Rook's Fletch & Filch

Est. 2025 Human Rogue

Rook's Fletch & Filch

The shop sits below the back alley of the Drowned Crow tavern — half-fishmarket, half-fence. Shelves are made from an upturned dinghy; the air smells of tar, oi...

RO

Shopkeeper

Rook , a Human Rogue (Lvl 3)

Keeper's Species

Human

7 Weapons10 MiscEst. 2.4k gp

Shop Inventory

(17)
Weapons7

A well-repaired shortbow with salt-bleached limbs and extra sail twine wrappings on the grip. Reliable for sailors and deckhands.

None; treated to resist salt rot (advantage on checks to avoid water/salt corrosion while in Rook's care).

A long, sinuous bow with an inked compass rose near the nocking point. Slightly tuned; draws smooth.

The inked compass rose occasionally points toward the nearest port (roleplay/DM use).

Arrows tipped with cruel barbs designed to stay lodged and cause extra bleeding.

On a hit, the target takes no extra HP loss mechanically, but the DM may apply roleplay/perception effects (slowed escape, harder to drag off ship).

A stout dart with a detachable head; used for hunting sea beasts or dragging small boats.

If lodged into a creature and a subsequent Strength check succeeds, can help pull (DM adjudicates).

A single, gleaming arrow with a shaft inlaid with silver runes shaped like curling waves, kept in a damp velvet tube. The set includes a matching shortbow (single-shot; fragile if abused). Clearly magical and of the highest quality — Rook does not advertise this openly.

Atk When fired from its matching bow, the arrow deals +1 to attack and damage. Once per day when fired into open sea or against a creature touching water, it calls a gusty spray that grants disadvantage to the target's next attack (DM adjudicates).

An exquisitely made composite longbow reinforced with whale-bone and reef-hardened resin. Marked with a faded captain's sigil and a single shell embedded at the riser.

Atk The bow is lighter than it looks — firing it grants +1 to initiative checks on first round of combat when used by the wielder.

A short, reinforced spike with a hand-loop, useful as a thrown weapon or for hooking rigging during boarding actions.

Thrown (range 20/60). Can be used to make quick holds on sails and rope.
Miscellaneous10

Twenty arrows with tarred shafts and feather fletchings kept dry for long voyages.

Tarred shafts deal +1 fire chance (fluff: more likely to scorch light sails; no mechanical effect).

A leather quiver with a strap that hooks to a belt; includes small pockets for spare points and wax.

Holds 20 arrows comfortably; waterproofed.

A heavy iron-headed bolt with swivel hook and wound lines so a rope can cinch tight; used to lash to hulls and secure lines from a distance.

Hook can hold across normal ropes and rigging (up to 500 lb when properly secured).

A weighted net, coarse but sturdy; sized to snare a single medium target or to haul fish and cargo.

When used to restrain a creature, treat as a net (PHB rules).

Tools for fletching, re-tipping, minor bow repairs and quick limb splints—includes feathers, wax, glue, awl and spare nocks.

A character proficient in Smith’s/Tool kit checks can repair bows/arrows with half the normal time.

A high-quality brass spyglass with leather casing; glass slightly blue-tinted for glare. Stamped with a now-removed privateer insignia.

Grants +2 to long-range navigation and lookout perception checks at sea (DM adjudication).

A small iron box containing a set of quality picks, tension wrench and two pre-made lock picks suitable for travel chests and ship lockers.

Gives advantage on a single Sleight of Hand or Thieves' Tools check once a day if used by a proficient character (fluff; DM may modify).

A palm-sized shard that catches light like shallow surf. No provenance; likely cut from a larger necklace.

Can be used as a trade good or pawn; rumored to fetch more in island markets.

Strong, waxed cord for fletching, lashings, and quick repairs.

A small box of rare feathers — some bright, some oily-black. Excellent for fletching or for decoration.

Feathers make arrows marginally quieter (roleplay/DM use).
RO

Rook

HumanRogueLvl 3

Shop Atmosphere

The shop sits below the back alley of the Drowned Crow tavern — half-fishmarket, half-fence. Shelves are made from an upturned dinghy; the air smells of tar, oil, and rum. Rook, the owner, winks too often and polishes things he swears aren't stolen. He'll haggle in coin or favors, and he'll trade small secrets for a drink. He keeps the best stolen pieces behind a trapdoor in salted crates and only shows them to those who pass a quick test of discretion (or have enough coin). Beware: bargain hunters may find a hidden blade or two stitched into the floorboards.
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