvaged from wrecks. Rainwater drips through the roof into carefully placed buckets, though Tovin insists the leaks are part of the shop's ventilation system. The proprietor, Tovin Ketch, is a genial, broad-shouldered human with silver-streaked hair, a polished brass tooth, and a talent for remembering exactly what every sailor can afford. He is generous with practical advice and quick to offer credit to fishers, but his eyes sharpen whenever someone mentions rare cargo, old wrecks, or the Cobblehook Corsairs. Tovin wants Brinewake protected, yet he is tempted by the money that could be made selling valuable information to merchants, privateers, or even the pirates themselves. Ketch & Coil supplies much of the village's working economy. Fishers buy rope and oil before dawn, the tavern's sailors trade salvage stories for discounts, and the council has begun quietly questioning Tovin about artifacts that appeared in his inventory after recent storms. A local NPC who can interpret magical weather may recognize the compass, the mineral dust on the brass hook, or the unusual language in the Stormcall records. That interpreter can explain that the village's magical weathervane protects Brinewake by channeling the power of two enchanted stones, both of which were stolen by the Cobblehook Corsairs. The shop's most important object is the Cracked Stormward Compass, which Tovin believes is a damaged navigational instrument. In truth, its needle points toward whichever stolen magical stone is nearest. The locked back room contains old records about the Stormcall Weathervane and a suspicious brass hook bearing the Cobblehook Corsairs' mark. Tovin keeps the room locked because he fears the council will seize his salvage, though he also suspects someone has been searching the shop after dark. At night, the storm outside sometimes causes the compass to twitch, and the hanging lanterns all swing toward the same unseen direction.
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