Iron & Ember: Dwarven Dieselworks

Est. 2025 Dwarf Artificer (Smith Specialist)

Iron & Ember: Dwarven Dieselworks

Brenna polishes a tiny brass gear she keeps chained to her beard when thinking. She prefers bartering with crafted metalwork or old clockwork parts over coin an...

BR

Shopkeeper

Brenna Ironbarb, a Dwarf Artificer (Smith Specialist) (Lvl 6)

Keeper's Species

Dwarf

4 Weapons3 Armor8 Misc1 PotionsEst. 4.6k gp

Shop Inventory

(16)
Weapons4

Well-balanced longsword with a darkened, soot-finished blade and a brass pommel engraved with clan runes. Reliable and true.

Superior edge keeps its balance; grants advantage on attempts to maintain grip in wet or oily conditions once per short rest.

A compact hand-crossbow augmented with a small bellows and oil reservoir. Fires semi-automatically for three quick bolts before recharging.

Can fire up to 3 bolts in rapid succession using one Action (make a single attack roll that applies to all three bolts; each hit deals standard damage). After use, requires an Action to vent and recharge. Sensitive to water and extreme cold (-10% reliability in rain/snow).

A heavy warhammer with a core of steam-forged alloy. The head retains a faint hum when heated in a forge.

Atk +1 to attack and damage rolls. Once per short rest, the wielder can overstrike to deal an extra thunder damage and force a Strength (Athletics) contest on a struck creature to avoid being knocked prone.

A heavy greataxe with a core of layered iron infused with a shard of 'stormglass'. It hums when storms approach.

Atk +1 to attack and damage. Once per day on a hit, can unleash a thunderclap dealing an extra thunder damage and possibly deafen (Con save negates deafened for 1 minute).
Armor3

Stout half-plate of interlocking hammered rings; reinforced at joints for mining and siege work.

AC +16Designed to be comfortable when working beside heavy engines; grants +1 on Constitution (Endurance) checks involving prolonged labor.

A round brass shield with internal ribs and a soot-darkened rim. Light for its thickness thanks to hollow construction.

AC +1 bonus to AC (in addition to the normal shield +2). Once per long rest, can absorb a small energy spike (negates lightning or fire on a successful use).

Studded leather stitched with mithral filaments—light as leather but unusually resilient to rust and heat.

AC +12Counts as light armor. Grants advantage on saving throws against effects that would cause exhaustion from heat/steam exposure once per long rest.
Miscellaneous8

A finely machined prosthetic arm of brass and steel with leather bindings and a small set of integrated tools for smithing and combat.

Functions as a natural limb; grants advantage on checks requiring steady grip for smithing, throwing, or holding tools. Contains a retractable small hook and can be fitted with a simple weapon (cost of fitting 10 gp).

Leather gauntlet with an integrated tiny smoke-bellow and nozzle. Designed to clear vents, apply quick smokescreens, or ignite tinder safely.

Once per short rest can produce a 10-foot-radius cloud of thick smoke centered on you (opaque, lasts 1 round). Also includes a small piston-driven flame striker for lighting fuses.

A compact box of hammers, punches, rivets, and a small oil bladder, tuned for field repairs on weapons and clockwork.

Grants a bonus to checks to repair or maintain simple or complex mechanical items (Tinker's tools proficiency recommended).

Brass-rimmed goggles with adjustable lenses and a faintly glowing filament. Helpful in the dim forges and diesel-lit alleys.

Grants darkvision out to 60 feet for up to 8 hours per day (can be toggled). If wearer already has darkvision, increases range by 30 feet.

Bolts reinforced for pneumatic repeaters and crossbows; slight barbs and oil grooves to increase reliability.

No mechanical effect; built to reduce jamming and increase chance to stay lodged (DM may rule +1 to dislodge DC).

Thick, low-freeze oil used to keep bellows and pistons running smoothly.

Necessary for operation of the Repeater and other pneumatic devices. A dose lasts ~10 uses of small devices.

A box containing insulated fuses, a tiny striker-det, and a hand-cranked timer. For controlled demolition and mining.

Used with alchemical charges or blasting powder. Requires proficiency to use safely; misuse results in fire damage (failed save).

A small, hammered rune-plate that, when affixed to a weapon or armor, temporarily strengthens it.

When attached (takes 1 short rest to bind), grants +1 to either attack rolls or AC (your choice) for 24 hours. Single-use then crumbles.
Potions1

Standard ruby-tinted potion in a leaded vial. Heals wounds with reliable dwarven alchemical stabilizers.

Heal 2 HPHeals hit points (standard Potion of Healing).
BR

Brenna Ironbarb

DwarfArtificer (Smith Specialist)Lvl 6

Shop Atmosphere

Brenna polishes a tiny brass gear she keeps chained to her beard when thinking. She prefers bartering with crafted metalwork or old clockwork parts over coin and will haggle harder if offered a rare shard of stormglass, a broken automaton limb, or recipes for lost dwarven alloys. The shop smells of soot, oil, and ale; a slow hiss of steam is audible at all hours. Brenna refuses to sell explosive-grade blasting powder to anyone without proper paperwork (or a believable story).
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