Rurik's Keelforge & Ironwerth

Est. 2025 Dwarf Artificer (Smithing specialization)

Rurik's Keelforge & Ironwerth

Rurik whistles old dwarven sea-shanties while he works and insists on stamping each purchase with a tiny keel-brand. He insists customers name their new weapon ...

RU

Shopkeeper

Rurik Anvilmar, a Dwarf Artificer (Smithing specialization) (Lvl 8)

Keeper's Species

Dwarf

7 Weapons4 Armor6 Misc2 PotionsEst. 4.1k gp

Shop Inventory

(19)
Weapons7

A balanced short sword forged for sailors; resistant to rust thanks to a light oiling and welded sea-rivets.

Slightly resistant to saltwater corrosion (advantage on checks to resist rusting in sea conditions over prolonged exposure).

A short, curved blade favored by deckhands; easier to maintain on a rolling deck.

Lightweight; can be used as improvised tool for rigging.

A sturdy longsword with a fuller to drop weight; balanced for both slashing and thrusting aboard ship.

None beyond fine workmanship.

A compact handaxe of dwarven make; excellent as a tool and a weapon.

Heads are blunt-hardened to survive strikes against rigging and wood.

A short dagger with a pommel that hides a glass-cutting spike and a small file.

Pommel conceals a tiny glass spike useful for cutting cord or glass.

A balanced throwing hammer with a weighted head and knurled haft; prized by boarding parties and duelists.

When thrown and retrieved (DM may rule), it returns to hand by being regripped from the line of sight if within 30 ft (non-magical trick; requires a free hand and a quick snatch).

A masterfully balanced +1 longsword with an inlay of whale-bone resin and keel etch that channels a faint sea-scent when drawn.

Atk When attuned, grants advantage on Athletics checks made to maintain footing on wet decks once per short rest.
Armor4

A round, steel-faced shield with a leather rim and cross-braced interior; common on merchant ships.

AC +2Edge reinforced to act as a tool for prying planks.

A chain shirt treated with oil and lacquer to stave off salt corrosion; common among harbor guards.

AC +13Takes longer to rust in sea air; maintenance reduces penalty on stealth checks on wet decks.

Modular plate plates that can be bolted to existing heavy armor to reinforce against boarding hooks and splinters.

AC +1Reduces chance of being grappled when at anchor by providing bracing points (DM adjudication).

A solid steel shield with a faintly etched rune of stabilization; a favored purchase of ship captains for boarding melee defense.

AC +3Grants +1 AC (counts as +1 shield). Once per long rest, can be slammed to create a 10-ft cone of turbulent spray that imposes disadvantage on attack rolls for creatures in that cone until end of their next turn (flavor: small magical gust tied to sea runes).
Miscellaneous6

A three-pronged hook forged with extra flanges for holding onto barnacled hulls and dock beams.

Curved tines increase chance to latch on rough surfaces (+2 to DM-led checks to secure on ship hulls/wooden beams).

A full set of smithing tools, including tongs, hammer, files, and portable anvil pieces; highly prized among shipwrights.

When used by someone proficient, grants +2 to checks related to metalwork.

A compact set of bellows that can be strapped to a hip for emergency furnace use or to fan a nearly-doused brazier.

When used to stoke a forge, reduces time for a single weaponsmithing job by 25%.

A tough iron wedge and mallet set used to pry open stubborn hulls, crates, or dungeon doors. Heavy-duty and reversible.

Grants advantage on Strength (Athletics) checks to force open doors, chests, or rigging when used properly.

A bundle of ten crossbow bolts made from scavenged ship metal and bone; cheaper but serviceable.

Cheap construction: critical failure on a natural 1 causes the bolt to break.

A kit containing pitch, cloth, metal plates, rivets, and instructions for emergency hull and armor patching.

Grants a bonus to checks to repair a ship's hull or patch armor in field conditions when used by someone with smith's tools.
Potions2

A stout little bottle of herbal-salve mixed with a dwarf's secret anti-infection ash. Not a magical potion but favored in field repairs and minor wound care.

Heal 1 HPGrants a +1 to DC of Medicine checks to stabilize for 1 hour when applied.

Standard potion of healing in a corked vial; emergency medical supply for crews.

Heal 2 HPStandard potion (heals HP).
RU

Rurik Anvilmar

DwarfArtificer (Smithing specialization)Lvl 8

Shop Atmosphere

Rurik whistles old dwarven sea-shanties while he works and insists on stamping each purchase with a tiny keel-brand. He insists customers name their new weapon aloud before paying — "it remembers that name," he claims — and keeps a jar of seawater on the forge to 'season' blades headed for long voyages. Often offers a free 'true-edge' touch-up to sailors setting out within a day of buying a weapon.
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