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The Door That Kept Walking - AI-generated fantasy Shop

The Door That Kept Walking

Est. 2026 Kobold Rogue

The Door That Kept Walking

The shop is called The Door That Kept Walking, a name born from one incident that outsiders always get wrong. Locals claim the original storefront walked away f...

KE

Shopkeeper

Kett, a Kobold Rogue (Lvl 5)

Keeper's Species

Kobold

4 Weapons2 Armor2 Potions8 MiscEst. 575 gp

Shop Inventory

(16)
Weapons4

A balanced dagger with a bone or horn handle. Several nearly identical daggers occasionally blink when left unattended.

A practical handaxe, kept sharp by a small mimic that follows the display rack with a whetstone tongue.

A plain quarterstaff made from dark, seasoned wood. One end has been chewed into a vaguely smiling face.

A short blade with a yellowed handle. Its squeak is embarrassing, effective, and apparently impossible to suppress.

Once per day, after hitting a creature, the wielder can cause the dagger to emit a distracting squeak. The target must succeed on a Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn.
Armor2

A serviceable leather cuirass with mismatched buckles and pockets sewn into places armor should not have pockets.

AC +11

A wooden shield reinforced with iron bands. Its painted heraldry changes whenever nobody is looking directly at it.

AC +12
Potions2

A red potion in a stoppered glass vial. The liquid ripples toward nearby injuries and is a standard healing draught.

Heal 2 HPRestores hit points.

A green tonic with a bitter herbal smell. The label has been rewritten six times because the original label was eaten.

For 1 hour, the drinker gains advantage on saving throws against being poisoned and resistance to poison damage.
Miscellaneous8

A clay bead that pops when crushed. The mimics insist it is not smoke, but a very shy cloud.

A smoky gray cloud fills a 10-foot-radius area for 1 minute. The area is heavily obscured. A moderate wind disperses it in 1 round.

A small brass button stamped with an eye. When pressed, it produces one carefully chosen distraction, such as footsteps, a dropped coin, or a muffled shout.

Creates a convincing illusory sound or simple visual image within 30 feet that lasts for 1 minute. Investigation against reveals the illusion.

A sturdy canvas sack with a drawstring made from braided catgut. It is mundane, though it sometimes sighs when overfilled.

A battered wooden chest with iron fittings. The chest is not a mimic, but several mimics treat it as an honorary cousin.

Iron pitons, useful for climbing, securing doors, and making suspicious furniture stay where it is put.

A coil of hemp rope with three knots that are not where the buyer tied them.

A roll of clean bandages, salve, and bitter-smelling herbs. The package occasionally tightens its own knots.

Stabilizes a creature that has 0 hit points. It has no effect on undead or constructs.

A gray scarf threaded with silver fibers. It becomes slightly transparent when held against a shadow.

Once per long rest, the wearer can use a bonus action to gain advantage on one Dexterity (Stealth) check made within the next minute.

Lootable Stash

(5)

Where The Take Sits

The colony keeps its money in several false containers rather than one vault. The main stash lies behind the counter and beneath the stockroom floor, while personal belongings and sentimental valuables are scattered among ordinary merchandise. The shop's shifting interior makes maps unreliable, and any object left unattended may be one of the smaller mimics.
1 Money On Hand1 Personal Item2 Valuable1 Records

Security Check

Dexterity (Sleight of Hand) or thieves' tools
DC 15

On Failure

A failed theft attempt causes the shelf, floorboards, and nearest display cases to wake as a coordinated mimic colony. The shop's small mimics restrain intruders with adhesive tongues while the main body seals the exits. The party is confronted by the shopkeeper, Kett, and must explain themselves or flee before local guards, bounty hunters, or curious adventurers arrive. If the party fails by 5 or more, one stolen item is swallowed and the shop begins following them for the next several days.

Estimated haul

490.77 gp

Money On HandLoot target #1

Kett's Daybox

86 gp, 14 sp, and 37 cp
Behind the counter, beneath the drawer labeled 'Nails, Ordinary'
A canvas purse containing the day's receipts, mostly silver and gold coins mixed with a few foreign pieces. The purse is hidden inside a false-bottomed drawer that is actually a sleeping juvenile mimic.
Personal ItemLoot target #2

Kett's Pocket Things

3 gp as a bundle
Inside the shopkeeper's oversized coat, hanging from the rear peg beside the broom rack
A narrow brass comb, a cracked spectacles case, and a folded scrap of paper listing foods Kett refuses to eat because they make the shop's floor taste strange.
ValuableLoot target #3

The First Bright Clasp

125 gp
Pinned beneath a faded curtain in the dim rear alcove
A thumb-sized moonstone set in a silver clasp. It is one of the few objects the colony acquired before becoming a traveling business and is valued both for its material worth and its sentimental importance to the older mimics.
RecordsLoot target #4

The Moving Ledger

75 gp to a collector, investigator, or criminal rival
In a locked iron box beneath the floor, two feet behind the shelf of cracked mirrors
A stitched ledger recording purchases, debts, unusual customers, and the places where the shop has appeared. Several entries identify smugglers, careless nobles, and one wizard who paid with a cursed spoon.
ValuableLoot target #5

Emergency Bottles

200 gp total
Inside the third crate in the stockroom, which is guarded by two juvenile mimics pretending to be loose packing boards
Three sealed vials of Potion of Healing and one sealed vial of Antitoxin, packed in sawdust inside a crate marked as broken lantern glass.
KE

Kett

KoboldRogueLvl 5

Shop Atmosphere

The shop is called The Door That Kept Walking, a name born from one incident that outsiders always get wrong. Locals claim the original storefront walked away from a fire and never returned. In truth, a terrified mimic colony dragged the building's front door through three alleys while fleeing a torch-wielding mob, and the door became the colony's oldest shared memory. The shop appears wherever the party has a pressing need, though it may first manifest as a freestanding door, a stack of crates, or an ordinary-looking stall. The shelves are crowded with mundane goods, half-labeled relics, travel supplies, and items that subtly shift position when nobody watches. Small mimics serve as clerks, stockers, and security. They imitate baskets, stools, boxes, hat stands, and display racks, communicating through clicks, throat noises, and brief changes in texture. Haggling is possible, but insulting an item causes every nearby object to develop teeth. The main shopkeeper is Kett, a broad-shouldered kobold who wears a patched brown coat and acts as the colony's negotiator. Kett is not the owner in the legal sense. The entire building is the owner, while Kett handles speech, contracts, and customers who prefer not to bargain with furniture. The shop's older mimics remember customers by scent and footsteps, so returning buyers may find goods already arranged near the entrance. Names in the shop follow two old naming habits. The shop's name refers to a single misunderstood event, while several stock labels are worn-down corruptions of older words from a dead trade language once used by caravan merchants.
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