The Hollow Cinder

Est. 2025 Duergar Rogue (Assassin archetype)

The Hollow Cinder

Khalzun counts deals in 'iron-favors' — he expects a small, unpaid favor for large purchases unless paid in advance. He refuses to serve on full moons (claims i...

KH

Shopkeeper

Khalzun Ironsheen, a Duergar Rogue (Assassin archetype) (Lvl 8)

Keeper's Species

Duergar

7 Misc3 Potions1 Armor1 WeaponsEst. 1.1k gp

Shop Inventory

(12)
Miscellaneous7

A vial of translucent, sweet-smelling liquid pressed from rare cave-poppies and refined with ironroot charcoal. Strong, instantly intoxicating — beloved by thrill-seekers and thieves.

Upon consumption: become intoxicated — disadvantage on Wisdom checks and saving throws for 1 hour; advantage on Dexterity (Stealth) checks and Dexterity-based skill checks for 1 hour. Each use requires a Constitution save or become addicted (see otherDetails).

A short iron-bottomed pipe favored by duergar — holds skooma for several draws and can be heated without cracking.

Can be used to smoke skooma; if used in combat as improvised weapon: bludgeoning.

Smokable shard-crumbles of a narcotic plant grown in phosphorescent caverns. Mild hallucinogenic used for entertainment or interrogation.

Grants advantage on Charisma (Performance) checks for 30 minutes, but illusions flicker and perception is reduced: -2 to passive Perception. No immediate addiction but repeated use risky.

A small pellet that bursts into thick black smoke when crushed — used for distractions or quick getaways.

When cracked, creates a 5-foot-radius cloud of heavy smoke for 1 minute (blocks vision). Creators recommend using with a small flare: exposed to flame, deals fire to flammable material.

High-quality forgeries showing non-descript pedigrees, false guild membership, or fabricated mining credentials.

Provides advantage on checks to pass casual document inspections and a bonus to forgery checks if used by someone trained in Deception or Sleight of Hand. Magical scrutiny (detect magic, zone of truth) can reveal flaws.

A compact set of hardened picks, tension wrench, and a tiny crowbar. Contains a few tools specifically shaped for dwarven locks.

Grants a bonus to Dexterity checks made to pick locks when used by someone proficient with thieves' tools.

Powdered scales of cavern moths mixed with powdered iron-ash. When tossed, briefly lingers and dulls enchanted detection.

When scattered in a 10-foot-radius, creatures inside have disadvantage on checks to detect illusions or enchantments for 1 minute (does not block divination magic). Useful for hiding minor enchantments or smuggling items past magical wards.
Potions3

A black resinous paste that numbs pain and loosens resolve. Sold in thimble-sized tins. Made with crushed onyx-moss and a pinch of shadow-iron soot.

Heal 6 HPWhen applied/consumed: heals HP (applied to gums or skin). Grants +1 to attack rolls for 10 minutes but imposes -1 to Wisdom saving throws while the effect lasts. Addiction risk: Con save or become dependent.

Standard potion restoring a large measure of vitality. Illicit supply: amber-bottled, labeled in strange script.

Heal 4 HPHeals HP when consumed (5e standard greater healing).

A murky gray potion in a stoppered vial. Effects are identical to a potion of invisibility, but the brew leaves a faint iron taste.

Grants true invisibility (as the spell) for up to 1 hour or until the user attacks or casts a spell. Darkness- or metal-affinity users report slight interference; DM may adjudicate on concentration-like interactions.
Armor1

A heavy charcoal cloak with inner pockets for vials and lockpicks; treated with grease to reduce sound.

Grants +2 to Dexterity (Stealth) checks in dim light when worn and iced inner pockets cool enclosed potions, preventing spoilage.
Weapons1

Short, balanced throwing daggers forged from dark iron. Pair sold in a stitched sheath.

Atk Fine balance grants +1 attack bonus when thrown. On a critical hit, target must make Constitution save or have disadvantage on Strength checks for 1 minute (nick causes cramping).
KH

Khalzun Ironsheen

DuergarRogue (Assassin archetype)Lvl 8

Shop Atmosphere

Khalzun counts deals in 'iron-favors' — he expects a small, unpaid favor for large purchases unless paid in advance. He refuses to serve on full moons (claims it dulls product potency) and will test a customer's pupils with a sliver of ember-ash before accepting rare trades. He speaks curtly; his right ear is tattooed with a tiny anvil indicating debt honored in kind. He keeps a caged, blind cave-rat named 'Ledger' that he insists knows the names of good customers.
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