Son of Ibini's Trustworthy Magic Forge

82 year old Dwarf construction, small sized

Location: Mines of Kiórói

Owned by: Durbun son of Ibini

A small stone walled house with a slate roof. A symbol in the shape of a tree hangs over the doorway. The dwelling also serves as a Magic Forge.

Occupants

Name Role Age Gender Race Description
Durbun son of Ibini Master Magesmith 164 Male Dwarf He is an adult dwarf with grey eyes, balding auburn hair, a long beard, and olive skin.
Dwis Leadseeker Master Magesmith's Apprentice 25 Female Dwarf She is an adolescent dwarf with brown eyes, long styled auburn hair, a full beard tied in a plat, and dark brown skin.
Náinal son of Iblierin Housekeeper 135 Male Dwarf He is an adult dwarf with grey eyes (behind a pair of spectacles), strawberry hair worn in a rounded bowl cut, a full beard tied in a plat, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 92% and 108% of their base value.

Available Price Value Item Rarity Description Weight
1 21 gp 23 gp Giant Slayer Quarterstaff rare A Simple Melee weapon. 1d6 + 1 bludgeoning damage. (Two-handed: 1d8 + 1 Bludgeoning damage.) Range: 5. Properties: Versatile, Monk, Magic

You have a +1 bonus to your attack and damage when wielding this Quarterstaff.
When you hit a giant with it, the giant takes an extra 2d6 bludgeoning damage and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
4 lbs.
1 Negotiable Humming belt of blink uncommon This leather belt is embossed with runes. When removed it casts the spell Blink, with you as the target. This property cannot be used again until after a long rest. The belt makes a very slight humming sound at all times.
1 27 gp 27 gp Light hammer of Terror rare Requires attunement.

A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk, Magic

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The Light hammer regains 1d3 expended charges daily at dawn.
2 lbs.
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