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The Bent Nail - AI-generated fantasy Shop

The Bent Nail

Est. 2026 Goblin Artificer and veteran caravan ambusher

The Bent Nail

The shop is called The Bent Nail and occupies a crooked stone chamber beneath the Goblin Bazaar. Its entrance is framed by mismatched shields, snapped spear sha...

GR

Shopkeeper

Grikka Red-Tooth, a Goblin Artificer and veteran caravan ambusher (Lvl 5)

Keeper's Species

Goblin

8 Weapons2 Armor6 Misc1 PotionsEst. 3.9k gp

Shop Inventory

(17)
Weapons8

A well-balanced dagger with a chipped iron pommel. The blade is ugly but dependable, and every one bears a different colored thread tied around its grip for inventory control.

A compact handaxe forged from scavenged horseshoes and wagon pins. The goblins insist the mismatched metal makes each axe lucky.

A serviceable longsword with a broad, smoky blade. Several have been polished just enough to conceal old maker's marks.

A short, sturdy bow made for cramped tunnels and small hands. The string is waxed with pungent cave-moth fat.

A battered light crossbow with a trigger assembled from bent cutlery. It fires accurately despite looking completely untrustworthy.

A custom magical shortsword forged around a black glass splinter. Its edge reflects no light, and its hilt is wrapped in stolen red adventurer's cloak.

Atk The weapon grants a bonus to attack and damage rolls. Its bonus fades for 1 hour if it is submerged in holy water.

A custom iron maul with a hollow head filled with loose stones. The impact produces a startling rattle that makes nearby goblins cheer.

Once per short or long rest, when you hit a creature, you can force it to make a Strength saving throw. On a failure, it is pushed up to 10 feet.

Three narrow throwing blades with bright brass studs. They were designed by a goblin knife-fighter who refuses to admit that the set was inspired by an adventurer's boomerangs.

Once per turn, if all three daggers are thrown at the same target during the same round, the target's speed is reduced by 10 feet until the start of your next turn.
Armor2

Leather armor stitched from dyed hides and patched with strips of old saddle leather. It smells strongly of smoke, oil, and onions.

A round wooden shield reinforced with iron scraps. Each shield has a crude goblin face painted on it, usually with an expression of alarm.

AC +2
Miscellaneous6

Twenty arrows with bone, iron, or sharpened hardwood heads. No two quivers contain quite the same mixture.

A cloudy green vial sealed with wax and labeled with a skull drawn by a nervous child. The goblins sell it as seasoning for weapons, never food.

On a hit, the target must succeed on a Constitution saving throw or take poison damage. The poison is then expended.

A clay bulb packed with bitter fungus powder. The fuse is made from a braided shoelace and burns with a bright purple spark.

The cloud is heavily obscured. A creature that starts its turn in the cloud must succeed on a Constitution saving throw or be poisoned until the start of its next turn.

A compact bundle of climbing supplies sold in a sack that once held turnips. The hook is poorly shaped but surprisingly effective on rough stone.

A cheap dungeon kit assembled from whatever the bazaar has not already sold. The chalk is bright yellow and the torches are aggressively smoky.

A stamped token given to repeat customers who have not started fights, insulted the guards, or attempted to shortchange the staff.

Potions1

A red potion in a reused perfume bottle. Tiny bubbles gather around a floating goblin tooth, which the shopkeeper claims improves its healing properties.

Heal 10 HP

Lootable Stash

(6)

Where The Take Sits

The shop's valuables are divided between the busy front counter, Grikka's cramped sleeping platform, and a rear forge concealed behind hanging scrap-metal curtains. The most incriminating records are hidden in the forge wall, while the cash box is protected by a simple pressure plate and a noisy pan alarm.
1 Money2 Personal Item3 Valuable

Security Check

Dexterity (Thieves' Tools)
DC 15

On Failure

If the theft attempt fails, a tripwire rings a suspended pan in the rear storeroom. Three goblin lookouts emerge from the rafters, while Grikka locks the front door and demands either restitution, a favor, or the surrender of one valuable item. If the party resists, the bazaar's neighboring merchants begin shouting warnings and two goblin thugs arrive after 2 rounds.

Estimated haul

650.78 gp

MoneyLoot target #1

Day's Take

86 gp, 14 sp, and 38 cp
Under the counter inside a false-bottom cash box
A heavy leather pouch containing mixed takings from the day's sales, mostly small coins with a few bright pieces reserved for paying suppliers.
Personal ItemLoot target #2

Grikka's Brass Ear Trumpet

8 gp
Hanging from the shopkeeper's belt
Grikka's lucky brass ear trumpet, used to hear negotiations over the bazaar's constant hammering and shouting. It is dented, greasy, and clearly cherished.
Personal ItemLoot target #3

The Red-Tooth Crew Ledger

5 gp to a collector, but priceless to Grikka
Inside a locked drawer beneath Grikka's sleeping platform
A bundle of hand-drawn sketches showing Grikka's former crew, annotated with insults, debts, and reminders about who can be trusted.
ValuableLoot target #4

Silvered House Daggers

180 gp
Wrapped in oily cloth inside a crate labeled as scrap iron
A matched pair of silvered ceremonial daggers bearing the crest of a minor noble house. They are stolen goods and may be recognized if openly sold in the nearest settled town.
ValuableLoot target #5

The Fence Route Register

250 gp to the right buyer, or considerable leverage
Concealed behind a loose brick in the rear forge wall
A sealed list of names, dates, and caravan routes documenting the shop's stolen-goods network. It could expose several fences and informants, or be sold to a guild, magistrate, or rival gang.
ValuableLoot target #6

Rivet-Bucket Ruby

120 gp
Hidden beneath the false floor of the quenching shed
A thumb-sized uncut ruby mixed into a bucket of iron rivets. Grikka plans to trade it to a traveling jeweler who does not ask questions.
GR

Grikka Red-Tooth

GoblinArtificer and veteran caravan ambusherLvl 5

Shop Atmosphere

The shop is called The Bent Nail and occupies a crooked stone chamber beneath the Goblin Bazaar. Its entrance is framed by mismatched shields, snapped spear shafts, and a sign painted in three languages: WE BUY SWORDS, WE SELL TROUBLE. Inside, the air is thick with charcoal smoke, hot metal, mushroom stew, and the sharp tang of oil. Weapons hang from ropes above the customers' heads, armor is stacked in leaning towers, and narrow paths wind between crates labeled with contradictory descriptions such as TURNIPS, VERY NORMAL TURNIPS, and DEFINITELY NOT JEWELS. A forge burns at the rear beneath a chimney made from scavenged bronze pipes, while goblin apprentices scurry through trapdoors and crawlspaces to fetch merchandise. The shopkeeper is Grikka Red-Tooth, a wiry goblin artificer and veteran caravan ambusher who wears a leather apron covered in brass studs. One of her teeth is capped with silver, and she constantly tests the balance of weapons by tossing them into the air and catching them behind her back. Grikka is level 5, suspicious but practical, and has a strict rule that customers may haggle, threaten, or lie, but may not draw blood inside her shop. She buys goods at half their normal value and sells stock at three times its normal value, claiming that the difference pays for secrecy, bribes, repairs, and the risk of selling items to people who may later return angry. Characters who behave respectfully can receive a 10 percent discount on one mundane item after winning Grikka's trust, while anyone who starts a fight is immediately surrounded by goblin lookouts armed with nets, clubs, and stolen crossbows. The shop's most common customers are caravan guards, adventurers, smugglers, and goblins seeking weapons too large for them. Every purchase is stamped with a tiny red tooth mark, which Grikka insists is a warranty seal.
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