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The Three Quenches - AI-generated fantasy Shop

The Three Quenches

Est. 2026 Hill Dwarf Fighter

The Three Quenches

The Three Quenches is named for an event outsiders consistently describe incorrectly. During its founding, the first master cooled three identical sword blades ...

QH

Shopkeeper

Qhapaq Rumi, a Hill Dwarf Fighter (Lvl 12)

Keeper's Species

Hill Dwarf

5 Weapons3 Armor6 MiscEst. 3.4k gp

Shop Inventory

(14)
Weapons5

A dependable military-grade blade with a broad edge, leather-wrapped grip, and a slightly hooked guard. Each sword is tested against an iron ingot before sale.

A stout polearm with a reinforced haft and carefully balanced steel head. Favored by caravan guards and city watch patrols.

A long-shafted battle axe with a crescent blade designed to catch shields and drag riders from saddles.

A matched pair of compact throwing axes, balanced for practical use rather than flashy tricks. The hafts are ash wood sealed against rain.

A custom warhammer with a gray-blue head that rings like a struck bell. Its maker claims the metal came from a fallen star, though the testing records suggest an unusually pure terrestrial alloy.

Once per long rest, when you hit a creature made of metal, stone, or crystal, you can deal an extra bludgeoning damage and push the target up to 10 feet if it is Large or smaller.
Armor3

Plain but sturdy plate armor assembled from fitted steel plates over a padded lining. The blacksmith keeps several unfinished suits available for final adjustment.

AC +16

A tower-like steel shield with a central ridge and reinforced boss. It is heavier than a standard shield but exceptionally resistant to splitting.

AC +18

A canonical breastplate fitted with overlapping shoulder plates and a skirt of boiled leather. It offers reliable protection without the full burden of plate.

AC +16
Miscellaneous6

A practical field repair kit containing wire, rivets, small files, leather straps, oil, whetstones, and a collapsible hand vise.

A sealed sack of dense hardwood charcoal selected for high, steady heat. Adventurers buy it when repairing metalwork far from civilization.

A custom blacksmithing compound made from powdered meteoric iron, lamp oil, and silver filings. It leaves a dark sheen on the blade and is intended for temporary field use against creatures resistant to mundane steel.

The oil does not grant a bonus to attack or damage rolls and is consumed after use.

A custom iron belt clasp shaped like a squat mountain animal. The buckle is heavy enough to serve as a paperweight and is engraved with tiny geometric lines.

Once per long rest, as a reaction when you would be pushed, pulled, or knocked prone, you can reduce the forced movement to 0 and remain standing.

A small tin of copper-colored repair paste that hardens when exposed to air. It is useful for mending broken buckles, dented weapon fittings, and damaged armor straps.

The repaired object remains visibly discolored until polished.

A cheap, flat sharpening stone wrapped in waxed cloth. The shop sells dozens to travelers who cannot afford a new weapon or cannot reach a forge.

Lootable Stash

(5)

Where The Take Sits

The shop's valuable stock is divided between the front counter, a loft bedroom, and a rear forge room. The most important records are hidden beneath the anvil, while the cashbox is concealed under the counter. The stockroom has a bell wire and the forge floor remains hot enough to make careless movement dangerous.
1 Money On Hand1 Personal Item1 Valuable Inventory1 Records1 Raw Materials

Security Check

Dexterity (Stealth) with thieves' tools, or Intelligence (Investigation) to locate the hidden compartments
DC 17

On Failure

A failed theft attempt triggers a concealed trip wire near the rear stockroom door. It rings a hammer bell above the forge, wakes the apprentice sleeping in the loft, and alerts Qhapaq Rumi, who blocks the front exit with a heated iron bar. If the party persists, the shopkeeper calls the city watch and releases a trained mastiff from the yard.

Estimated haul

1,579.9 gp

Money On HandLoot target #1

Daybook Cashbox

87 gp, 14 sp, and 3 ep
Bolted beneath the counter behind a removable floorboard
A locked iron cashbox holding the day's sales, mostly in silver and gold coins, along with a few electrum pieces accepted from traveling merchants.
Personal ItemLoot target #2

Rumi's Mentor Medallion

15 gp to a fence, little sentimental value to anyone else
Inside the shopkeeper's locked apron chest in the loft bedroom
A leather tobacco pouch, a whetstone worn smooth from years of use, and a small brass portrait medallion showing the shopkeeper's deceased mentor.
Valuable InventoryLoot target #3

Bellfall Warhammer

750 gp
Wrapped in oiled wool inside the back-room tool cabinet
A finished Bellfall Warhammer awaiting collection by a wealthy mercenary captain. Its unusual alloy and restrained enchantment make it valuable, though difficult to sell without attracting attention.
RecordsLoot target #4

Commission Ledger

300 gp to a rival smith, guild agent, criminal broker, or interested patron
Hidden in a hollow compartment beneath the anvil's stone base
A thick ledger containing names of mercenary companies, caravan masters, noble retainers, and adventurers who have commissioned weapons or armor. Several entries include debts and private delivery instructions.
Raw MaterialsLoot target #5

Star-Iron and Silver Stock

425 gp
Inside a charcoal bin with a false bottom in the rear forge room
A narrow ingot of meteoric iron, three pounds of alchemical silver, and several small sapphires used as heat-resistant inclusions in precision work.
QH

Qhapaq Rumi

Hill DwarfFighterLvl 12

Shop Atmosphere

The Three Quenches is named for an event outsiders consistently describe incorrectly. During its founding, the first master cooled three identical sword blades in three different troughs, proving that the local spring water, brine, and oil each produced a different temper. Visitors insist the name refers to three swords broken in a duel. The shopkeeper corrects them only when bored. Every finished weapon is struck once against the anvil before it leaves the premises, and customers are expected to listen for a clean ring.
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