Skrik's Second Chances

Est. 2025 Goblin Rogue

Skrik's Second Chances

The shop smells of oil, old leather, and drying herbs. Shelves are a hodgepodge of legal goods and shadowed crates of questionable provenance. The owner never u...

SK

Shopkeeper

Skrik "Gapsnare", a Goblin Rogue (Lvl 6)

Keeper's Species

Goblin

2 Potions13 Misc3 Weapons2 ArmorEst. 7.8k gp

Shop Inventory

(20)
Potions2

A small glass vial of red liquid. Common healing potion, reliable and widely used.

Heal 7 HPHeals when consumed

A sturdier potion in a stoppered flask. Greater healing for more serious wounds.

Heal 14 HPHeals when consumed
Miscellaneous13

A matched pair of polished stones carved with the same spiral mark. Useful for long-distance private messages.

While touching one stone you can cast the Sending spell (targets bearer of the paired stone). Recharges at dawn.

A canvas bag with a strange stillness to it. Useful for carrying bulky treasure without the weight.

Holds far more than it appears

A fifty-foot length of rope that will knot itself as instructed when commanded.

Knots tie themselves on command; can hoist 3 people

A short wand carved with runes. When activated it hums and reveals glows where magic is present.

Detects presence of magic within 120 feet when used

Thin leather gloves favored by thieves. They feel almost sticky to the touch.

Provides a bonus to Sleight of Hand checks made to pick pockets or plant evidence

A carefully inked scroll. This one holds a 2nd-level druid spell useful for outdoorsy tasks.

Spell on the scroll can be cast once, then the scroll crumbles

A plain gold signet ring that looks too new for the pawn it sits in. Valued by nobles.

A crude but serviceable prosthetic hook designed for a goblinoid physiology. Popular among survivors and tinkers.

Allows wearer without arms to wield light tools or hold small items in hook via foot-straps

A well-stocked satchel of herbs and reagents favored by traveling druids and apothecaries.

Use grants advantage on one Medicine check to identify herbs/components

A silken sash woven with calming sigils. Popular among monks who favor subtle wards.

AC +1Once per short rest, grants +1 AC for 1 minute while unarmored and using Dexterity for Defense

A plain iron emblem blessed by a minor temple. Paladins prize symbols with even modest holy power.

Once per day, while holding it, the wearer gains advantage on a Wisdom saving throw against fear or compulsion

A locksmith's roll with delicate picks and mirrors. Good sets fetch a decent price in the right market.

A pretty little painting that looks expensive enough to fetch coin from art dealers — if not too curious.

Weapons3

A finely tempered longsword with a faint rune along the fuller. A +1 weapon.

Atk

A subtle +1 dagger. Rumored to have come from a private collection and sold off quietly.

Atk

A folded net in an oiled bag. It springs open and tangles when thrown.

Can entangle a Medium creature on a successful hit (use as improvised net rules)
Armor2

A reinforced heater shield that grants a bonus to AC when wielded.

AC +1

A soft, dark cloak that seems to drink light. Favored by scouts and sneaks.

Grants advantage on Stealth checks to hide in dim light or shadows while hood is up
SK

Skrik "Gapsnare"

GoblinRogueLvl 6

Shop Atmosphere

The shop smells of oil, old leather, and drying herbs. Shelves are a hodgepodge of legal goods and shadowed crates of questionable provenance. The owner never uses hands: everything is done with a snapping steel prosthetic held between teeth, foot-straps, and a network of trained crows that fetch and hold items. Bargains are often sealed with a nod and a hidden mark; certain crates open only when the owner clicks a carved tooth. The place is friendly enough to honest customers but hushed when fences arrive.
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