Krarz's Gloom & Gear

Est. 2025 Duergar Artificer (Battle Smith)

Krarz's Gloom & Gear

Krarz hums a repetitive, metallic tune while he works; he keeps a small living snail in a salt bowl that he insists is his 'listener' and will refuse to sell ce...

KR

Shopkeeper

Krarz Orefang, a Duergar Artificer (Battle Smith) (Lvl 6)

Keeper's Species

Duergar

3 Weapons13 Misc2 Armor2 PotionsEst. 905 gp

Shop Inventory

(20)
Weapons3

A short, dark-forged dagger with a faintly warm edge. Typical duergar workmanship: brutal efficiency, balanced for quick strikes.

Atk On a critical hit, the blade emits a 10-ft cone of ember-sputter (flavor only, no extra damage).

Small hand axe with a dark blade warmed by a faint inner ember—keeps its edge in cold, damp conditions.

Can be thrown (range 20/60). Once per day the axe sheds dim light in 5-ft radius for 1 minute on command.

Fine duergar shortsword tempered in darklake brine and hammered with a slight curve. Superior edge holds in wet conditions.

Atk Gives +1 to attack rolls (masterwork quality); once per long rest, when struck by cold damage, the sword sheds steam that obscures attackers (+2 to stealth checks to disappear; DM adjudication).
Miscellaneous13

A heavy iron lantern sealed with soot-black glass. Burns pale blue mushroom oil for 6 hours of dim light and 2 hours of bright light.

Resistant to damp and cold; glass treated to reduce glare (useful in stealthy Underdark work).

A vial of near-black brine collected from the cavern lake. Smells of iron and old depth. Used by alchemists, fishermen, and duergar ritualists.

When applied to metal, accelerates tarnish; in certain duergar rites used as a focus (non-magical).

A heavy iron grappling hook with a reel fitted into an oiled lattice spool. Designed for hauling ore and quick anchoring on slick cavern walls.

Grants advantage on checks to secure in wet/slippery stone when used properly.

Thin, near-invisible rope woven from the silk of deep cave spiders and smoked for durability; strong and surprisingly light.

Has a +2 circumstance bonus to DC for stealthy climbs (DM discretion).

A battered parchment map of nearby darklake caverns and shipping lanes, annotated with Krarz's notes about currents, shoals, and duergar traps.

Grants +2 to navigational checks in the mapped area (DM discretion).

A jar of paste made from cavern moss and crushed crystal spores. Soothes minor cuts and staves off infection.

Heal 2 HPHeals HP when applied and gives advantage on the next Constitution save vs. disease for 1 hour.

Crossbow bolts with heads tempered to resist the acidic sprays common near the darklake shorelines.

Reduce chance of bolt pitting in acidic environments; house-ruled as giving disadvantage to environmental degradation checks.

Short stubby candles that burn with a steady, smoke-free blue flame for 12 hours. Popular for tunnellers and nightwatchmen.

Emit dim light in 10-ft radius and give steady light that doesn't flicker in drafts.

A satchel of files, rivets, patching resin, and powdered stone able to make field repairs to metal and leather gear.

Allows a character to repair a damaged item (DM determines extent) or grant +1 temporary to AC or weapon attack for 24 hours if used with sufficient materials.

Compressed, salty rations designed to keep in damp caverns: dried fungus, salted fish chunks, and nutloaves.

Provide adequate nourishment for 5 days; reduce chance of food-borne illness in Underdark environments.

Oily black compound that, when applied, delays rusting and dissolves minor mineral deposits on metal surfaces.

When applied to armor or weapons, prevents environmental degradation for 7 days.

A stout, folding spyglass with smoky lenses treated to reduce glare from bioluminescent fungi and water reflections.

Gives advantage on spot checks at long range in low-light or reflective surface settings (DM call).

A hooked utility blade used for fishing out wreckage and cutting through fungal growths.

Grants advantage on checks to cut fibrous material or open sacks sealed with fungal growth.
Armor2

A snug chain shirt treated with a dark tempering process that resists corrosion from brackish darklake air.

AC +13Grants advantage on saves vs. rust or corrosion effects (DM adjudication).

A round shield reinforced with iron rimwork. Shows signs of repair from a past darklake clash but remains serviceable.

AC +2Provides +2 to AC while held (standard shield). The crack gives a -1 penalty to saves vs. bludgeoning if not repaired (roleplaying hook).
Potions2

A thick, sanguine-red potion sealed with a strip of hammered iron. Restores robust health to a wounded adventurer.

Heal 4 HPHeals HP when consumed (D&D 5E greater healing equivalent).

A vial of saline-tinted liquid that smells faintly of the lake. Grants the ability to breathe underwater for 1 hour.

Target can breathe underwater for 1 hour after drinking (as spell).
KR

Krarz Orefang

DuergarArtificer (Battle Smith)Lvl 6

Shop Atmosphere

Krarz hums a repetitive, metallic tune while he works; he keeps a small living snail in a salt bowl that he insists is his 'listener' and will refuse to sell certain 'sensitive' goods if the snail isn't placated. He bargains in chips of iron as well as coin — offers a 5% discount for any non-magical iron object left as trade-in.
Visual sheet

Turn Krarz's Gloom & Gear into a sheet

A high-res, share-ready sheet you can post or print.