The Ember Anvil

Est. 2025 Human Artificer (Armorer)

The Ember Anvil

The shop always smells faintly of iron and orange smoke; the forge is kept so bright the anvil's shadow rarely falls on the floor. Harlan sings old hammering tu...

HA

Shopkeeper

Harlan Voss, a Human Artificer (Armorer) (Lvl 8)

Keeper's Species

Human

9 Weapons7 Misc6 Armor3 PotionsEst. 23k gp

Shop Inventory

(25)
Weapons9

A well-forged, balanced longsword with a tempered edge and leather-wrapped grip — the sort a town guard would carry.

Single-handed battleaxe with a deeply blunted poll for balance. Good for infantry or hunters.

A head forged for crushing armor, with a stout oak haft and riveted binding.

A heavy, two-handed blade forged from folded steel. Harlan tempers the edge to hold longer.

A light blade, sharpened and weighted for quick thrusts. Common on city streets.

A compact crossbow with hand-carved stock and a braided sinew string. Comes with a basic quiver.

A +1 longsword forged by Harlan himself; the blade holds an edge and hums faintly when drawn.

Atk Magic weapon: +1 to attack and damage rolls. Faint hum when danger is near (minor sensory effect, non-mechanical).

A rare blade that can be set aflame on command. The fire does not harm the wielder but burns true.

When activated as a bonus action, the blade sheds bright light (20 ft) and deals an extra fire on hit. Requires attunement.

A lightweight shortsword with a ribbon of darkened metal along the edge that flares with sparks on impact.

Atk Grants to hit and damage. On a critical hit, the target must succeed on a small Fire save () or suffer extra fire damage (once per target per minute).
Miscellaneous7

A bundle of 20 steel-headed arrows; shafted and feathered by local craftsfolk.

Basic sharpening, resealing leather grips, and tightening of fittings (same-day for simple items).

Major repairs (replacing broken blades, reforging a weapon from salvage) — takes days to weeks depending on complexity.

Harlan can commission an uncommon magical enchantment to be worked into a weapon or shield; requires 2–4 weeks and expensive reagents.

Creates typical uncommon effects (e.g., +1 weapon, minor elemental effect).

A pair of iron horseshoes, heated, hammered and fitted on-site; reinforced for rocky roads.

A small wooden box containing nails and rivets of various sizes.

A full set of hammers, tongs, files, and punches maintained by Harlan; useful for crafting and tool checks.

Armor6

A leather shirt interwoven with small rings; offers good protection without too much bulk.

AC +13

Overlapping metal scales riveted to leather. Heavier than chain shirt but offers sturdier protection.

AC +14

A full shirt of interlocking riveted rings; reliable for front-line fighters.

AC +16

Narrow metal strips attached to leather backing, offering solid protection to the wearer.

AC +17

A round wooden shield with a steel boss. Harlan can reinforce the rim with iron for battle use.

AC +2

A well-balanced shield with runed strips riveted along the inside; grants better protection to the bearer.

AC +3Functions as a +1 shield (+3 to AC when wielded instead of +2). Once per day grants wearer advantage on a single Perception check for up to 1 minute.
Potions3

A small vial of red liquid that mends minor wounds when imbibed.

Heal 2 HPHeals HP (standard D&D 5e potion).

A potent restorative concoction brewed from rare salves and springwater.

Heal 3 HPHeals HP (standard 5e greater healing).

A strong, expensive restorative used in dire circumstances.

Heal 4 HPHeals HP (standard 5e superior healing).
HA

Harlan Voss

HumanArtificer (Armorer)Lvl 8

Shop Atmosphere

The shop always smells faintly of iron and orange smoke; the forge is kept so bright the anvil's shadow rarely falls on the floor. Harlan sings old hammering tunes when he works and keeps a small, soot-streaked clockwork dog named 'Ironpaw' that fetches tongs and occasionally scares off pickpockets. He refuses to work with cruel-minded patrons and will demand a story or coin in exchange for exotic materials he has on hand.
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