The Sable Hoops Cooperage

Est. 2026 Human Artificer

The Sable Hoops Cooperage

The shop smells of tar, old oak, and boiled grain. A slow drip from a half-sealed keg stains the stone floor near the counter. The proprietor hums tuneless sea-...

BR

Shopkeeper

Bram Voss, a Human Artificer (Lvl 3)

Keeper's Species

Human

15 Misc1 Potions3 Weapons2 ArmorEst. 183 gp

Shop Inventory

(21)
Miscellaneous15

A coil of well-spliced hemp rope, tarred to resist rot. Useful for climbing, hauling, or securing casks.

Fine silk rope favored by smugglers and nobles. Strong and supple, expensive but silent when handled.

A simple burning torch. Cheap, useful for temporary light and as an improvised weapon against certain creatures.

A small metal box with flint and tinder. Essential to start fires without searching for kindling.

A simple waterskin of cured leather. Cleaned and resewn by the cooper to slow spoilage.

A day's worth of preserved food. Cheap and filling; the cooper's salting process helps it last longer.

A hooded lantern with a brass frame and smoked glass panes. Common in crowded streets of Khromarium.

A flask of lamp oil. The cooper keeps an inexpensive stock for customers who buy lanterns.

A stitched leather quiver. The cooper sometimes repairs quivers for local hunters and sells a few spare ones.

A small sack for carrying oddments. Cheap and patchable; sold by the dozen to council messengers and urchins.

A cooper's small tin of preservation salve. Meant to treat cuts and slow infection; favored by docksmen and stablehands.

Heal 3 HPHeals HP when applied; one use per tin. Not a magic potion but useful for treating shallow wounds.

A tarred barrel lid reinforced with a leather strap. Cheap and crude, but in a pinch it can serve as cover.

AC +1When braced and used as an improvised shield, grants +1 to AC for 1 minute (single use).

A cooper's 'Silent Keg' built for smugglers and street-walkers alike. Its hoops are padded with old cloth to muffle sound.

Reduces slosh noise when carried; at the DM's discretion grants advantage on a Stealth check related to carrying noisy liquids.

A dark wax the cooper keeps behind the counter. It smells faintly of pine tar and something metallic.

Grants +2 circumstance bonus to any Survival check to preserve stored food or liquid within a treated container; one application lasts 24 hours.

A crude but effective locking hoop for casks and small chests. Popular with merchants wanting to deter petty thieves.

Functions as a cheap locking hoop; requires a Strength check or thieves' tools to open quickly. Adds +2 to DC to force open with improvised tools.
Potions1

A common red-tinged vial that restores a bit of life. More expensive than basic supplies but prized by desperate travelers.

Heal 7 HPStandard Potion of Healing as sold in common markets; non-attuned, single use.
Weapons3

A sharp steel dagger with a balanced hilt. A cooper will sell basic knives for cutting rope and staves.

A short, razor-edged sword kept sharp by the shop's handyman. Good for a starting adventurer.

A light crossbow of rough but serviceable quality. Comes with a simple carved stock and a replacement string.

Armor2

A supple leather cuirass, oiled and fitted. Cheap armor that offers basic protection without hindering movement.

AC +11

A round wooden shield reinforced with iron hoops. A cooper's stock item, useful until better metalwork can be found.

AC +2
BR

Bram Voss

HumanArtificerLvl 3

Shop Atmosphere

The shop smells of tar, old oak, and boiled grain. A slow drip from a half-sealed keg stains the stone floor near the counter. The proprietor hums tuneless sea-shanties under his breath and marks prices in charcoal on a scrap of cooper's leather rather than a ledger. A battered raven named 'Bung' sleeps atop the stack of empty staves and collects shiny things from customers' pockets.
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