The Gaping Maw - AI-generated fantasy Shop

The Gaping Maw

Est. 2025 Hill Giant Rogue (Mastermind)

The Gaping Maw

Gortuk speaks seldom; he chews on a bristly pipe stem and keeps one enormous boot tucked under the counter. He weighs every trade in silence, then offers a grin...

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Shopkeeper

Gortuk the Quiet, a Hill Giant Rogue (Mastermind) (Lvl 4)

Keeper's Species

Hill Giant

12 Misc2 Weapons1 Potions1 ArmorEst. 1.6k gp

Shop Inventory

(16)
Miscellaneous12

A thick, dark stout favored by dockhands. Served strong and warm.

None; may loosen tongues

A narrow bunk in the common room. Barely private, but safer than the street.

None

Hearty stew, stale bread, and a sliver of smoked meat.

Heal 2 HPRestores 2 HP when eaten; counts as one rations

A slender set of picks and tension tools, subtly altered to bypass city wards.

Advantage on Thieves' Tools checks vs simple mechanical locks (+2 to DC where DM allows)

A small corked vial of grey liquid that numbs nerves. Dangerous and illegal.

On successful hit (tiny needle or applied), target must succeed on a Constitution save or be paralyzed for rounds. Poison; nonmagical, but traceable.

Falsified manifests and seals that pass casual inspection by dock guards.

Grants advantage on checks to bypass or bribe low-level customs if used once; forging check to avoid detection on repeated use

A yellowed fang that whispers when left alone. Harmless until night.

At midnight it whispers secrets it overheard; the holder has disadvantage on Perception checks while it whispers. Removing or cleansing requires remove curse or a Religion check.

Sticky, volatile mixture in a sealed flask. Explodes on impact.

On hit, deals fire immediately and an additional fire at start of next turn (DMG rules). Burns through some cloth and rope.

A one-use arcane scroll that grants the effect of the silent passage spell (homebrew equivalent to Pass without Trace flavor at 1st-level).

When read, grants a +5 to Stealth checks for you and up to six allies within 30 feet for 1 hour (consumed on use).

A metal badge stamped with a guardhouse sigil—convincing at a glance to untrained eyes.

Grants advantage on checks to pass as a low-ranking guard in casual social situations; under scrutiny (Investigation ) it fails.

A small vial of oil. Use with fire, locks, or as an improvised trap.

Can be ignited to deal fire on a target (DM adjudicates). Useful for lubricating or sabotaging mechanisms.

A discreet introduction to a contact who can fence stolen goods, procure rare contraband, or place a hit—terms negotiated separately.

Opens a one-time criminal network favor; use may attract attention from rival crews or city watch
Weapons2

A crude but sharp blade meant for slipping into a sleeve.

Light, finesse; easy to hide (+5 to Sleight of Hand conceal checks if trained)

A well-balanced dagger with faint runes; its edge seems to bite truer than it should.

Atk Finesse, light; counts as magical for overcoming resistances
Potions1

A common red potion that knits flesh and bone.

Heal 2 HPHeals HP when consumed (D&D 5e standard)
Armor1

A tarnished leather bracer with a stitched rune. It hums faintly when danger approaches.

AC +1Grants +1 to AC once per short rest for 1 minute when activated
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Gortuk the Quiet

Hill GiantRogue (Mastermind)Lvl 4

Shop Atmosphere

Gortuk speaks seldom; he chews on a bristly pipe stem and keeps one enormous boot tucked under the counter. He weighs every trade in silence, then offers a grin and an unexpected favor. The tavern smells of smoke and iron; a curtain hides a backroom where 'sensitive' merchandise is shown. The loudest rule: never show a coin pouch in public—Gortuk dislikes leaks and will quietly ban patrons who talk too much. He refuses sales to overtly pious-looking buyers without extra assurance, and offers a discount to those who can give him gossip about the city watch.
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