Iron & Ember Forge

Est. 2025 Human Artificer

Iron & Ember Forge

The shop's bell rings three times slowly before Bertram speaks; he insists you test blades on his chained straw dummy rather than simply buying. He leaves a sin...

BE

Shopkeeper

Bertram Hallow, a Human Artificer (Lvl 8)

Keeper's Species

Human

4 Armor3 Weapons9 MiscEst. 8.8k gp

Shop Inventory

(16)
Armor4

A full hauberk of interlocking rings, expertly riveted and riveted again. Sturdy, heavy, and finished with oil to resist rust.

AC +16

A round iron-faced shield, balanced and reinforced at the boss. A blacksmith favorite for frontline buyers.

AC +2

A chain shirt offering light protection without heavy encumbrance. Popular with scouts who want metal protection.

AC +13

A lightweight chain shirt woven of bright mithral links. Looks like cloth but rings are as strong as steel.

AC +13
Weapons3

A classic longsword forged from high-carbon steel. Reliable in an adventurer's hands.

A sturdy warhammer with a reinforced head for delivering concussive force.

A finely forged longsword with a faint runic edge. The tempering glows faintly along the fuller.

Atk Grants +1 to attack and damage rolls while wielded. Requires attunement if your table requires it for magic weapons.
Miscellaneous9

A full set of smith's tools, oil-stained and well cared for. Comes in a leather roll.

A compact whetstone for field sharpening. Squeaks faintly when wet.

A quiver with twenty well-fletched arrows. Shafts are straight, tips hardened, vanes feathered.

A braided leather circlet set with a polished quartz. Wizards prize this for the quick boost to study and recall.

While worn, sets the wearer's Intelligence score to 19 if it is lower.

A blackened oak wand with a copper ferrule. The tip is faintly warm and flecked with soot-like sparkles.

7 charges. Casts fireball (3rd level for 1 charge), can expend extra charges to cast at higher levels. Regains charges at dawn. If the last charge is expended, roll a d2; on a 1 the wand is destroyed.

A plain silver band with a tiny inset moonstone. Useful for archmages, traveling casters, and those who like insurance against lost slots.

Spells of 1st through 5th level can be cast into the ring and stored. The wearer can cast the stored spells; spells use the original caster's save DC and spell attack bonus when cast from the ring.

A pair of heavy iron tongs etched with sigils. Warm to the touch and humming faintly when held.

Once per long rest, as part of a smithing session taking at least 1 hour, you may temper a single nonmagical weapon or shield. The tempered item counts as a magic item granting +1 to attack and damage (or +1 to AC if a shield) for 24 hours. Usable only on one item at a time.

A fist-sized lump of coal that never blackens your hands. Keeps embers alive and lights a forge without smoke.

Provides light like a torch for 24 hours a day. Can heat a small cauldron or keep an anvil warm for working. Does not consume fuel.

A palm-sized smoky crystal used by wizards to carry a convenient spell for emergencies.

Stores one prepared 1st-level spell cast into it by a spellcaster. The stored spell can be cast once by whoever holds the stone and uses it; after use the crystal is inert until recharged. Recharging requires the original caster or a spellcaster to cast a 1st-level spell into it.
BE

Bertram Hallow

HumanArtificerLvl 8

Shop Atmosphere

The shop's bell rings three times slowly before Bertram speaks; he insists you test blades on his chained straw dummy rather than simply buying. He leaves a single hot coal in pockets of favored customers as a trust token.
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