The Hemlock Armory

Est. 2026 Tiefling Artificer

The Hemlock Armory

The shop is called The Hemlock Armory and sits in a narrow, cobbled lane whose lamplight seems to bow away from the windows. Inside the walls are lined with imm...

MI

Shopkeeper

Mirna Voss, a Tiefling Artificer (Lvl 9)

Keeper's Species

Tiefling

3 Weapons4 Armor4 Misc1 PotionsEst. 28.9k gp

Shop Inventory

(12)
Weapons3

A beautiful, balanced battle-axe whose haft is wrapped in braided leather. It hums with a hunger that seems friendly at first.

Atk Canonical cursed item behavior: grants +1 to attack and damage; while attuned the user's hit point maximum increases by 1 per character level. Curse: once attuned the wielder is unwilling to part with the axe and has disadvantage on attack rolls with other weapons; when damaged while in possession, must succeed on a Wisdom save or go berserk, attacking the nearest creature until no enemies remain within 60 feet.

A seemingly mundane longsteel blade that always returns a faint metallic scent to the nose of whoever holds it.

Atk Functions as a +1 longsword. Curse: once drawn in combat it whispers promises of glory; while attuned the wielder suffers disadvantage on ability checks made to avoid reckless or suicidal actions unless they succeed on a Wisdom saving throw () at the start of the encounter.

A slender rapier with a smile carved into the pommel that seems to sharpen in candlelight.

Atk Functions as a +1 rapier. On a critical hit the target takes an extra psychic damage. Curse: the rapier hungers for superiority; whenever the wielder scores a critical hit they must succeed on a Wisdom saving throw or suffer psychic damage as the blade murmurs for more blood. The blade subtly urges duels and slights its owner if left unbloodied.
Armor4

A heavy, well-balanced shield that sits comfortably on the arm but prickles at the back of the neck.

AC +1Functions as a +1 shield to AC. Curse: the shield glows when danger is near but cannot be removed willingly while the bearer perceives a threat; enemies gain an easier time targeting the bearer (attackers gain a +1 situational bonus when targeting the bearer). Remove Curse required to detach it without a willing act of sacrifice.

Plate mail with flowing engraving that seems to replay recent noises when the light hits it.

AC +1Grants +1 to AC when worn. Curse: the armor records the wearer's actions in a chorus of whispering echoes that are audible to the wearer at unpredictable moments, giving disadvantage on Wisdom (Perception) and Charisma (Deception) checks while worn until a Wisdom save is made at the end of a long rest. The echoes also make the wearer easier to track (advantage on Survival checks by trackers).

Shiny sabatons that feel lighter than they look and twitch like a smile when set down.

While worn the boots increase base walking speed by 10 feet and grant advantage on Strength (Athletics) checks made to jump. Curse: when the wearer attempts to move silently they occasionally emit a loud, uncontrollable laugh (roll a d6 each time you make a Dexterity (Stealth) check; on a 1 the wearer laughs loudly enough to reveal their position).

A handsome helm that fits like a conversation and smells faintly of iron and old incense.

Once per long rest the helm grants advantage on one Charisma (Intimidation) check as the wearer’s voice swells. Curse: in dim light or darkness the wearer occasionally misidentifies friends as foes for a brief instant (the wearer must succeed on a Wisdom save when entering dim light or darkness to avoid treating an ally as hostile for one round).
Miscellaneous4

A handsome cloak that warms and settles around the shoulders as if remembering the wearer.

AC +1Grants a bonus to AC and to saving throws while worn. Curse: at dawn one small personal memory (user-chosen or chosen by the DM if the user refuses) is leeched from the wearer and becomes inaccessible; the cloak will not reveal that memory until a Remove Curse is performed and an hour of calm meditation is spent.

A compact leather bag that seems to breathe faintly when the shop is quiet.

Functions like a Bag of Holding in appearance but is actually a Bag of Devouring: there is a chance the bag will attempt to consume creatures or items placed inside it (when opened or probed improperly it makes a bite attack; consumed creatures are lost; the bag hums malevolently). Curse: the bag leaves a faint trail of hungry residue on the wearer, attracting small predatory creatures within 1 mile over time unless a Remove Curse is cast.

A plain band that somehow fits every finger exactly, but it leaves the skin tinged a faint gray where it rests.

AC +1Grants +1 to AC and saving throws while worn. Curse: the ring fastens physically and psychically; it cannot be removed by mundane means and imposes a creeping possessiveness. The wearer gains no benefit from voluntarily transferring the ring; only Remove Curse or similar magic severs the bond.

A tidy row of pouches and loops that hum faintly when an arrow is withdrawn.

Atk When worn it seems to organize and present ammunition for the wearer, granting a bonus to attack rolls with ranged weapons while at least one compatible projectile is slotted. Curse: the bandolier will occasionally swallow one nonmagical piece of ammunition permanently each dawn and has a 10% chance to irreparably corrupt a magical arrow/bolt placed upon it (DM adjudicates).
Potions1

A crystalline phial of rosy liquid that seems to pulse once when uncorked.

Heal 7 HPLooks and tastes like a standard Potion of Healing (heals ). Curse: while it heals normally, it siphons a sliver of vigor; for the next 24 hours the drinker suffers a -1 penalty to Strength checks and Strength-based saving throws (this effect does not stack with similar reductions).
MI

Mirna Voss

TieflingArtificerLvl 9

Shop Atmosphere

The shop is called The Hemlock Armory and sits in a narrow, cobbled lane whose lamplight seems to bow away from the windows. Inside the walls are lined with immaculate weapons and armor, each polished to a threatening shine. Brass plaques describe provenance in ornate script that always lists one extra owner than the records show. A faint scent of iron and pipe-smoke hangs thick. Everything looks new, tailored, and practically humming with promise. The owner is Mirna Voss, a tiefling artificer of modest renown (level 9). She wears a soot-dark apron stitched with sigils and keeps a set of lockpicks and a tiny infernal compass at her belt. Mirna is disarmingly polite and speaks in measured phrases laced with wry humor. She will demonstrate a blade's balance and never outright reveal a curse; instead she offers cryptic trivia about 'unforeseen features' and sells a tasteful pamphlet titled 'Care and Custody for Possessive Goods'. She expects buyers to provide a written receipt and an oath of responsibility for particularly hungry items. Mirna's shop keeps a small, locked cabinet labeled 'Remove Services' where she offers Remove Curse and exorcism for a fee and a favor. Regulars say Mirna once apprenticed with a traveling binder of bargains and that she has a soft spot for adventurers who return something the shop swallowed. The armory's bell tinkles in a minor key and anyone who lingers finds a whispering draught of tea on the house that makes one more certain of an old decision than is strictly wise.
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