Krelga's Deep-Sheen Stalls

Est. 2025 Duergar Artificer (Alchemist specialist)

Krelga's Deep-Sheen Stalls

Krelga speaks in clipped, pipe-gray tones and answers most questions with an offered trade or a calculated silence. He never uses bright light to display wares;...

KR

Shopkeeper

Krelga Ironlash, a Duergar Artificer (Alchemist specialist) (Lvl 6)

Keeper's Species

Duergar

4 Weapons2 Armor11 Misc2 PotionsEst. 719 gp

Shop Inventory

(19)
Weapons4

A short, heavy dagger forged from low-grade pig iron. Coarse but reliable; favored by dockhands and skirmishers of the Dark Lake District.

None

A spear-tipped shaft hewn from driftwood and tempered duergar iron. Balanced for throwing; often bears saltwater etchings.

When thrown from within 10 feet of saltwater, deals +1 piercing damage (cold-salty edge).

A compact hammer with a weighted head and a leather-wrapped shaft. Balanced for both melee and throwing.

On a successful hit, the target must make a Strength save or be slowed (treated as wearing one level of exhaustion) until end of next turn. Usable twice per long rest.

Three thin knives with an edge sharpened to a wicked angle and etched with tiny cavern runes to improve balance.

Sets of three come with a strap that grants +1 to Stealth checks when retrieving or concealing them.
Armor2

A reinforced leather jerkin with thin iron scales riveted in rows. More protective than leather but lighter than chain.

AC +12Resists minor slashes; +1 circumstance to grapple checks due to added heft

A secondhand chain shirt rinsed in lake salt to delay rust. Reliable but shows patchwork repairs.

AC +13Exposed salt causes minor irritation to non-duergar necks: disadvantage on Charisma (Persuasion) checks in the first hour of wear if not washed.
Miscellaneous11

A squat lantern with darkly tinted glass that softens light and helps prevent reflections — favored by duergar boatmen.

Emits dim light in a 10-foot radius and bright light for 5 feet when lit; the tint grants advantage on Stealth checks to hide from people relying on open flames.

A compact spyglass with a lens polished from silt-crystal taken from the lake floor. Useful for scouting across water and mist.

Grants +2 to Perception checks made to spot distant objects when used.

Salted and smoked strips of dark lake eel. Tough but filling; restores a bit of vigor.

Eating one grants advantage on Constitution checks to resist mild sickness for 1 hour (local folk remedy).

A bent iron tube filled with fine lake-silt and resin that, when lit, emits a choking, black smoke for up to 5 minutes.

Used as a minor crowd-control device: creates heavily obscured area in a 10-foot cone. Single-use.

Small glass vials of concentrated salt solution harvested from the deep-sheen. Used for preservation, minor potions, and certain traps.

Applied to a small wound (nonmagical) acts as an antiseptic: prevents infection on a failed Con save.

A jar of rendered fat mixed with lake-silt and alchemical binders. Burns longer and with smokeless heat; useful for lamps or improvised traps.

When used in a trap or improvised incendiary, increases burn duration by 2 rounds.

A coin-sized stud of silver alloy that can be pressed into leather or wood to give partial resistance to rust and supernatural tarnish.

When attached to a weapon, grants +1 vs creatures vulnerable to silver, but only for 1 minute per day (single use recharge at dawn).

A weathered strip of oiled paper marking hidden channels, fishing haunts, and a few marked hazards around the Dark Lake District.

Contains one secret notation usable by Krelga to identify a shortcut (he can point it out for a 5 gp fee).

A dusty heap of nails, buttons, cheap beads, and small iron gears. Good for tinkering or barter.

Nothing magical; often contains one useful piece (50% chance DM rules it's relevant).

A rugged grapnel forged from scavenged chain links and a tapered iron hook. Heavy but serviceable.

When used to secure a line, grants advantage on checks to hold fast against a pull of up to 400 pounds.

A small vial containing inky lake water treated with reagents. Used by spies and rogues.

If splashed on a surface, creates a 5-foot patch of slick, slippery surface for 1 round (Dex save or fall prone). Single use.
Potions2

A viscous dark-blue potion that glows faintly with trapped bioluminescent algae. Restores vitality.

Heal 2 HPFunctions as a Potion of Healing (heals HP).

A viscous grey potion that adheres to the skin and feels like a light mantle. Grants ephemeral protection in dire moments.

AC +2Upon activation (drinking), grants +2 AC for 1 minute. Single use.
KR

Krelga Ironlash

DuergarArtificer (Alchemist specialist)Lvl 6

Shop Atmosphere

Krelga speaks in clipped, pipe-gray tones and answers most questions with an offered trade or a calculated silence. He never uses bright light to display wares; instead he sets them on a shallow pool of dark, cold water to bring out hidden hues. Bargaining is expected: Krelga will lower prices for useful stories, fish, or functional gear he can salvage, and he'll raise them for outsiders who show fear. He hates open fires near his stall and will scold anyone who tosses a lit torch into the docks.
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