Ironhand Armory

Est. 2025 Hill Dwarf Artificer (Armorer)

Ironhand Armory

Brundar insists every customer tap his anvil three times before a bargain — he says it 'sets the deal in iron.' He hums an old battlefield stave while working a...

BR

Shopkeeper

Brundar Ironhand, a Hill Dwarf Artificer (Armorer) (Lvl 6)

Keeper's Species

Hill Dwarf

7 Weapons9 Armor2 Potions7 MiscEst. 10.7k gp

Shop Inventory

(25)
Weapons7

Well-forged steel longsword with a leather-wrapped grip; balanced for both one- and two-handed use.

Balanced blade; common quality

Light, thrusting blade favored by scouts and rogues.

Finesse, light

Two-handed slab of steel; hefty and brutal in capable hands.

Heavy, two-handed

Classic throwing and backup blade; good edge, stout point.

Finesse, thrown (20/60)

Well-seasoned yew longbow with a taut string; reliable at range.

Two-handed, ammunition

Simple folding crossbow favored by militia; easy to maintain.

Loading, ammunition

A finely tempered longsword etched with faint runes; grants a slight magical edge.

Atk +1 to attack rolls and damage rolls
Armor9

Stout round shield with metal boss; standard soldier-grade.

AC +2+2 to AC while wielded

Flexible armor of tough leather reinforced with small metal studs; good for rogues and scouts.

AC +12Light armor; stealth-friendly

Medium armor formed of interlocking rings beneath padded cloth; a balance of mobility and protection.

AC +13Medium armor

Full hauberk of interlocked steel rings; heavy but reliable.

AC +16Heavy armor; disadvantage on Stealth checks

Forged and tempered breastplate that balances protection and mobility.

AC +14Medium armor; no stealth disadvantage

Rows of metal strips riveted to a backing; very protective but restrictive.

AC +17Heavy armor; disadvantage on Stealth

Masterwork full plate — the pinnacle of nonmagical protection available in the city.

AC +18Heavy armor; highest nonmagical AC

Interlinked rings of magically reinforced steel; slightly improves protection without extra weight penalty beyond normal chain mail.

AC +17+1 to AC while worn

Chain mail reinforced with adamantine links; built to last and blunt lethal critical blows.

AC +16Critical hits against the wearer count as normal hits (official Adamantine Armor property)
Potions2

A small vial of red liquid that mends wounds when swallowed.

Heal 7 HPHeals HP when consumed

A stronger concoction favored by veteran adventurers.

Heal 14 HPHeals HP when consumed
Miscellaneous7

A metal spike you can attach to a shield to add a damaging edge to shield bashes.

Allows shield bash to deal piercing

A bundle of well-fletched wooden arrows with iron heads.

Crossbow bolts, standard iron points.

Sturdy hemp rope; useful for climbing, hauling, and improvisation.

Small strop and stone for keeping blades sharp.

Minor maintenance improves weapon effectiveness between adventures

A set of hammers, tongs, files and other tools for metalworking and minor repairs.

Brundar will repair dents, replace straps, and re-rivet mail; time varies by damage.

Repairs restore lost function; full restoration may require special parts
BR

Brundar Ironhand

Hill DwarfArtificer (Armorer)Lvl 6

Shop Atmosphere

Brundar insists every customer tap his anvil three times before a bargain — he says it 'sets the deal in iron.' He hums an old battlefield stave while working and will trade a 'lucky nail' (free) for any broken blade he keeps to study. He refuses to sell plate to anyone who won't let him see their war scars or hear a story of battle first.
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