The Glistening Pick

Est. 2025 Dwarf Artificer

The Glistening Pick

The shop smells faintly of ozone and iron. Marta hums old tunnel songs while she works and keeps a tiny clockwork mole named 'Nub' that scuttles over counters d...

MA

Shopkeeper

Marta Ironhand, a Dwarf Artificer (Lvl 3)

Keeper's Species

Dwarf

1 Potions15 Misc1 WeaponsEst. 474 gp

Shop Inventory

(17)
Potions1

A small glass phial filled with rosy liquid. Heals light wounds.

Heal 7 HPRestores HP when consumed.
Miscellaneous15

A tin of grease and herbs for stanches, mends small cuts and bruises.

Heal 3 HPStabilizes the dying and grants bonus to Medicine checks to treat wounds once when applied.

A fist-sized chunk of mica-flecked ore that emits a steady glow.

Emits bright light in a 10 ft radius and dim light for another 20 ft for ~6 hours; recharges in sunlight over a day.

A stout iron pick with etched runes and a faint blue sheen along the head.

+1 to Strength (Athletics) checks made for mining; once per long rest it can 'sense' ore and glow along veins within 30 ft (guide effect, no damage bonus).

A tightly wrapped packet of controlled smokepowder with a short fuse, meant for breaking rock.

Used on rock: breaks rubble; if used in open air vs creatures it deals bludgeoning in a 5 ft burst. Mishandling risks small self-damage ().

Brass-rimmed goggles with smoky lenses, strapped to a leather pad.

Grants low-light/near-dark vision for wearers; advantage on checks to spot ores or seams in dim light.

A small pendant studded with a tiny polished pebble. Warm pulses when tremors occur.

AC +1While worn grants +1 vs bludgeoning damage from collapsing rock and halves falling damage from small cave-ins once per day.

A slim wooden wand tipped with a flint-like stone. It hums faintly when shaken.

Spend 1 charge to create a bright spark (can light lanterns, ignite fuses) or to deal fire to a single target (simple spark). Regains charges at dawn.

A drawstring canvas pouch lined with faintly humming mesh.

Place up to 10 lb of crushed rock inside; the pouch sorts out unwanted slag and concentrates finer ore overnight, granting advantage on appraisal checks the next day.

A gritty, mineral-scented salve in a small jar. Used to repair masonry and cracked stonework.

When applied to stone or masonry repairs ~ 'hit points' of structural repair (DM adjudicates). Useful for shoring up tunnels.

A dull gold nugget on a cord. Worn by many miners for luck.

Once per day grants +1 to a single skill check (prospecting, appraisal, small chance-based rolls).

Sturdy iron-and-glass lantern. Burns clear light with oil.

Provides bright light in a 20 ft radius and dim beyond for another 20 ft when lit.

A small sealed flask of lamp oil.

Used to fuel lanterns; flammable.

Fifty feet of sturdy hemp rope; essential for traversing shafts.

Dried meats, hard bread, and salt. Keeps a miner or traveler going for a day.

A brittle vellum scroll inked with a single short charm to reveal metal within a short radius.

When read, reveals presence and approximate direction of metal within 30 ft for 1 minute (one-time use).
Weapons1

A heavy iron pick with a stout haft—standard miner's tool.

Common tool; can be used as improvised weapon.
MA

Marta Ironhand

DwarfArtificerLvl 3

Shop Atmosphere

The shop smells faintly of ozone and iron. Marta hums old tunnel songs while she works and keeps a tiny clockwork mole named 'Nub' that scuttles over counters delivering small items. She will haggle a little with locals or adventurers who bring ore samples — she'll often offer trade credit (10% bonus store credit) in exchange for raw, interesting finds. The back room is a cramped workshop ringed with drying sea-glass, labeled vials of 'spark' and a board of hand-drawn maps showing local seams and old collapsed shafts.
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