Cask & Coil Mercery - AI-generated fantasy Shop

Cask & Coil Mercery

Est. 2026 Human Commoner

Cask & Coil Mercery

Cask & Coil Mercery is narrow, overstuffed, and always half-lit by a smoky lantern because the adjoining tavern shakes dust from the shared wall whenever the si...

MI

Shopkeeper

Mira Cask, a Human Commoner (Lvl 1)

Keeper's Species

Human

2 Weapons2 Armor9 Misc1 PotionsEst. 39 gp

Shop Inventory

(14)
Weapons2

A practical little knife for camp chores and emergency defense.

Atk Counts as a simple melee weapon for basic use.

A cheap, sturdy blade for road work and last-ditch defense.

Can be used as a thrown weapon at short range.
Armor2

A battered but serviceable set of stitched leather protection.

AC +11No Stealth penalty from this armor in this shop's house rules, if your table uses variant light armor handling.

A road-tough cloak favored by messengers and hedge pilgrims.

AC +10Advantage on the first check to stay dry or conceal simple travel gear during light rain, at the GM's discretion.
Miscellaneous9

A compact cloth-and-leather sewing kit.

Can patch minor gear damage during downtime.

Fifty feet of dependable rope for road use.

Useful for climbing, securing loads, or binding makeshift bundles.

A small set of iron nails and a hammer for camp work.

Can brace a door or wagon wheel in a pinch.

Hard-wearing food for the road.

Counts as 1 day of trail rations.

Simple lamp oil for night travel and tavern errands.

Burns for 6 hours in a standard lantern.

Roadside herbs wrapped for easy carry.

Ingredient for improvised folk remedies, not a full healing potion.

A hand-marked travel map, folded and refolded too many times.

Provides useful local route clues, if the GM allows map-based advantage.

A sturdy lantern for dark roads and stormy nights.

Projects bright light in a 30-foot radius and dim light for another 30 feet.

A small charm sold by rumor, habit, and hope.

Purely thematic unless the GM wants it to offer a minor bonus against fear or confusion tied to leyline tremors.
Potions1

A weak but honest healing draught.

Heal 2 HPHeals a small amount when drunk.

Lootable Stash

(5)

Where The Take Sits

The real valuables are split between a cash box under the counter, a locked drawer in the counting nook, and a back-room tin hidden beside the shared wall with the tavern. Most of the shop is cramped enough that any rummaging risks being heard through the thin partition.
2 Money1 Personal Item1 Records1 Valuables

Security Check

Sleight of Hand or Thieves' Tools
DC 12

On Failure

If the theft goes wrong, the shopkeeper yells for the tavern next door, the resident messenger hears the commotion, and the adjoining wall bangs with chairs and boots as bystanders gather. The party likely escapes with suspicion raised, but the keeper will remember their faces and may refuse future service or quietly warn Dawnvale contacts.

Estimated haul

33.56 gp

MoneyLoot target #1

Counter Cash Box

4 gp, 8 sp, 26 cp
Under the main counter, hidden behind a crate of lamp oil
A small cash box kept under the counter with day-change coins and a few folded notes from road sales.
Personal ItemLoot target #2

Keeper's Personal Kit

3 gp
Hanging from a hook inside the counting nook
The shopkeeper's polished brass monocle case, a wax-pencil stub, a lucky slate token, and a spare set of keys on a cord.
RecordsLoot target #3

Sales Ledger and Traveler Notes

10 gp
In a locked drawer beneath the register
A narrow ledger listing who bought rope, lamp oil, salt, cloaks, and maps in the last month, plus a few scribbled notes about unusual travelers and a black-robed man asking questions about Dawnvale.
ValuablesLoot target #4

Travel Packet and Route Notes

12 gp
Pinned behind the counter with a bone needle
A bundled packet of secondhand maps, route corrections, and a folded letter mentioning leyline tremors near Weeping Glade. Useful to anyone tracking road movements or hidden paths.
MoneyLoot target #5

Dawn Float Tin

2 gp, 15 sp
In the back room, wedged beneath a stool by the shared wall with the tavern
A tin strongbox of petty change reserved for making shift at dawn markets and paying stablehands.
MI

Mira Cask

HumanCommonerLvl 1

Shop Atmosphere

Cask & Coil Mercery is narrow, overstuffed, and always half-lit by a smoky lantern because the adjoining tavern shakes dust from the shared wall whenever the singers get rowdy. The owner keeps a running tally of every traveler on scraps of parchment, trades gossip for coin, and reacts instantly to anyone presenting letters of introduction. The shop smells of wax, leather, wet wool, and crushed herbs. The keeper is convinced the leyline tremors will make or break the season, so they listen hard for rumors about strange lights, missing livestock, and Tribunal agents passing through before dawn.
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