The Crow's Cutlass & Curios

Est. 2026 Kenku Rogue (Assassin)

The Crow's Cutlass & Curios

The shop smells of salt, oil, and old smoke. Cages and perches line the rafters; a noisy flock of rescued parrots and a single silent kenku watch customers. Coi...

KE

Shopkeeper

Kest Blackfeather, a Kenku Rogue (Assassin) (Lvl 9)

Keeper's Species

Kenku

3 Potions5 Armor13 Misc2 WeaponsEst. 31.9k gp

Shop Inventory

(23)
Potions3

A small glass phial of ruby liquid. The most reliable bedside potion for bruises and cuts.

Heal 7 HPHeals HP (average 7). Common. Consumable.

A sturdier potion in a pewter-stopped vial. Favored by cutters and deckhands who get boarded often.

Heal 14 HPHeals HP (average 14). Consumable.

A heavy crystal phial, corked with black wax. Rare and expensive; useful after a bad ambush.

Heal 30 HPHeals HP (average 30). Consumable.
Armor5

A hooded cloak whose weave shimmers between grey and gull-slate. Perfect for slipping into a crowd or the shadow of a sail.

While hood is up, Wisdom (Perception) checks to spot you have disadvantage and you have advantage on Dexterity (Stealth) checks to hide.

Soft boots stitched from sea-leather and night-silk. They swallow the noise of creak and splash.

Your steps make no sound. You have advantage on Dexterity (Stealth) checks that rely on moving silently.

Boots trimmed with tiny carved wings. They ruffle when the air turns sharp.

Grants a flying speed equal to walking speed for up to 4 hours total per day. Regains 2 hours per 12 hours of rest.

A hooded cloak woven from black-and-blue feathers; it seems to shift to match the shadows of sails.

While wearing, observers have disadvantage on Perception checks to spot you; you have advantage on Dexterity (Stealth) checks to hide.

A bandana woven from sea-silk that flutters like a gull's crest. Keeps hair and salt out of the eyes and steadies the head.

While worn aboard a ship or in rain/wetness, grants advantage on Dexterity (Acrobatics) checks and a bonus to Acrobatics.
Miscellaneous13

A pair of thin, glove-like mitts favored by pickpockets and locksmiths; faint featherwork stitched into the cuffs.

Grants a bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks while worn.

A sturdy ceramic jug with a painted gull. Useful for long voyages or improvised sabotage.

Can produce selected liquids from a table (water, oil, beer, vinegar, etc.). Once set, cannot be changed until dawn.

A simple flask that never seems to empty. Smells faintly of brine when uncorked.

Produces water in Stream (1 gal), Fountain (5 gal), or Geyser (30 gal) modes. Geyser can be aimed for damage and to knock objects prone.

A brass bottle that breathes black smoke when uncorked. A favorite of boarding parties and getaway artists.

When opened, creates a heavily obscuring cloud that expands; closing requires the command word and cloud lingers after closing.

A small metal disk etched with a feather. Each token has a single use of a feather-related effect.

Single-use token that casts Feather Fall or grants controlled descent depending on variant. Often sold as single-use safety devices for airship passengers.

A coil of pale silk that seems to never tangle. Extremely useful for boarding actions and cliff-side infiltrations.

When commanded, it animates and can knot itself, fasten, or move toward a destination. Grants advantage on climbs when knotted.

A cracked-seeming pottery jug painted with gulls. The tap never seems to stop flowing saltwater if you ask the right word.

Choose a liquid and the jug produces it up to set maximums until dawn.

A cheap glass vial filled with blackened ink and powdered soot, commonly used as a thief's last-second cover.

When thrown and broken, creates a dense 10-foot radius cloud of acrid smoke (heavily obscured) for 1 minute. Wind can disperse it.

A slender set of picks with a small inscription of a winged key. Favored by professional infiltrators.

When activated, the set grants a bonus to checks using thieves' tools for 1 hour. Non-attunement.

A small brass whistle carved with a raven; when used, the sound seems to mimic more than a bird.

Blows a sharp note and summons a spectral raven that can deliver a short whispered message or grant advantage on one Insight check once per short rest.

A dark glass monocle set in brass, etched with tiny feather veins. It makes the world edges sharp and the shadows speak.

Grants advantage on Initiative rolls once per long rest and advantage on Perception checks to find traps or hidden compartments for 1 hour after activation.

A well-worn leather roll of picks, files, and hooks. Essential for any thief worth their salt.

Usual set of tools for lockpicking and small mechanical work.

A brass spyglass with a chipped leather wrap. Magnifies distant objects; indispensable on a crow's nest.

Functions as a merchant-grade spyglass for long-distance observation.
Weapons2

A slim blade with a hooked tip and a bit of gullbone carved into the pommel. Whispered to belong to a famous cutter.

Atk This +1 dagger is especially light and balanced. Once per long rest, when you deal Sneak Attack damage you can add an extra poison damage.

A simple +1 dagger kept sharp and salted. Standard magic sidearm for serious thieves.

Atk A finely tempered magical dagger that grants +1 to attack and damage rolls. Works as a normal magic weapon for overcoming resistances.
KE

Kest Blackfeather

KenkuRogue (Assassin)Lvl 9

Shop Atmosphere

The shop smells of salt, oil, and old smoke. Cages and perches line the rafters; a noisy flock of rescued parrots and a single silent kenku watch customers. Coins are weighed on a battered scale with a carved gull on its beam. The shopkeeper insists on inspecting any lock you bring and will not sell certain items to anyone who refuses to whistle once in the shop. There is a hidden hatch under a rug behind the counter that the shopkeeper opens at night.
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