Icehand Forge & Fieldworks

Est. 2025 Human (southern-born, raised among Taiga barbs) Blacksmith (artisan / ex-warrior)

Icehand Forge & Fieldworks

Sarra hums a low, rhythmic forging song in a hoarse northern tongue when she works. She insists customers remove all bells and jingling trinkets before trying o...

SA

Shopkeeper

Sarra Icehand, a Human (southern-born, raised among Taiga barbs) Blacksmith (artisan / ex-warrior) (Lvl 6)

Keeper's Species

Human (southern-born, raised among Taiga barbs)

5 Weapons4 Armor7 Misc1 PotionsEst. 681 gp

Shop Inventory

(17)
Weapons5

A well-balanced spear favored by woodland hunters; ash shaft, reinforced steel tip, designed for throwing or melee.

Atk Well-balanced: +1 to ranged attack when thrown within 20 ft (compared to improvised).

A hefty handaxe forged in the cold smithies of Sarra's homeland. Heavy enough to fell a dire boar, but lightened for agility.

Atk Barbaric Edge: when used by someone with Reckless Attacks or similar trait, deals +1 damage.

A recurved shortbow made from yew and horn, strung with braided sinew. Favored by elves and rangers for quick shots under canopy.

Atk Quiet Draw: -2 penalty to checks to detect the bow's sound while firing in natural environments.

A simple, reliable dagger from Sarra's personal pattern — balanced, with a chipped-abruzio edge.

Thrown (range 20/60).

A short, stout crossbow with extra bracing to handle powerful bolts; easier to maintain and quick to reload with Sarra's crank system.

Atk Quick-serve: with a brief windlass action, reduces reload time — treat as one-handed crossbow for rapid firing in many game systems.
Armor4

Sturdy studded leather reinforced at joints; treated with oils to repel rain and bramble scratches.

AC +12Forest Camouflage: advantage on Stealth checks in woodland when stationary and unencumbered.

Greaves fashioned from cured boarhide with metal rivets — added leg protection without sacrificing mobility.

AC +1Slight barding: reduces non-magical knockback effects on the wearer.

A small round shield with iron boss and leather straps; easy to carry and add a bit of defense.

AC +1Can be used to parry small attacks; once per short rest, reduce incoming melee attack damage by (skill check by wearer at DM's discretion).

A light helm reinforced with boiled leather and small antler crest — popular with local hunters and scouts.

AC +1Helm crest can intimidate animals and small folk: +2 to Intimidation vs beasts once per encounter.
Miscellaneous7

A black, resinous oil blended with crushed ironbloom and taiga herbs. Applied to weapons to improve edge-holding.

Apply to a nonmagical weapon: one hour of improved sharpness — weapon gains +1 to attack rolls for the next 24 hours (single use).

Hammers, tongs, files, rasp, brazing rods and chain links; basic supplies to patch armor or weapons in the field.

Allows temporary repairs: restore up to hit points to an item (reduce penalty for damaged gear) during downtime or a short rest.

A heavy cloak lined with pelts. Warms against cold and muffles movement.

Grants resistance to cold damage of 1 for a short duration; advantage on Stealth checks in snowy or forested terrain when huddled.

Leather boots with flexible metal studs and fur lining. Excellent for sleet, ice and root-laced trails.

Wearer suffers no movement penalty from difficult icy terrain. +2 to Survival checks for travel over snow/ice.

A red-hot iron on a short handle used to mark tools, pack, or livestock. Scent of soot and pine sap.

Useful for marking ownership or cauterizing wounds in emergencies (deal fire to target when used this way).

A simple spring spike trap that can be set in foliage or shallow snow; warns of foot traffic or injures unwary trespassers.

When triggered, deals piercing and causes slowing for 1 round (snagged limb).

Commission Sarra to forge a bespoke non-magical weapon tailored to the buyer's size and fighting style. Time: 2 weeks (rush for +50%).

Final stats and cost vary with design; includes one free engraving or a minor tempering oil treatment.
Potions1

A small phial of green ointment made from taiga herbs and boiled moss. Smells earthy — administer externally or ingest with bitter taste.

Heal 2 HPWhen applied to a wound, it accelerates healing: during downtime it reduces time to recover by 25% (GM adjudication). For mechanical play: restores 2 HP immediately when applied to an injury (non-magical).
SA

Sarra Icehand

Human (southern-born, raised among Taiga barbs)Blacksmith (artisan / ex-warrior)Lvl 6

Shop Atmosphere

Sarra hums a low, rhythmic forging song in a hoarse northern tongue when she works. She insists customers remove all bells and jingling trinkets before trying on armor (she claims it offends the spirits of the forge). She sometimes barters for pelts, rare herbs or stories from distant travelers; if you offer a true tale of the frozen north she'll discount an item by 5 gp (GM discretion).
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