The Ember & Anvil

Est. 2026 Human Fighter

The Ember & Anvil

The shop smells of coal, hot oil, and iron. A bell above the door rings a single clipped note; the anvil is nicked by scores of small runic notches that Harrun ...

HA

Shopkeeper

Harrun Ironhand, a Human Fighter (Lvl 4)

Keeper's Species

Human

5 Weapons4 Armor4 Misc1 PotionsEst. 905 gp

Shop Inventory

(14)
Weapons5

A full-sized single-handed sword favored by soldiers and mercenaries. Reliable and easy to repair.

A short, nimble blade with a keen point. Balanced for both slashing and quick thrusts.

A small blade, easily concealed. Useful as a tool and a last-resort weapon.

A dependable light crossbow. Slow to reload but hits hard; perfect for hunters and guards.

A hand-forged shortsword tempered in a small pocket of emberstone. Favored by guards who want a dependable edge.

Atk Grants +1 to attack and damage rolls. The blade gives off faint warmth but no open flame.
Armor4

A stout wooden shield rimmed in iron. Reliable, repairable, and commonly issued to town guards.

AC +2

Studded leather reinforced with small metal rivets. Quiet and flexible — ideal for scouts.

AC +12

A full suit of interlocking metal rings worn with a padded gambeson. Very protective but bulky.

AC +16

A reinforced buckler with a heat-tempered centerplate. Lighter than a full shield but magically reinforced.

AC +3Provides +3 to AC when wielded (effectively a +1 enhancement to a normal +2 shield).
Miscellaneous4

A bundle of twenty well-fletched arrows. Standard iron heads and feather fletching.

A full smithing kit. Essential for repairs, crafting metal items, and basic forge work.

A well-oiled whetstone for sharpening blades and tools.

Blacksmith services for adventurers: sharpening, patching mail, replacing rivets, and basic enchantment consultation.

Potions1

A small glass vial of sparkling red liquid. A quick, reliable way to patch wounds between fights.

Heal 7 HPConsumable magic item.
HA

Harrun Ironhand

HumanFighterLvl 4

Shop Atmosphere

The shop smells of coal, hot oil, and iron. A bell above the door rings a single clipped note; the anvil is nicked by scores of small runic notches that Harrun claims are ‘bad luck markers’. Harrun hums an old marching tune when he works and always sets a small copper coin in the forge’s embers whenever a weapon passes a final inspection. He begrudgingly accepts stories in exchange for minor discounts and insists that adventurers remove muddy boots before crossing the threshold.
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