Hel'nair's Hollow — Sundries & Sundering

Est. 2025 Duergar Rogue (Assassin)

Hel'nair's Hollow — Sundries & Sundering

Krakzun bargains in favors and secrets as readily as coin. He keeps a ledger of debts in a hidden compartment and will offer discounts for useful gossip about r...

KR

Shopkeeper

Krakzun Hel'nair, a Duergar Rogue (Assassin) (Lvl 8)

Keeper's Species

Duergar

2 Potions10 Misc3 Weapons4 Armor1 MiscEst. 20.4k gp

Shop Inventory

(20)
Potions2

A murky, iron-scented liquid in a stubby vial. Heals minor wounds; the duergar adds a faint numbing aftertaste.

Heal 2 HPStandard potion of healing ( HP). The duergar's version leaves a mild resistance to cold for 1 minute (flavor; no mechanical effect unless the DM allows).

A small vial that, once swallowed, sharpens vision in darkness for a short time. Ingredients include crushed cave beetle eyes.

Grants darkvision out to 60 feet for 1 hour. If the drinker already has darkvision, extends range by 30 feet for 1 hour.
Miscellaneous10

A bitter, charcoal-colored concoction brewed from underdark fungi. Neutralizes poison in the bloodstream.

When administered, grants advantage on saving throws against poison for 1 minute (standard antitoxin).

A thimble of gray powder salvaged from a ruined surface caravan. Not a full canister; enough for a single user for 1 minute.

Functions like Dust of Disappearance for one creature for up to 1 minute (as the item), but not reusable.

A viscous, amber fluid derived from underdark construction ants. Sold in tiny glass ampoules—one droplet is enough for a weapon coating.

Applied to a weapon: on a hit, target must succeed on a Constitution save or take poison and be poisoned for 1 minute (save ends).

A sealed rod that emits a dull, cold yellow glow for hours. Preferred to open flame in many Gracklstugh alleys.

Emits bright light in a 20-foot radius and dim light for an additional 20 feet. Does not produce smoke.

A compact grapnel with a supple, iron-threaded rope that resists acid and abrasion from sharp stone.

Rope grants advantage on checks to resist cutting or corrosion (DM adjudicated).

A brittle scroll inked in soot that creates a zone of magical silence when read aloud.

Functions as the Silence spell centered on the reader for up to 10 minutes (single use).

A viscous ink used by assassins—applied to a dart or blade to induce deep sleep in the unwary.

On a failed Constitution save, creature falls unconscious for 1 minute. Save repeats at the end of each minute.

A slim set of picks with tiny runes that faintly vibrate when near mundane locks.

Grants +2 to Dexterity checks made to pick locks (not magical locks).

A fist-sized shard of a strange, iridescent mineral quarried beneath Gracklstugh. Useful for craftsmen and as a focus.

Can be used as an arcane focus. Some artificers claim it stabilizes minor enchantments (DM discretion).

Coarse salt collected from crystal vents. Used for preserving rations and for certain alchemical recipes.

None.
Weapons3

A short, squat dagger made of meteoric iron and dark-lustred steel. Balanced for throwing or stabbing.

Atk Magical +1 to attack and damage. The pommel bears a faint rune that glows briefly when near duergar-made constructs.

A light, razor-thin short sword with a bright, cold sheen. Easier to wield for quick thrusts and parrying.

Counts as finesse. If the wielder is proficient with short swords, they gain +1 to initiative checks while wielding it (flavor/mechanical with DM approval).

A weighted net woven with faintly enchanted steel thread. When thrown, it slightly guides itself toward the target.

When used to attempt to restrain, grants +2 to attack roll to hit with the net. The net automatically retracts on command (once) for easy retrieval.
Armor4

Soft, matte-black boots that seem to swallow the sound of footsteps. Stitched with fungus-silk and spidersilk.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently. The duergar has subtly altered them to grant +1 to Stealth in dim light or darkness.

A heavy, mottled cloak that seems to dampen the silhouette of the wearer when held still in darkness.

While standing still and immobile in dim light or darkness, the wearer has advantage on Dexterity (Stealth) checks to hide.

A small iron amulet embossed with a duergar sigil. Worn openly or under armor.

AC +1When activated (bonus action) grants +1 to AC for 1 minute. Usable once per short rest. Requires attunement.

A lightweight cloak woven from giant spider silk. Moisture resistant and nearly noiseless.

Provides advantage on Stealth checks in wet or sticky terrain (DM adjudication).
Miscellaneous1

A prosthetic hand fashioned from iron and cold brass. Appears clumsy until mechanics are engaged, revealing a thin blade inside the palm.

Atk Once per short rest, the hidden blade can be sprung as a bonus action to make a single attack with to hit. Requires attunement by a creature with at least one missing hand.
KR

Krakzun Hel'nair

DuergarRogue (Assassin)Lvl 8

Shop Atmosphere

Krakzun bargains in favors and secrets as readily as coin. He keeps a ledger of debts in a hidden compartment and will offer discounts for useful gossip about rival houses or surface shipments. He always offers to 'test' weapon coatings on a willing rat (for a fee), insists trades be done in muffled tones, and refuses to serve any who whistle in his presence (a superstition about attracting crevice-stalkers). His left eye is replaced with a faintly glowing iron lens that clicks when he smiles — which is rarely.
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