Ironharrow Foundry & Brassworks

Est. 2025 Dwarf (pair sharing the shop) Artificer (Travis) / Fighter (Halbrand)

Ironharrow Foundry & Brassworks

The shop is a cavernous forge carved into a cliffside under the mountain, with soot-black beams and brass pipes that hiss. Travis (shorter, spectacled) handles ...

TR

Shopkeeper

Travis & Halbrand Ironharrow, a Dwarf (pair sharing the shop) Artificer (Travis) / Fighter (Halbrand) (Lvl 9)

Keeper's Species

Dwarf (pair sharing the shop)

3 Weapons1 Misc3 Armor1 Misc1 Misc5 Misc1 Potions1 Misc1 Misc1 Misc1 Misc1 Misc1 MiscEst. 15.4k gp

Shop Inventory

(21)
Weapons3

A finely balanced longsword, fullering and tempering done by dwarven hands; stays sharper and resists breaking.

Atk Treated as quality weapon for overcoming brittle/weakened material checks; +1 to attack on a natural 19-20 vs objects

A compact crossbow with a clockwork magazine and a hand-crank mechanism; fires bolts in quick succession.

Holds 5 bolts in its magazine; as a bonus action you may use the crank to make a single extra attack. Magazine reload takes 1 action to replace (bolt pack sold separately).

A stout single-shot firearm, common in steampunk cities. Requires black powder and a bolt/shot.

Firearm rules apply (misfire on a natural 1 if not maintained). The shop sells powder vials and spare flints.
Miscellaneous1

A heavy hammer with a small, rechargeable steam chamber that releases a concussive blast on demand.

Atk Once per short rest: expend a charge to deal an extra thunder damage and push target 5 ft. Recharges with 1 minute of steam-refill (10 gp worth of coals/oil per 10 uses).
Armor3

Heavy chain with reinforced breast and underlayers intended for mountain warfare; comfortable for dwarves and sturdy for others.

AC +16Forged to reduce noise: -2 to checks that rely on studying the wearer’s armor for weaknesses.

A plate harness reinforced with brass rivets and steam-tempered ribs. Grants superior protection with integrated vents to prevent overheating.

AC +16Once per long rest, venting the armor grants resistance to one damage type (chosen when venting) for 1 minute. Vent requires 10 minutes to recharge (cool-down).

Plated greaves with articulated knee and ankle guards, carved with runes to resist chipping.

AC +1Grants +2 to saving throws vs effects that would knock you prone.
Miscellaneous1

A heavy shield with a small rune-inscribed plate that glows faintly when it blocks a critical blow.

AC +2Once per short rest, when you would take a critical hit, the shield's rune flares and the hit is treated as a normal hit.
Miscellaneous1

Heavy gauntlets with articulating joints and small bracing springs to add power to grapples and strikes.

When making unarmed strikes, deal bludgeoning in addition to any class feature. Grants +1 to Athletics checks made to grapple or shove.
Miscellaneous5

A kit of small plates, rivets, brazing rods and a portable blowpipe for field repairs to armor and weapons.

Grants advantage on checks to temporarily repair armor or weapons for immediate use; repairs last 24 hours under normal conditions.

Viscous oil steeped with metallic dust to keep gears turning and prevent rust.

Used to maintain clockwork weapons/armors; each flask gives 10 maintenance uses.

A full set of hammers, stakes, files, rivets and leather for complex field overhauls.

Grants +2 to checks when repairing or improving armor/weapons outside a proper forge.

Sealed glass ampoule of compacted powder for firearms and explosives.

Each vial fuels 5 firearm shots or one small alchemist-style grenade as improvised.

A heavy stone impregnated with metal dust; restores edge to blades quickly.

Sharpening a weapon with this gives +1 to damage for the next combat encounter if done in 10 minutes prior.
Potions1

A grease pot of dwarven herbal salve mixed with metal salts. Cleans cuts, sets minor fractures.

Heal 2 HPHeals HP when applied (non-magical). Also grants +2 to recovery checks for 1 hour.
Miscellaneous1

A master-crafted breastplate with embedded stabilizer coils. Favored by mercenary captains and siege engineers.

AC +18Grants advantage on saving throws vs being pushed or knocked prone; once per long rest you may activate Stabilize to gain resistance to slashing and piercing for 1 minute.
Miscellaneous1

A battleaxe given extra tempering and a weighted pommel for cleaving armor joints. Engraved with a tiny cog motif.

Atk On a critical hit, target's armor AC is reduced by 1 (to a minimum of 10) until the next short rest. Stacks up to 3 times.
Miscellaneous1

Heavy throat guard of layered metal and leather, protects neck against glancing blows.

AC +1Grants +1 to saves vs effects that target the head/neck (choking, decapitation lore effects).
Miscellaneous1

A tiny clockwork scout shaped like a spider, with a battery-wound motor and small sensor lens.

AC +10Acts like a familiar-sized scout: can move, provide visual telegraph to controller up to 100 ft line of sight, make stealth checks. Runs for up to 1 hour per winding; requires oil/flint maintenance.
Miscellaneous1

A detachable forward brace for shields that concentrates impact into a battering edge.

When used to shove with a shield, deals listed damage on a successful shove. Attaches in 10 minutes.
Miscellaneous1

Pay the smiths to fix a broken weapon or a single piece of armor in the field; rush service (1 hour).

Temporarily restores a broken weapon/armor to full working order; long-term fixes require shop return.
TR

Travis & Halbrand Ironharrow

Dwarf (pair sharing the shop)Artificer (Travis) / Fighter (Halbrand)Lvl 9

Shop Atmosphere

The shop is a cavernous forge carved into a cliffside under the mountain, with soot-black beams and brass pipes that hiss. Travis (shorter, spectacled) handles precision clockwork and oddball gadgets; Halbrand (broad-shouldered, missing a finger) runs the furnace and heavy forging. They bicker like brothers over technique but finish each other's sentences. The shop's bell clangs twice for customers; a tiny clockwork sparrow sits on the counter that fetches small metal parts for coins. They offer tinkering lessons for a modest fee and will buy damaged gear at half value; wary of selling firearms into the hands of those who can't prove training. Open forge hours: dawn to dusk; emergency night service for a hefty surcharge and a pint of dwarven ale.
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