Themberchaud's Ember — Ironworks of the Deep

Est. 2025 Duergar Armorer (Artificer-flavored duergar smith)

Themberchaud's Ember — Ironworks of the Deep

Kraznuk speaks in clipped, bitter tones and polishes every blade twice while muttering the name 'Themb...' whenever flames are discussed. The shop smells faintl...

KR

Shopkeeper

Kraznuk Ironvein, a Duergar Armorer (Artificer-flavored duergar smith) (Lvl 12)

Keeper's Species

Duergar

1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc2 Misc1 Misc1 MiscEst. 21.2k gp

Shop Inventory

(16)
Miscellaneous1

A massive, dark-steel greatsword whose edge shimmers with faint embers. Forged in red-dragon fire and quenched in abyssal well-water, the blade hums when orcs or fiends are near.

Atk Once per short rest, as a bonus action the wielder can ignite the blade for 1 minute. While ignited the sword deals + fire damage on hit. If the target is vulnerable to fire, it takes an extra fire. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet when ignited.
Miscellaneous1

A heavy warhammer with runic vents along its head. Struck to resonance by dragon-fire forging, the hammer can slam stone as though it were clay.

On a critical hit, the target must succeed on a Strength save or be knocked prone. Three times per long rest, the wielder can use an action to strike the ground and create a localized tremor: creatures in a 15-foot cone must succeed on Dex save or take bludgeoning and be knocked prone (half on success).
Miscellaneous1

A longbow crafted from ironwood wrapped in dragon-scaled leather. The bowstring sings with static heat, and arrows loosed from it leave faint trails of ember.

Once per short rest, the archer can declare a flaming shot: the arrow deals an extra fire damage and ignites flammable objects not being worn or carried. Nonmagical cover grants no bonus to AC against this shot.
Miscellaneous1

Scale mail hammered thin and blackened in dragon-fire. Slightly lighter than typical duergar plate variations and treated with a soot that reduces glare in dim caverns.

AC +14While in darkness or dim light, the wearer has advantage on Dexterity (Stealth) checks made to move quietly on stone or earth surfaces.
Miscellaneous1

A practical duergar shortsword with a hammered fuller and soot-dark grip. It is favored by scouts of the clan for its balance and the faint warmth along the ricasso.

None beyond craftsmanship—holds an edge longer than common blades (advantage on checks to resist dulling from normal use).
Miscellaneous1

A short dagger with an obsidian-dark blade. The hilt contains a sliver of coal that never fully cools.

When plunged into an unattended fire, the blade ignites any nonmagical tinder it touches as if a tinderbox were used.
Miscellaneous1

A heavy round shield rimmed in riveted iron with a central spike that retains faint heat. Balanced for both parrying and a punishing shield-bash.

AC +2When used to bash (attack with shield), adds +1 to attack and on hit deals piercing from the spike. Three times per short rest, the wielder can expend a reaction to add +2 to a saving throw against being pushed or knocked prone.
Miscellaneous1

A gritty powder mined from mineral deposits beneath the dragon's lairs, used to quench blades and temper them with fire-resistant properties.

When used by a skilled smith (proficiency in smith's tools), grants +1 to the final magical potency roll (DM adjudication) or reduces time/cost by 10% for fire-tempered weapons/armor.
Miscellaneous1

Bundles of coal heated and blessed by duergar ritual, burns hotter and longer than normal coal—good for smithing in deep-dark forges.

Used as fuel: lasts twice as long as regular coal. In the hands of a smith, grants advantage on one smith's tool check per crafting session.
Miscellaneous1

A lightweight chain shirt blackened with dragon-fire soot. Designed for scouts and duergar raiders who trade protection for mobility.

AC +13Weight reduced slightly; wearer gains +1 to Dexterity (Stealth) checks when on stone surfaces.
Miscellaneous1

A thick, amber oil that ignites under a spark and burns with a short, hot flare. Used to treat edges or to create controlled blazes in the forge.

Applied to a weapon gives +1 fire damage for the next hour (nonmagical). Also usable as an improvised incendiary.
Miscellaneous1

A palm-sized lump of crystallized heat—rumored to be a fragment of Themberchaud's breath. It pulses warm and hums faintly in the presence of other magic.

Can be used as a spellcasting focus for fire spells and adds +1 to the save DC or attack roll for a single spell once per long rest (DM adjudicated). Highly sought after by fire-adepts.
Miscellaneous2

A specialized kit used by duergar smiths and miners: pliers, cold-spring punches, hardened picks, and a small mirror to check latch-work deep in shafts.

Grants bonus to checks made with tinker's tools or thieves' tools to disable small mechanical traps (not magical wards).

A smooth black whetstone of volcanic origin that keeps blades razor-sharp when used properly.

A weapon sharpened using this gains +1 to damage rolls for the next 24 hours (nonmagical buff), once per day.
Miscellaneous1

Small bolts of chemical fire used to blast mineral seams. They burn with cold-blue flame that doesn't produce much smoke—preferred for confined caverns.

Used as explosives for mining (DM adjudication). In combat, function as alchemist's fire ( fire on first round and on second) but deal cold damage instead and have a 10% chance to extinguish light sources within 5 ft.
Miscellaneous1

Kraznuk will re-edge, resettle, and re-harden a nonmagical weapon in his forge. Uses ash-coal and dragon-quench if requested for extra cost.

Standard service restores a worn weapon to good condition. Adding Dragon-Quench Powder (+60 gp) gives a small chance (DM call) to temporarily grant +1 damage for 24 hours.
KR

Kraznuk Ironvein

DuergarArmorer (Artificer-flavored duergar smith)Lvl 12

Shop Atmosphere

Kraznuk speaks in clipped, bitter tones and polishes every blade twice while muttering the name 'Themb...' whenever flames are discussed. The shop smells faintly of soot and ozone; glass panes in the forge are spattered with metallic rainbow droplets from dragon-fire tempering. He offers a free ember-coal to any traveler who brings a map of a chest or vein. Kraznuk refuses to sell the largest Emberstone pieces to surface-dwellers without proof of noble cause and often negotiates items as 'favors' to be called in later.
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