Soot & Shade — Sundries & Stills

Est. 2025 Duergar Rogue

Soot & Shade — Sundries & Stills

Kedruk runs Soot & Shade from a low-ceilinged stall off the Rust Gate market in Gracklstugh. He is soft-spoken, has a simmering pallor and a permanent smudge of...

KE

Shopkeeper

Kedruk Ironsheen, a Duergar Rogue (Lvl 7)

Keeper's Species

Duergar

7 Misc5 Misc1 PotionsEst. 1.1k gp

Shop Inventory

(13)
Miscellaneous7

A sweet-smelling, phosphorescent paste made from crushed gleamroot. Slow-release stimulant favored by miners and tunnel-watchers; gives steady focus but faint twitching after prolonged use.

For 1 hour: advantage on checks and saves made to resist exhaustion and on Investigation/Perception checks in dim/darkness. After 1 hour, suffer one level of exhaustion (DM may substitute temporary disadvantage on Dexterity checks for narrative).

A brittle reed laced with pulverized basalt and a tincture of deep coal. Inhaled for a brief rush and a hardening sensation in the lungs; used before short skirmishes or to steel nerves.

For 10 minutes: bonus to Strength (checks only) and temporary resistance to cold. After effect ends, take poison damage as the lungs clear (counts as nonmagical).

A needle-thin vial containing an inky, slightly viscous liquid harvested around a deeplight spire. Sold to artisans and assassins; it sharpens reflexes and shadows.

Atk For 30 minutes: you gain +1 to attack rolls and Dexterity saving throws; once during the duration you can attempt to hide as a bonus action even when lightly obscured. After 30 minutes, suffer -1 to Wisdom checks for 1 hour.

A sticky, bitter resin harvested from cavernous duskworm cocoons. Mild calming effect—used to calm miners before sleep or interrogation.

For 1 hour: advantage on saving throws against being frightened and on Persuasion checks if trying to soothe or calm others. Causes drowsiness if taken in excess (DM adjudicates).

A tiny paper sheet soaked in cinderleaf extract. Not for casual use: potent mind-altering properties. Illegal in most surface markets.

Induces vivid hallucination for hours unless an Intelligence saving throw () is made; failure confers disadvantage on Wisdom saving throws for next 24 hours. Successful save yields minor euphoria with no long-term effects.

A shimmering grey powder made from ground glow fungus and powdered deep-shadow. Expensive, rare, and heavy with side effects.

For 10 minutes: you become partially incorporeal for movement: you can move through nonmagical difficult terrain and squeeze through one size smaller gap without checks. While under effect you are vulnerable to force damage and take psychic damage when it ends. Use flagged as illicit by many factions.

Strips of ironbark leaves chewed to dull pain and increase grit. Cheap morale-boost for tough jobs.

For 20 minutes: advantage on saving throws against being stunned or knocked prone. Causes metallic taste and mild jaw clenching afterward (narrative).
Miscellaneous5

A rough vial of strong duergar spirit — cheap, burns going down, comforts nerves. Often used to mask other compounds.

Used as a base for preparing certain drug mixes; ingested alone grants advantage on Constitution saving throws against cold for 1 hour.

A small hollow chitin needle and bulb used to deliver liquids subcutaneously. Cheap and disposable; preferable to sharing blades.

Allows nonmagical injection of drugs without a Medicine kit (DM determines required checks). Single use.

A volatile ink distilled with shadowmoss. Applied to skin or clothing; gives a stuttering shimmer useful for deception or escape.

When applied as a small smear (5 minutes), for 10 minutes you have advantage on Dexterity (Stealth) checks in dim light or darkness. Ink stains are difficult to remove ( Intelligence (Investigation) or cleaning kit).

A duergar-crafted set of fine picks, miniature files, and a bottle of acid etch for loosening cheap locks — valuable for clandestine buyers.

Grants a bonus to Dexterity checks made to pick locks or disable small mechanical traps for one hour when used (requires time and a flat surface).

A greasy salve of soot and luminescent moss. Applied to eyelids to reduce glare and steady night vision.

For 8 hours: advantage on Wisdom (Perception) checks relying on sight in darkness, but disadvantage on checks that require bright-light color discrimination.
Potions1

A dark, oily potion brewed from distillates and a sliver of deep-shadow fungus. Functions like a potion of invisibility but with limitations.

Grants invisibility for up to 1 minute or until you attack/make a spell attack. While invisible you shed dim light in a 1-ft radius if in direct sunlight (rare in Underdark). Side effect: weakness to radiant damage; when first hit by radiant take extra psychic damage.
KE

Kedruk Ironsheen

DuergarRogueLvl 7

Shop Atmosphere

Kedruk runs Soot & Shade from a low-ceilinged stall off the Rust Gate market in Gracklstugh. He is soft-spoken, has a simmering pallor and a permanent smudge of soot across one cheek. He haggles in whispered tones, keeps a pet mute deepworm curled in a crate, and always offers a free Iron-Bond Cig with large purchases. Kedruk records sales in a coded ledger — he sells to anyone who can pay and pass his single, sharp question about loyalty to the clan. He refuses to sell Phantom Dust to anyone who gives him a good reason to suspect they serve the surface, and will trade quantities for rare ores or favors rather than coin for repeat clients.
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