The Brass Eye Forge

Est. 2025 Human (pale, sallow complexion) Artificer (tinkerer/blacksmith archetype)

The Brass Eye Forge

Merik polishes his forge bell with a cloth that always smells faintly of brine. He tends to hum a low, tuneless melody when tempering metal; customers claim the...

ME

Shopkeeper

Merik Thal, a Human (pale, sallow complexion) Artificer (tinkerer/blacksmith archetype) (Lvl 3)

Keeper's Species

Human (pale, sallow complexion)

8 Misc4 Weapons3 Armor1 PotionsEst. 535 gp

Shop Inventory

(16)
Miscellaneous8

A heavy hammer with tiny etched, concentric eye-motifs on the head. Excellent for ordinary smithing work.

None. Favored tool for general smithwork.

A leather roll of hammers, tongs, files and bellows. The leather is stamped with an odd, watchful sigil.

Provides proficiency benefits when used for smithing and improvised repairs.

A pale sharpening stone that leaves a faint shimmer on a blade edge.

Sharpening with this stone grants advantage on one attack roll with that weapon within next hour (usable once).

A sturdy lantern with glass panes etched in concentric circles. Burns oil for up to 6 hours on a pint.

The etched panes cast faint concentric shadow patterns; creatures with the Inhuman Gaze trait (DM homebrew) are mildly unsettled.

A compact iron grappling hook with a knotted rope; the hook's prongs are slightly hooked inward like talons.

None; well-crafted for climbing and anchoring.

A small, glassy shard that resembles a fragment of an enormous eye. Cold to the touch.

No mechanical use by default; some scholars or cultists might pay more.

Bend it back, reedge a nick, and reseat a loose pommel; a quick, on-the-spot mending.

Restores an improvised or non-magical weapon to functional condition. Larger repairs cost more (Merik will quote).

Small iron tacks hammered with faint runes that repel vermin and small spirits for a short time.

When driven into wood or stone around a 5-foot space, they grant +1 to saving throws against being frightened for creatures within that space for 8 hours.
Weapons4

A balanced longsword with a faint iridescent sheen that seems to shift when you glance away.

Cosmetic sheen; no mechanical bonus.

A coarse handaxe with tiny sawlike teeth along part of the blade—serviceable for chopping and combat.

None beyond damage; the serrations help with cutting rope and similar tasks.

A thin dagger with a blade that seems to drink light; when used in silence, faint, distant whispering can be heard by the wielder.

Atk Uncommon (requires attunement): +1 to attack and damage rolls. Once per long rest, the wielder can cast the cantrip message (as if whispering to a creature up to 120 ft) with the dagger acting as focus.

Three-pronged spear favored by coastal guards; the metal has a slight patina as if long exposed to brine.

The trident's design is practical for net- or grapple-assist maneuvers. No magical bonus.
Armor3

A solid wooden shield rimmed with iron; the surface is inlaid with small, translucent nodules that look like tiny eyes.

AC +2Once per day, the nodules faintly glow to grant advantage on a single Wisdom (Perception) check while held.

Dark scale mail whose scales are subtly engraved with looping patterns reminiscent of undersea currents.

AC +14When submerged, the wearer feels marginally steadier: advantage on Strength (Athletics) checks to swim once per hour.

A chain shirt treated with oils that make it quiet to move in; seams whisper when rubbed between fingers.

AC +13Once per long rest, wearer may attempt a Dexterity (Stealth) check with bonus for one minute.
Potions1

A small vial of ruby liquid that warms to the touch; typical common restorative.

Heal 2 HPStandard Potion of Healing: restores HP when consumed.
ME

Merik Thal

Human (pale, sallow complexion)Artificer (tinkerer/blacksmith archetype)Lvl 3

Shop Atmosphere

Merik polishes his forge bell with a cloth that always smells faintly of brine. He tends to hum a low, tuneless melody when tempering metal; customers claim the tune makes the shadows behind the goods move a fraction too slowly. He will not sell certain 'whole eye' curios and refuses to discuss where they came from; he accepts baubles of ivory, unusual shells, or a promise of a favor for rarer pieces.
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