The Gilded Fang

Est. 2025 Human Rogue (Assassin)

The Gilded Fang

The Gilded Fang sits in the hollow between two opera houses; a brass fang emblem swings above the door. Inside the air smells of iron, old silk and lemon oil. C...

MA

Shopkeeper

Marrek "Silvertongue" Voss, a Human Rogue (Assassin) (Lvl 9)

Keeper's Species

Human

2 Weapons2 Armor2 Potions10 MiscEst. 25.7k gp

Shop Inventory

(16)
Weapons2

A finely made longsword with faintly glowing runes along the fuller. Feels perfectly balanced in the hand; the enchantment adds lethality without ceremony.

Atk Magical +1 to attack and damage rolls. The runes hum faintly when undead are within 30 feet (warns wielder).

A black-bladed dagger whose tip seems damp with a dark sheen. Smells faintly of bile.

Once per day on a hit, the wielder can cause the blade to drip poison. Target must succeed on a Con save or take poison damage and become poisoned for 1 minute.
Armor2

A hooded cloak of dusky green that seems to drink in light when you draw the hood. Stitched with a dark thread that resists prying fingers.

Wearer has advantage on Stealth checks. Creatures attempting to spot wearer have disadvantage when wearer is obscured by shadows or trying to hide.

Velvet-lined boots with plant-fiber soles. They make each step whisper rather than tread.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.
Potions2

A ruby-red potion chilled to the touch. Heals severe wounds when drunk.

Heal 14 HPRestores hit points when consumed.

A clear, slightly iridescent bottle. Drinking it renders you unseen for a time — at a cost.

Grants invisibility for up to 1 hour or until the user attacks or casts a spell.
Miscellaneous10

A band of dark metal with a faintly pulsing core; comes pre-loaded with several spells.

Can hold spells whose levels sum to 5th-level. The listed spells are stored and usable by the wearer.

A singed scroll that crackles with latent heat when unrolled. A single casting stored inside.

Single-use: casts Fireball (3rd-level). Spellcasting ability check required if user can't cast this spell (DC = 10 + spell level).

A small iron circlet strung on a leather thong. Breath comes easy while worn.

Wearer is unaffected by harmful gases and has advantage on saves against harmful inhaled effects and to hold breath.

A vile of thick, viscous ink with an unnatural red-black hue. Used in ritual and necromantic rites.

Used as a rare component in certain necromancy and binding rituals. Each vial provides ~5 castings depending on the ritual's requirements.

A compact set of picks, wires, and levers in a soft leather roll—silenced and designed for quick concealment.

Grants advantage on checks to pick locks or disable traps if the user is proficient with thieves' tools (DM discretion).

A set of expertly forged documents: merchant's pass, a modest noble's identification, and a stamped travel permit.

Trusted by some lesser officials; high-level scrutiny (magical or investigative) will reveal forgeries unless further altered.

A locked wooden crate stuffed with high-quality silks, a handful of cut gems, and pressed spice chests — plausibly the haul of a merchant caravan.

Contains roughly 1,800 gp worth of goods if sold on the black market; provenance is problematic for legitimate sale.

A palm-sized, cloudy crystal that emits a faint voice when pressed. Power hums at its core — dangerous and illegal.

One-time expendable magical charge. Can be used as a spell slot equivalent to up to a 3rd-level spell, or as a power source in certain necromantic rituals. Leaves a faint necromantic signature.

A small glass ampoule filled with a silvery, oily liquid. One drop in a drink and the target will sleep for hours if they fail a save.

On a failed Con save, target falls unconscious for hours (wakes on natural healing or magical means). On success, target is nauseated (disadvantage on attack rolls) for 1 minute.

A dull brass coin stamped with a smiling face. Looks worthless — until you spend it.

Cursed: while in possession, once per day a roll that would have been a success becomes a failure and vice-versa (DM determines exact events). Curse is subtle and requires a Remove Curse to break.
MA

Marrek "Silvertongue" Voss

HumanRogue (Assassin)Lvl 9

Shop Atmosphere

The Gilded Fang sits in the hollow between two opera houses; a brass fang emblem swings above the door. Inside the air smells of iron, old silk and lemon oil. Candles gutter blue, and a raven-headed servant checks purchases at the door. Marrek never sits with his back to the door and always offers tea spiced with an uncommon root that makes one more talkative — if you drink it, expect him to ask three personal questions before bargaining. He keeps a ledger written in invisible ink; if pressed, he reveals ledger pages only by using a candle flame to summon the ink. He haggles in coin but prefers barter of favors, secrets, or rare components.
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