The Nightbroker's Cache

Est. 2025 Half-elf Rogue (Assassin)

The Nightbroker's Cache

The Nightbroker's Cache is accessed through a narrow alley and a numbered door that only opens when Serisse recognizes your coin, your sigil, or your story. Ins...

SE

Shopkeeper

Serisse Vel, a Half-elf Rogue (Assassin) (Lvl 9)

Keeper's Species

Half-elf

4 Weapons11 Misc3 Armor2 PotionsEst. 28.3k gp

Shop Inventory

(20)
Weapons4

Balanced, razor-thin steel knife meant for quick, silent throws. Sold singly or in small bundles.

Well-balanced for thrown attacks; light and easy to conceal.

A finely balanced magic dagger that hums softly with a minor enchantment. Ideal for an assassin who needs reliability.

Atk Magical bonus to attack and damage rolls.

A wicked green-etched knife designed to deliver a burst of toxic energy once per day along with physical damage.

Atk Once per day on a hit, the blade can exhale venom that poisons the target (DM adjudicated).

A whiplike wire wrapped in adamantine fiber. Slim, almost invisible, and hard enough to cut through light armor.

Designed to bypass some nonmagical resistances and to sever small mechanical ties.
Miscellaneous11

A length of fine silk with a lead core for weight and lethality — made to slip around a throat and cut off airflow quietly.

Designed for stealth kills; can be used to attempt a grapple/strangle outside normal weapon damage.

A compact set of picks, springs and wires refined for precision work on delicate locks and mechanisms.

Superior craftsmanship grants a small edge when picking complex locks (roleplay/DM adjudicated).

Vials, scalpels, filters and reagents for crafting, diluting, and applying venoms and narcotics.

Required to safely administer or prepare many of the powders and vials sold here.

A primer-contact toxin: painful, disorienting and fast-acting when absorbed through the skin or mucous membranes.

Applied to a weapon or surface; causes severe sickness — requires Constitution save (typical ) or suffer potent adverse effects (DM adjudication).

A refined, insidious venom engineered to incapacitate and then kill within hours if untreated.

Applied to a blade or delivered by a syringe; stronger save (typical ) with more severe effects if failed. Potent and hard to detect by common tests.

An extremely dangerous, high-grade toxin derived and stabilized for clandestine use. Lethal to most creatures if administered.

Extremely rare and closely guarded — requires high-level medical knowledge to handle. Effects catastrophic on failed saves.

Thin black gloves that improve dextrous manipulations and conceal small marks of pickpocketing.

Magically enhances sleight-of-hand and subtle mechanical manipulations (roleplayed advantage/better odds).

Small glass spheres filled with a dense, oily compound that erupts into thick black smoke when broken.

Each pellet creates a cloud of smoke sufficient to obscure vision in a 10-foot radius for rounds (DM adjudication).

Forged documents, seals, and stamps that can pass casual scrutiny and gain entry in many ports and guild-halls.

Useful for passing inspections and checkpoints; not infallible against high-level scrutiny.

A small satchel containing powders, mirrors, and a few minor illusion components suitable for creating distractions and confusion.

Useful for setting up diversions, delayed illusions and misdirection in urban environments.

A courtly black-ink tattoo infused in a brief rite that grants a single shadow-utility use when activated.

One-time effect such as brief teleportation to a shadow, sudden silence aura, or brief invisibility (buyer chooses at purchase; described and limited by Serisse).
Armor3

Soft-soled boots that muffle footsteps and aid silent movement; well-used by stalkers and spies.

Grants advantage on Stealth checks made to move silently (DM may adjudicate).

A mottled cloak of muted greens and greys that seems to drink in shadow — favours concealment.

Wearer gains advantage on Stealth checks to hide in natural or shadowed environments.

A sleek, dark cloak with an embroidered border that shimmers faintly when danger approaches.

AC +1Grants +1 to AC and saving throws while worn.
Potions2

A dark, oily draught that for a moment bends light and shadow around the drinker, allowing brief uncanny movement.

Upon use, the drinker can teleport up to 30 feet to a space in dim light or darkness once (DM adjudicated). Single use.

A tightly corked bottle that turns the drinker invisible for a short duration. Highly illegal and fiercely coveted.

Grants invisibility for a limited duration (typically up to 1 minute). Exact duration and interactions are subject to DM ruling.
SE

Serisse Vel

Half-elfRogue (Assassin)Lvl 9

Shop Atmosphere

The Nightbroker's Cache is accessed through a narrow alley and a numbered door that only opens when Serisse recognizes your coin, your sigil, or your story. Inside, the air smells of oil, iron and crushed sage. Serisse rarely smiles; she insists on a quick interview and sometimes demands collateral (favors, secrets, or a locked item in pawn). She tests new poisons on lab rats in a glass cage behind the counter and keeps a ledger of buyers and debts in invisible ink. Bargains are priced in coin, commodity, or service — and customers who cheat the house find themselves quietly blacklisted.
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