Vorn's Sunless Curios — Black Market of the Dark Lake

Est. 2025 Duergar Rogue (Arcane Trickster 3 / Assassin 5 flavor)

Vorn's Sunless Curios — Black Market of the Dark Lake

Vorn insists on bartering with 'fishcoin' — dull bronze tokens stamped with a lake wave — for discount prices; he gives a 10% discount for items bought with the...

KH

Shopkeeper

Khalzruk Vorn, a Duergar Rogue (Arcane Trickster 3 / Assassin 5 flavor) (Lvl 8)

Keeper's Species

Duergar

2 Weapons2 Armor12 Misc2 PotionsEst. 3k gp

Shop Inventory

(18)
Weapons2

A finely balanced shortsword forged in obsidian-tinted iron and etched with tiny runes that seem to drink light. Popular with assassins who want a clean wound and a quiet death.

Atk When used to attack from advantage or unseen, deals + necrotic damage once per short rest. Blade slightly suppresses light in a 1-foot radius.

A compact handaxe with a counterweight for precise throws. Common among Duergar raiders on the Dark Lake's shores.

Thrown (range 20/60). On a critical hit, target must succeed on Strength save or be knocked prone.
Armor2

A dark chain shirt woven with shadow-threads pulled from the umbral_layers beneath the Dark Lake. It absorbs moonlight and muffles movement.

AC +13Once per long rest, wearer can cast pass without trace (self only). While submerged, grants advantage on Stealth checks to hide underwater.

A heavy duergar cloak that hangs like a shadow. The lining is stitched with a silver thread that faintly ripples like water.

AC +11Grants +1 to AC while wearing and advantage on saving throws vs. being charmed. Once per long rest, grants the effect of invisibility for up to 1 minute (ends on attack or casting).
Miscellaneous12

Worn leather boots with tiny lead beads in the soles. Duergar artisans blessed them with a whisper of downward gravity.

Grants advantage on Dexterity (Stealth) checks for moving silently. Once per short rest, reduce falling damage by (minimum 1).

A small iron lantern whose light burns like a dying ember. Its glow reveals faint auras in water but is ignored by many surface creatures.

Emits dim, smokeless light in a 15-foot radius. When pointed into water, reveals invisible creatures for up to 1 minute once per day.

A thin syringe-like contraption filled with concentrated duergar-made hemotoxin. Designed for concealed assassinations.

On a successful piercing, target must succeed on a Constitution save or be poisoned and take poison damage immediately, then poison damage at the start of each of its turns for 1 minute. Antitoxin or a successful Medicine check halves duration.

A palm-sized shard of smoky glass that interferes with divination magics. Valued by criminals and those who run from watchful eyes.

When held and focused for 1 minute, grants resistance to scrying attempts and imposes disadvantage on scrying checks to locate the bearer for 8 hours. Can be used once per long rest.

A stoppered glass sphere that, when smashed, belches thick black smoke that sticks close to the ground.

When broken, creates a heavily obscured 10-foot-radius sphere for 1 minute. Creatures with darkvision suffer disadvantage in the smoke. Useful for escapes.

A partially water-damaged scroll that still holds the weave for Silence. The edges are salted and the ink is slightly runny.

Contains the spell Silence (1st-level). DC to copy: normal for 1st-level scrolls. If a spellcaster fails an Arcana check (), the scroll's effect is lost and the scroll crumbles.

A dingy helm that grants a glance into rock and mud. Its lenses are cloudy but useful in the Dark Lake's murk.

AC +1While worn, grants darkvision out to 60 feet (if the wearer lacks it) or extends existing darkvision by +30 feet. Once per long rest, wearer can detect stone or passageways within 30 feet as per detect magic flavor (no object revelation).

A gray paste in a small tin. Smelled faintly of algae and iron. Applied to a cloth and placed under a target's nose for sedative effect.

Treat as a nonlethal sleep agent: target exposed ( Constitution save) falls unconscious for 1 minute. Success halves duration. Use will alert nearby creatures if used clumsily.

A flexible rope made from compressed lakeweed, surprisingly strong when wet.

Has a tensile strength equal to hempen rope. When wet, grants +1 to checks to hold or tie underwater.

A well-made set of picks and hooks, blackened to avoid reflections. Tailored for lockpicking and trap disarming in the underground.

Grants +1 to Dexterity checks made to pick locks or disarm traps when used by someone with proficiency.

A painstakingly engraved coin used to launder other currencies. Not legal tender, but persuades many low-level merchants.

Provides advantage on a single Deception check to pass as legitimate currency in casual transactions. Detect counterfeit identifies it with disadvantage unless a successful Investigation check ().

A book with pre-printed seals used to create believable forgeries, complete with a faint duergar watermark.

Grants advantage on checks to forge documents when used with appropriate inks and seals. The faint watermark can be traced back to Vorn if mishandled.
Potions2

A viscous bottle with slow-moving inky liquid. Removes common poisons but may leave a faint grayish pallor for an hour.

Grants benefit of antitoxin (advantage on saves to resist poison for 1 hour) and grants resistance to poison damage for 10 minutes.

A vial of black-tinged water collected from the deepest reaches of the Dark Lake. Sipping it soothes wounds but chills the bones.

Heal 2 HPHeals hit points when consumed (weaker than standard potion but more stealthy). Leaves a faint stain on the tongue that can be detected by those familiar with the lake.
KH

Khalzruk Vorn

DuergarRogue (Arcane Trickster 3 / Assassin 5 flavor)Lvl 8

Shop Atmosphere

Vorn insists on bartering with 'fishcoin' — dull bronze tokens stamped with a lake wave — for discount prices; he gives a 10% discount for items bought with them. He rarely sells to open-surface folk without a reference; will demand a favor or current debt in exchange for certain items (rolled randomly). The shop emits a faint sulfur-and-peat smell; a trapped carp kept alive in a bowl by eerie magics croaks when lies are told within the room. Attempts to scry the shop usually return a blurred image and a single whispered warning: "Tread quieter than your shadow."
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