Hollowforge & Hauntings

Est. 2025 Human (with faint ghostly pallor) Artificer (Smith Specialist)

Hollowforge & Hauntings

The shop sits on a cobbled lane where the air always carries a cold hush. Marta Hollowforge speaks in a low voice and is polite but direct; occasionally she pau...

MA

Shopkeeper

Marta Hollowforge, a Human (with faint ghostly pallor) Artificer (Smith Specialist) (Lvl 3)

Keeper's Species

Human (with faint ghostly pallor)

3 Weapons2 Armor1 Misc5 Misc1 Misc1 Misc1 MiscEst. 207 gp

Shop Inventory

(14)
Weapons3

A serviceable, hand-forged longsword. Balanced for training and adventuring. Scuffs and tiny spectral soot along the fuller — a byproduct of forging in the town's ever-present chill.

None mechanically, though faint cold glimmers may appear in moonlight.

A short, stiffer spear forged with salts that resist corrosion from the town's spectral damp. Simple and reliable as a thrown weapon.

Slightly colder to the touch; deals no extra damage but can chill fabric on a natural 20 (flavorful).

A dagger with a blackened blade that never seems to lose its soot. It leaves a faint cold print on skin.

No mechanical bonus, but locals give it a wide berth; rumor says it will chill a living target (purely cosmetic).
Armor2

Treated leather with additional stitching and small iron plates in critical areas. Warm-lined to buffer the chill of the haunted streets.

AC +12Provides minor insulation against cold; wearer gains advantage on saves vs. nonmagical extreme cold effects occasionally found in the town.

A short chain shirt treated to reduce weight. Good protection for up-and-coming adventurers who value mobility.

AC +13When worn at night in the ghost-town, faint runes etched into the links can glow once per night to shed dim light (10 ft) for 1 hour.
Miscellaneous1

A well-balanced hammer useful both for forging and as an improvised weapon.

None; doubles as a smithing tool (grants advantage on simple metalwork checks while used).
Miscellaneous5

A full kit of hammers, tongs, punches, files and bellows, kept in an oilskin roll. Needed for crafting and basic repairs.

When used to repair items that have ghost-soot, a successful Smith's tool check clears the stain.

Small rivets, patches, and a tin of sealant for quick fixes on the road.

Minor repairs restore functionality but not magical property; restores up to 1 HP worth of damage to nonmagical armor per short rest (flavor only).

A small iron lantern that burns a specially treated oil resistant to ghostly moisture. Produces steady bright light for 20 feet.

Oil resists dampening effects common to the town; lantern won't sputter in haunted fog.

A pair of horseshoes hammered from iron with runic nail holes. They clink oddly in the moonlight.

When fitted to a single mount, the horse has advantage on saves vs. being frightened by incorporeal undead once per day.

A small decorative horseshoe sold as a charm. Polished and wrapped in a scrap of cloth struck with Marta's mark.

No mechanical benefit by default; some local traditions claim it keeps mischievous spirits at bay.
Miscellaneous1

A single metal cuff worn on the forearm. Mostly ornamental, but well-forged and balanced.

AC +1Provides +1 to AC (applies as a worn item; not magical but very well-made).
Miscellaneous1

A small tin of salve made from herbs and metal-milled ash. Soothes cuts and bruises.

Heal 1 HPHeals 1 HP when applied; can be used to stabilize a dying creature.
Miscellaneous1

Marta will resize, restrap, or clean small items. She will also remove non-strong magical trappings (mundane attachments) for a modest fee.

Not capable of removing true curses or strong enchantments; for those, she consults the town's exorcist.
MA

Marta Hollowforge

Human (with faint ghostly pallor)Artificer (Smith Specialist)Lvl 3

Shop Atmosphere

The shop sits on a cobbled lane where the air always carries a cold hush. Marta Hollowforge speaks in a low voice and is polite but direct; occasionally she pauses mid-sentence to answer a whisper no one else heard. Her forge burns with pale, blue-white embers that never fully die. On certain nights the shadows around the anvil will rearrange into faint outlines of past customers — Marta treats them like old friends and will sometimes 'consult' them when deciding whether to mend or melt an item. She offers small discounts to anyone who brings in an heirloom with ghost-soot to be cleaned, but refuses to work on items clearly cursed or bound to a spirit.
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