Ironbind Bonds & Sundries

Est. 2025 Duergar Fighter (mercantile background)

Ironbind Bonds & Sundries

Krelgurn speaks in clipped, cold sentences and keeps a ledger chained to the counter listing clients and 'cargo'—he offers a 'discount' to groups that can procu...

KR

Shopkeeper

Krelgurn Ironbind, a Duergar Fighter (mercantile background) (Lvl 7)

Keeper's Species

Duergar

15 Misc2 Armor2 Weapons3 PotionsEst. 1.6k gp

Shop Inventory

(22)
Miscellaneous15

Stout iron bands designed to lock a humanoid's wrists; simple padlock and hasp included. Extremely common in the Underdark slaving trade.

Locks require a Sleight of Hand or use of thieves' tools to pick; can be broken with a STR check () or with a metal-cutting tool.

Heavy shackles for restraining prisoners during transport. Includes an iron chain short enough to impede running.

Imposes disadvantage on Dexterity (Stealth) checks and reduces base walking speed by 10 feet while worn.

A blackened iron collar set with a dull obsidian chip. When fitted to a willing wearer or locked onto an unwilling captive, it mutes speech-causing sound for 1 minute once per day.

Once per day: cast silence (centered on the collar) for up to 1 minute. If locked on unwilling creature, behaves like restraint vs resisting verbal castings but does NOT impose mechanical Silence beyond the collar's area.

A crude but effective gag with an iron bit for preventing speech and spells with verbal components.

While gagged, a creature has Disadvantage on checks that require speaking and cannot cast spells with verbal components unless they succeed on a Constitution save to force the sound.

A collapsible iron-latticed cage, sized to transport one Medium creature while allowing air and light to pass.

Grants cover (equivalent to half cover) to occupants vs ranged attacks from outside the cage; lock can be broken with Strength or dismantled with metal tools in 10 minutes.

Stout iron chain with a locking clasp; used to secure slaves or beasts in transit.

Can be used as an improvised weapon dealing bludgeoning when swung.

A hand-sized iron stamp and grip used to burn a permanent mark into flesh or hide; runes can be custom-ordered.

Use inflicts fire damage on a hit (treated as a melee attack to mark captive). The mark is permanent without remove curse or healing magic beyond 3rd level.

An iron anklet filled with lead; slows prisoners to prevent escape in water or rough terrain.

Reduces swim speed to 0 while worn and imposes -10 ft to walking speed.

Short bolts tipped with barbs that make removal difficult and painful.

On a hit, target takes extra piercing damage and removal requires a Medicine check or causes additional damage.

A lantern filled with crushed glowstone and a sliver of deepgem; emits dim, cold light in a 15-foot radius and faintly suppresses sound.

Emits dim light (15 ft) and dampens whispers: creatures within 5 ft have -1 penalty to Persuasion checks relying on voice.

A heavy net woven with iron threads and lined with a paralytic resin; used to entangle fugitives.

On a hit, target is restrained (escape ). If restrained for a round, must succeed on Constitution save or be stunned for 1 round as resin irritates nerves.

A rope reinforced with fine adamantine threads harvested from deep veins; holds up to 600 lb.

Advantage on saving throws to resist breakage from heat or pressure; resists normal cutting tools (DC to sever = 18).

A heavy padlock etched with duergar glyphs. Locks magically to its key if keyed to a specific owner.

If locked and key is lost, opening requires dispel magic or a Strength check. Keyed to a user—only that key will operate it.

A small bell with an iron clapper loud enough to alarm a camp when moved or jarred.

Can be planted to act as a trip-feed alarm; anyone who moves it triggers a ringing audible within 60 ft. Simple mechanical device.

A heavy ornamental chain used by higher-ranking slavers to mark prized captives. Contains a minor enchantment to bind identity.

When affixed to a creature and attuned by the owner (ritual 1 hour), the creature gains a faint magical brand; magic that identifies owner (detect good/evil-style info) will reveal owner name. Removal requires remove curse or Strength + Sleight of Hand together.
Armor2

A cruel collar studded with small spikes; designed to discourage escape attempts.

If an attached prisoner grapples or deals melee damage to a wielder with the collar (e.g., in a struggle), the grappler takes piercing damage.

Reinforced iron greaves offering protection without hindering travel in tunnels.

AC +12Counts as light armor for stealth checks despite being metal; grants +1 to saving throws vs being shoved or knocked prone once per short rest.
Weapons2

A sturdy shortsword tempered in the heat and pressure of duergar forges; favored by overseers.

Atk When striking creatures of the Deep (e.g., drow, svirfneblin) once per day it emits a faintly oppressive hum — Wisdom save or suffer disadvantage on the next attack roll.

A sturdy hand crossbow with a reinforced drawwell and extra latch for heavy bolts.

Can fire heavy bolts (sold separately) and has a bonus to damage when using barbed bolts sold by the shop.
Potions3

A ruby-red potion that restores vigor.

Heal 2 HPStandard potion of healing (heals HP).

A potent vial reserved for higher-valued captives or prized guards.

Heal 3 HPStandard greater healing (heals HP).

A bitter-smelling potion brewed from fungal spores found deep in the Underdark. Used to sedate prisoners.

Target must succeed on Constitution save or fall asleep for hours. If damaged, wakes early. The save increases by +1 per hour afterward.
KR

Krelgurn Ironbind

DuergarFighter (mercantile background)Lvl 7

Shop Atmosphere

Krelgurn speaks in clipped, cold sentences and keeps a ledger chained to the counter listing clients and 'cargo'—he offers a 'discount' to groups that can procure rare Underdark minerals. The shop is lit by dim glowstones; the walls are lined with hooks, clamps, and jars of odd fungi. Krelgurn refuses to deal with drow directly, but he'll haggle with anyone who proves a reliable buyer. He occasionally offers 'services'—branding, custom runes, welding—for additional fees.
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