The Backhand and the Blade

Est. 2025 Human Rogue

The Backhand and the Blade

The shopfront is a boarded tailoring storefront by day. After sundown a single brass lantern in the window burns a green flame; a furtive knock (three short, on...

MA

Shopkeeper

Marta 'Grey' Vess, a Human Rogue (Lvl 8)

Keeper's Species

Human

7 Weapons3 Armor11 Misc2 PotionsEst. 6.4k gp

Shop Inventory

(23)
Weapons7

A well-balanced steel dagger with a keen edge. Quiet, reliable, and easy to conceal.

A shortsword of common make: light, balanced, and easy to fence in the market.

A compact recurved shortbow favored by city scouts and cutpurses working rooftops.

A hand crossbow, compact and easy to reload for trained hands. Comes with a small leather case.

A wicked-looking dagger etched with tiny fang motifs. The shop obtained it through a shady fence and prices it for serious buyers.

Atk Once per dawn, an action coats the blade with venom; first creature hit must succeed on a Constitution save or take poison damage and be poisoned for 1 minute.

A finely balanced shortsword that hums faintly when drawn. An obvious boon for a level-skewed scuffle.

Atk

A compact blackjack with a leather-wrapped head. Handy for knocking someone out without leaving a scene.

Armor3

Studded leather provides decent protection while allowing the wearer to stay stealthy.

AC +12

Plain leather armor. Cheap, light, and ideal for those who prioritize movement over heavy protection.

AC +11

A shifting, shadow-hued cloak that blends the wearer into dim backgrounds. Popular with professional scouts and silent infiltrators.

While hooded, gives advantage on Dexterity (Stealth) checks; Wisdom (Perception) checks to notice the wearer have disadvantage.
Miscellaneous11

A full set of thieves' tools in a narrow leather roll. Clean, oiled, and quick to hide.

A weathered hooded lantern with a shuttered hood to keep light controlled and discreet.

A coil of sturdy hemp rope. Cheap, reliable, and easy to toss from a rooftop.

A heavy pouch of tiny metal disks; scatter them to trip pursuers or to cover a quick escape.

A small cloth sack of caltrops. Cheap, effective for slowing horses and guards.

A stout lock. The shopkeeper will offer a discreet demonstration of how the lock can be opened.

A reliable grappling hook for scaling walls or securing an escape.

Heavy manacles; used by fences and torturers alike. Comes with a single key.

A small phial labeled in a language few commoners read. Drow poison, the classic assassin's reagent.

Injury poison; Constitution save on exposure; severe effects on failure.

A cheap, black-glazed pellet favored by thieves for creating instant cover during a getaway.

When shattered, fills a 10-foot radius with thick smoke (heavily obscured) for 1 minute or until a strong wind disperses it.

A secretive concoction sold in tiny tins. Quietens movement and dulls squeaks for a single crucial moment.

Applied to boots or gloves: grants bonus to one Dexterity (Stealth) check, then dries and becomes useless. One use per tin.
Potions2

A small glass vial of red liquid. The shop keeps a modest stock; perfect for emergency healing after a skirmish.

Heal 7 HP

A bitter-tasting vial that steadies the body's defenses against venoms and toxins.

MA

Marta 'Grey' Vess

HumanRogueLvl 8

Shop Atmosphere

The shopfront is a boarded tailoring storefront by day. After sundown a single brass lantern in the window burns a green flame; a furtive knock (three short, one long) and the back wall slides to reveal the real shop. The owner keeps a jar of preserved fingers under the counter as a warning to cheats and a ledger bound in tanned human hide listing problematic customers. Bargains are struck with a whisper and a sharp smile. The ledger is updated for anyone who steals from the shelves.
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