Ironhand & Sons Forge

Est. 2025 Dwarf Artificer (Battle Smith)

Ironhand & Sons Forge

The forge always has a small pile of black soot shaped like a bear’s paw in one corner — Brunn claims it's lucky. Brunn whistles an old dwarven hammer-tune whil...

BR

Shopkeeper

Brunn Ironhand, a Dwarf Artificer (Battle Smith) (Lvl 7)

Keeper's Species

Dwarf

7 Weapons5 Armor5 Misc2 PotionsEst. 5.4k gp

Shop Inventory

(19)
Weapons7

A balanced steel longblade, well-suited to martial characters. Typical smithing quality.

None (mundane)

A shortsword with a keen edge and improved balance for dueling. No mechanical bonus, but favored by bladesmen.

Cosmetic: filigree on pommel; no mechanical effect

A stout warhammer made by Brunn’s dwarven methods — heavy head, shock-absorbing haft.

Designed for durability; reduced chance of head cracking in prolonged use (roleplay only).

A balanced single-handed battleaxe with a hardened edge and leather-wrapped haft.

None (mundane)

A magically enchanted longsword with a bonus to attack and damage rolls.

Atk Magical weapon: counts as magical for overcoming resistances.

A stout warhammer forged with a minor enchantment — reliable and true.

Atk Counts as magical; crafted with dwarven runes for resilience.

A shortblade that can billow a choking ring of soot when drawn. Popular with scouts and saboteurs.

Atk Once per short rest, when drawn and sheathed, it can expel a 5-ft radius cloud of soot and smoke (provides lightly obscure area for 1 round, granting disadvantage to perception checks relying on sight within the cloud). Counts as magical.
Armor5

A round shield rimmed in steel, braced for extra resilience.

AC +2Provides the standard +2 to AC; reinforced rim reduces chance of damage.

Leather armor studded with iron rivets. Popular with scouts and rogues.

AC +12Light armor: AC = 12 + Dex modifier.

A flexible shirt of interlocking rings worn over a padded undergarment.

AC +13Medium armor: AC = 13 + Dex modifier (max 2).

Heavy interlocking rings offering solid protection. Requires strength to wear effectively.

AC +16Heavy armor: base AC 16. Requires Strength 13 or suffer movement penalty (roleplay/DM discretion).

The finest plate armor the forge will offer — fully articulated, tempered steel plates.

AC +18Heavy armor: base AC 18. Requires Strength 15 and imposes stealth disadvantage.
Miscellaneous5

Twenty field-grade steel-tipped arrows, fletched and balanced.

Standard ammunition.

A well-made set of smith's tools: hammers, tongs, punches, files and a portable anvil plate.

Grants proficiency use benefits when used for crafting/repair.

A pair of brass tongs keyed with a faint warming rune. Keeps metal hot or warms a target object.

Once per short rest can be used to superheat a nonmagical weapon to deal an extra 1 fire damage on its next strike for up to 1 minute.

Basic honing of edge, tightening of rivets, re-setting of loose straps, minor link replacement.

Tends to restore weapons/armor to full functional condition; major breaks require parts and more time.

A small packet of spare chain links for field repairs.

Used to repair chain mail and similar armor; 10 links enough for several small fixes.
Potions2

A ruby-red potion in a corked vial that heals minor wounds.

Heal 7 HPRestores HP when consumed.

A richer potion, warm to the touch, favored by adventurers returning from deep wounds.

Heal 14 HPRestores HP when consumed.
BR

Brunn Ironhand

DwarfArtificer (Battle Smith)Lvl 7

Shop Atmosphere

The forge always has a small pile of black soot shaped like a bear’s paw in one corner — Brunn claims it's lucky. Brunn whistles an old dwarven hammer-tune while he works; customers who whistle along get a small discount (5% goods and services), but only if they do it in tune. He keeps a locked drawer labeled 'For Heroes Only' that he opens to trusted clients and adventurers with convincing stories.
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