Seaspark Smithy & Mooring

Est. 2025 Dragonborn (brass) Artificer

Seaspark Smithy & Mooring

Galdrax runs the smithy with the measured calm of a lighthouse keeper. He whistles old mariner shanties while hammering and keeps a shallow basin of seawater ne...

GA

Shopkeeper

Galdrax Seaspark, a Dragonborn (brass) Artificer (Lvl 6)

Keeper's Species

Dragonborn (brass)

5 Weapons4 Misc2 Misc1 Misc2 Armor3 Potions1 Misc1 MiscEst. 7.9k gp

Shop Inventory

(19)
Weapons5

A well-balanced dagger hardened with a touch of sea-salt and hammered edges to resist rust. Often favored by deckhands for cutting lines.

Salt-treated to resist corrosion: advantage on checks to avoid rusting in seawater over a year.

A long, balanced harpoon with barbed head and a stout line ring; ideal for shipboard work and fighting creatures of the deep.

When used to grapple a creature of Large or smaller, treat as a successful improvised grapple on a critical hit (DM adjudicates).

A three-pronged spear typical among mariners, with seaweed-pattern etchings along the haft to channel water-spray.

Balanced for throwing; returns to the wielder's hand if retrieved by a successful Athletics check ().

A nimble blade favored by sailors and cutpurses alike. Galdrax tempers the steel with a flake of seashell ash for extra edge retention.

Edge holds longer against salt spray: -1 penalty to attacks from corrosion after a year of heavy use (instead of -2).

A short haft with a crescent of hooked spikes—designed to rip rope and snag hull planking during boarding actions.

On hit, can be used to attempt to tear ropes or tenting—granting advantage on attempts to destroy or sever such materials.
Miscellaneous4

A dense, iron-weighted net for catching fish or slowing attackers. Reinforced for longer life in salt air.

Functions as a standard net; reinforced cords give advantage on checks to restrain aquatic creatures.

A stout three-pronged hook with a swivel and reinforced ring—used to catch rigging or haul cargo.

Ring is keyed for a quick-release; can be used to secure or retrieve lines with an Athletics check ().

A wedge-shaped whetstone and a small vial of oil mixed with tar and citrus to quiet squeaks and protect metal.

Using the oil on an item grants advantage on stealth checks for quieting metal for 1 hour (DM discretion).

A tiny, impossibly sharp hook fused with a hairline silver filament. Catches fish that normally evade others.

Grants +2 to Fishing or Survival (foraging at sea) checks when used correctly. Delicate—must be kept oiled.
Miscellaneous2

A finely forged longsword whose blade bears faint wave-like runes. This +1 weapon resists pitting from brine and sings faintly in storms.

Atk Uncommon magic: +1 to attack and damage rolls. While aboard a vessel in a storm, the wielder gains advantage on checks to keep footing (Dex/Str saves) once per short rest.

A masterwork trident with rivulets of hammered copper. The head thrums with a trapped gust; once per day it can unleash a thunderous strike.

Atk Uncommon/rare-tier effect: +1 to attack and damage. Once per day, as part of a hit, it can deal an extra thunder damage and force a Constitution save or be deafened for 1 minute.
Miscellaneous1

Studded leather treated with oyster-shell ash and a silvered finish. Comfortable, flexible, and resistant to the sea's bite.

AC +12Uncommon magic: +1 to AC when worn (applies to existing AC calculation). Grants resistance to cold damage from non-magical sources while at sea.
Armor2

Full chain mail reinforced at the shoulders and joints for the jerk and strain of shipboard combat.

AC +16Heavier links have a special anti-corrosion oil applied; if maintenance is kept, reduces chance of rust checks.

A round shield with a boss shaped like a wave crest. Reinforced with bronze bands so it won't corrode quickly from saltwater.

AC +2When used aboard a vessel or to block a falling object on a ship, grants an additional +1 to AC against that one attack.
Potions3

A small vial filled with a rosy liquid. A common potion that knits small wounds and bolsters vigor.

Heal 2 HPHeals HP when consumed (standard 5e potion).

A stout crystal phial with amber liquid. A rarer draught that rapidly restores serious wounds.

Heal 4 HPHeals HP when consumed (typical greater potion effect).

A sea-green elixir that steadies the stomach and sharpens limbs for swimming. Popular with deckhands before long dives.

Grants advantage on Swim checks and resistance to exhaustion from prolonged exposure to cold water for 1 hour.
Miscellaneous1

A small, magically treated stone used to stabilize small boats or anchors temporarily. Useful for quick fixes or emergency anchoring.

Once placed, creates a 20-foot-radius area of magical hold on the water's surface for up to 8 hours, reducing drift and current effects by half (DM adjudicates exact effects). Recharge by soaking in seawater overnight.
Miscellaneous1

On-the-spot repairs for dents, broken straps, and light rust. Galdrax uses seawater-washing and careful re-tempering.

Repairs restore up to of an item's 'durability' (narrative). More extensive damage quoted separately.
GA

Galdrax Seaspark

Dragonborn (brass)ArtificerLvl 6

Shop Atmosphere

Galdrax runs the smithy with the measured calm of a lighthouse keeper. He whistles old mariner shanties while hammering and keeps a shallow basin of seawater near the forge to quench tools—producing a hiss and a quick spray of steam that smells of iodine. His brass dragonborn face is streaked with soot and salt; he refuses to sell any blade without first rubbing a small glyph of tide and luck into the ricasso with a salt-bronze stylus (free, but he insists on doing it himself). He greets friends with a light puff of warm, peppered breath (brass dragonborn trait) and will accept trade in fish, rare shells, or a good story in lieu of coin on occasion. The smithy is cluttered with coils of rope, a drying rack of cured leather, and a brass bell that he rings to call apprentices—strike it three times if you want him to step away from the anvil.
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