The Embered Anvil

Est. 2025 Mountain Dwarf Artificer

The Embered Anvil

The shop smells of hot iron, oil and faint pipe-smoke. Sparks dance across the forge at odd, controlled intervals (Bromm idolizes the rhythm of the hammer). A s...

BR

Shopkeeper

Bromm Ironvein, a Mountain Dwarf Artificer (Lvl 3)

Keeper's Species

Mountain Dwarf

8 Weapons10 Misc7 Armor1 PotionsEst. 407 gp

Shop Inventory

(26)
Weapons8

A standard steel dagger, balanced for throwing and stabbing. Ideal as a backup weapon.

Light, finesse, thrown (range 20/60)

A common adventurer's blade: light, versatile, and easy to repair.

Finesse

A sturdy, one-handed martial sword. A dependable choice for new fighters.

Versatile ( when used two-handed)

A light battleaxe that can be thrown or used in close combat.

Thrown (range 20/60)

A solid one-handed axe for warriors; heavy head and strong haft.

A compact wooden bow for hunting and field skirmishes. Best for light-footed archers.

Two-handed, ammunition

A reliable light crossbow; slower to reload but powerful and accurate.

Loading, two-handed, ammunition

A curved blade with a few repaired nicks—cheaper than new but serviceable.

Lightly worn; slight cosmetic scratches
Miscellaneous10

A bundle of twenty iron-tipped arrows.

Complete set of blacksmithing tools: hammers, tongs, files, chisels and a portable anvil.

Proficiency with these tools grants advantage on related checks

A bar of raw iron suitable for forging weapons, armor plates, or horseshoes.

Hand-forged iron horseshoes, fitted and nailed by the smith. Durable for rough roads.

A forged hook with three prongs and fifty feet of strong hemp rope—useful for climbs or quick entries.

Hook can snag in crevices; rope rated to 250 lb

Iron manacles with a small lock—simple, reliable restraint used by watchmen.

Can secure a Small or Medium creature; lock requires small key

Short iron spikes for anchoring ropes into rock and masonry.

A hardened iron bar used for prying doors, crates or removing boards.

Improvised weapon if needed

Sturdy bellows to keep a forge roaring; essential for any apprentice smith.

A small tin of forged nails — handy for repairs and simple constructions.

Armor7

A standard wooden shield with iron rim—common among town guards.

AC +2

A carefully reinforced shield: heavier leather straps, extra rim bracing and a spike rivet for bashing.

AC +2Can be used to bash for bludgeoning (no extra attack penalty)

Light armor made of cured leather. Good for scouts and rogues.

AC +11Dexterity bonus applies in full

Leather hardened with metal studs; well-balanced protection for light fighters.

AC +12Dexterity bonus applies in full

A shirt of interlocking rings worn over padding. Good medium protection without full encumbrance.

AC +13Allows moderate mobility; max Dex bonus +2

Interlocked rings forming a tough hauberk. Common for town militias and caravan guards.

AC +16Heavy armor (Strength 13 required; disadvantage on stealth)

Leather gauntlets banded with small spikes—useful for brawlers and guard work.

Can be used as an unarmed attack; spikes may catch on fabric
Potions1

A vial of ruby liquid. Restores vitality when drunk.

Heal 6 HPHeals HP when consumed
BR

Bromm Ironvein

Mountain DwarfArtificerLvl 3

Shop Atmosphere

The shop smells of hot iron, oil and faint pipe-smoke. Sparks dance across the forge at odd, controlled intervals (Bromm idolizes the rhythm of the hammer). A small, soot-streaked salamander named 'Cinder' naps atop a pile of cooled ingots and occasionally rearranges customers' coin purses out of curiosity. The wall behind the counter is devoted to customers' 'lucky' horseshoes nailed above the doorway — every shoe tells a short tale if you ask politely.
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