The Age-Tempered Anvil

Est. 2025 Dwarf Fighter (Armorer smith background)

The Age-Tempered Anvil

Karra polishes each bought weapon with a sliver of old temple marble; she refuses to sell to anyone who will not listen to the ‘anvil-minute’—a one-minute story...

KA

Shopkeeper

Karra Stonebind, a Dwarf Fighter (Armorer smith background) (Lvl 6)

Keeper's Species

Dwarf

8 Weapons1 Armor5 Misc1 PotionsEst. 1.2k gp

Shop Inventory

(15)
Weapons8

A well-forged longsword whose fuller is etched with shallow, worn runes. It hums faintly against aged iron. (Uncommon magic; functions as a +1 longsword.)

Atk Once per dawn, the wielder may call on the runes to shed dim light in a 10-foot radius for 1 hour. The runes grant no other spells.

A stout handaxe with tiny glints of glassy obsidian embedded in the haft, balanced for throwing.

Edges are exceptionally sharp; when used to attempt a useful cutting tool check (rope, bindings), grant a +2 circumstance bonus.

A shortbow made from yew that bows with a gentle curve and carved, weathered knotwork along its limbs.

String treated with old resin; advantage on first shot after a long rest if the user spends a minute waxing the string.

A ceremonial dagger with a bone hilt and a slightly curved steel blade. Looks old but serviceable.

When used to perform solemn rites or open tombs, local clerics sometimes accept the dagger as a symbol of respect; otherwise mundane.

A simple spear with a long ash shaft and a socketed iron head, suitable for travel and defense.

Can be used as a walking staff; reinforced to accept a small banner or token.

A dwarven-pattern battleaxe with a heavy head and short haft. Reliable in brutal hands.

Well-balanced; grants a +1 circumstance bonus on disarm or sunder attempts.

A short sword polished to a mirror sheen; its edge catches torchlight with a ghostly glint.

Against constructs or bone undead, the blade deals an extra +1 radiant-damage once per encounter (requires a successful hit).

A heavy, splintered greatclub made from reclaimed pillarwood. Crack marks show old mortar and stone embedded.

On a natural 20 attack, the club may knock a small object free (DM adjudicates).
Armor1

A round buckler of tempered bronze, embossed with concentric rings worn smooth by many palms.

AC +2Small notch at the rim often used as a blade-pry; grants a +1 circumstance bonus on checks to parry/tumble when used by trained fighters.
Miscellaneous5

A pair of compact whetstones, one coarse and one fine. The coarse stone has tiny fossilized grit in its grain.

Using both stones as part of a full short rest restores a weapon's temporary edge (fluff; no mechanical bonus unless DM homebrews).

A stitched leather quiver holding twenty arrows with field points; shafts show signs of age but are straight.

Arrows have faint red-bronze tips that resist rusting.

A small glass vial of oily lamp fuel. Burns cleanly and won't gum up delicate mechanisms.

Can be used as improvised alchemical component for simple traps or to power a brazier. Flammable.

A thin iron ring inked with a micro-rune. Not fully magical but slows corrosion on a single item it's attached to.

When placed on a non-living, non-magical item, it halves (rounded down) time for rusting/decay checks; requires monthly recharging at the forge (free service for regular customers).

A metalworker's kit for quick field repairs: rivets, tiny hammers, tongs, and a collapsible anvil plate.

Allows a character proficient with smith's tools to make a successful repair check (DMG tool kit rules) with advantage in dusty ruins where Karra's tips apply.
Potions1

A stitched glass vial with amber liquid. Heals wounds to get adventurers back on their feet.

Heal 2 HPStandard Potion of Healing (Heals HP when consumed).
KA

Karra Stonebind

DwarfFighter (Armorer smith background)Lvl 6

Shop Atmosphere

Karra polishes each bought weapon with a sliver of old temple marble; she refuses to sell to anyone who will not listen to the ‘anvil-minute’—a one-minute story about the weapon’s likely origin. She hums a low, rhythmic petition to the forge spirits while working and occasionally asks customers to 'prove the metal' by hitting a small gong on the counter (it makes a dull, resonant tone if their grip is steady).
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