The Iron Anvil

Est. 2025 Dwarf Artisan (Blacksmith)

The Iron Anvil

The Iron Anvil smells of coal, oil and iron filings. Gorrim pounds a steady rhythm on his anvil while he talks — a song in hammer-strokes that means 'busy' or '...

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Shopkeeper

Gorrim Stonebell, a Dwarf Artisan (Blacksmith) (Lvl 3)

Keeper's Species

Dwarf

8 Weapons16 Misc5 Armor3 MiscEst. 270 gp

Shop Inventory

(32)
Weapons8

Well-balanced steel dagger with a leather-wrapped hilt. A reliable blade for newcomers.

Light, finesse; can be thrown (range 20/60).

A nimble one-handed blade favored by scouts and city watch.

Finesse.

Versatile knightly blade. Good all-around weapon for beginners and trainees.

Versatile ( when used two-handed).

Throwing-capable axe with a sturdy haft. Useful as tool and weapon.

Light, thrown (range 20/60).

Simple spear: practical, inexpensive, and serviceable as both polearm and throwing weapon.

Versatile when used two-handed (). Thrown.

A compact crossbow suitable for militia and light scouts. Requires bolts.

Loading property; range 80/320.

A light, reliable bow for hunters and rangers with modest draw weight.

Range 80/320.

Two-handed heavy hammer for breaking and battlefield work.

Heavy, two-handed.
Miscellaneous16

Twenty basic iron-tipped bolts. Reliable and inexpensive.

A bundle of twenty fletched arrows for bows.

A solid iron spike for anchoring ropes or improvised traps.

Forged hook with three barbs and an eye for rope. Practical and stout.

Can be used to secure or climb with proper checks.

Iron manacles and basic lock. Standard issue for city watch.

Lock included. Dexterity or thieves' tools required to open without key.

Heavier shackles for secure transport of prisoners or cargo.

A complete blacksmith's kit: hammers, tongs, files, chisels and small anvil pieces.

Proficiency required to craft/repair metal goods properly.

Set of hand-forged horseshoes; nailed on with proper shoeing service.

Standard hemp rope: versatile and strong for climbing, tying, and hauling.

A small kit of flint, tinder, and firesteel; enough to start many campfires.

Simple pitch-soaked torch. Good for light and as an impromptu weapon against fragile foes.

Burns for ~1 hour. Flammable; gives off smoke.

Basic padded bedroll for sleeping outdoors; rolls up and straps to a pack.

Leather waterskin with cork stopper. Keeps about a gallon.

Stout pot for stews and forgeside kettles; can be used over coals and flame.

Small iron nails for quick repairs and carpentry.

A simple iron medallion stamped with the forge's mark. No magic — good for barter and identification.

Some local inns recognize this mark and may offer a small discount.
Armor5

Soft armor quilted with batting. Comfortable but noisy and flammable.

AC +11Stealth disadvantage (bulky padding).

Treated leather armor offering modest protection with good mobility.

AC +11

Leather reinforced with riveted studs; favored by scouts who want protection without bulk.

AC +12

A shirt of interlinked metal rings worn over a padded layer. Good mid-tier protection.

AC +13

A round steel-tipped shield with a leather grip. Adds reliable protection.

AC +2Grants +2 to AC when wielded.
Miscellaneous3

Full shoeing service: rehearse, fit and drive in four shoes. Includes minor hoof trims.

Additional charge for hoof repairs or exotic mounts.

Basic stone sharpening and minor straightening/re-riveting to put a weapon back into field condition.

No structural re-forging. Takes about 15–30 minutes per item.

Thorough repair: dents removed, nails re-set, minor parts replaced, and edge tempered.

May require extra materials; quoted separately for major damage.
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Gorrim Stonebell

DwarfArtisan (Blacksmith)Lvl 3

Shop Atmosphere

The Iron Anvil smells of coal, oil and iron filings. Gorrim pounds a steady rhythm on his anvil while he talks — a song in hammer-strokes that means 'busy' or 'content' depending on its tempo. He keeps a charred kettle singing on the forge and a fat gray cat named Spark that will hop into a lap for a scrap of meat (or a key). Gorrim answers questions with blunt, practical proverbs: 'If a blade sings, it'll mend; if it groans, it needs a new life.' He gives newcomers a small discount on their first sharpening if they tell him a believable adventure tale.
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