The Orbiting Anvil - Astral Armsmithy

Est. 2026 Giff Artificer

The Orbiting Anvil - Astral Armsmithy

The shop is suspended from a tethered platform that slowly rotates once every hour. The owner insists on ringing a brass bell carved like a tiny asteroid before...

MA

Shopkeeper

Mara 'Bolt' Tinkergun, a Giff Artificer (Lvl 7)

Keeper's Species

Giff

5 Weapons2 Armor2 Potions1 Misc1 Misc1 Misc1 MiscEst. 16.3k gp

Shop Inventory

(13)
Weapons5

A finely tempered longsword forged from meteoric iron plate. Reliable, balanced, and a favorite of boarding parties.

A lightweight shortbow treated to shrug off starlight residue. Good for firing from masts and rigging.

Ammunition, range 80/320

A handy dagger for utility, close-quarters fighting, and cutting rigging lines.

Finesse, light, thrown (range 20/60)

A Flame Tongue sword forged with star-iron inlaid down the fuller. When lit, the blade smolders with an otherworldly fire.

While ignited via bonus action, the blade sheds bright light 40 ft and dim light 40 ft beyond that; deals extra fire damage on hit.

A cutlass favored by small-ship captains who need both a one-handed dueling edge and a tool for sail and rigging work.

Atk Blade forged from a meteor-steel alloy; when used in zero-gravity boarding actions, grants advantage on checks to cut ropes or rigging once per short rest (DM adjudicates exact tasks).
Armor2

Interlocking iron rings soldered with a faintly stellared seam. Heavy but protective on a ship's deck.

AC +16Strength requirement: 13; disadvantage on Stealth

A round shield reinforced for boarding duty; common among mariners who expect grappling fights.

AC +2
Potions2

A common healing potion, popular with crews for its reliability and compactness.

Heal 7 HPWhen consumed, restores hit points. Drinking or administering takes an action.

A stronger healing draught; stock is kept for when the party returns from a boarding or skirmish.

Heal 18 HPUncommon potion of greater healing
Miscellaneous1

An ornate chair-frame and arcglass circlet that powers a vessel: the famed Spelljamming Helm.

When attuned and seated, allows the user to propel and steer a ship through air, space, or water up to the ship's speed; in open space (no object of 1 ton or more within 1 mile) can achieve spelljamming speed of extraordinary distance. Grants remote sensing aboard the vessel; user must concentrate as if on a spell.
Miscellaneous1

A grappling harpoon designed for ship-to-ship work; more effective than a mundane harpoon aboard an astral vessel.

On a hit, target must succeed on a Strength saving throw or be pulled 10 ft toward the shooter and be restrained by the tether until it breaks (AC 12, hp 10) or is cut. Usable for boarding and securing hulls. Nonmagical item.
Miscellaneous1

Aethershot bolts - favored by those who need projectiles that punch past certain resistances encountered in wildspace.

Each bolt deals an extra radiant damage once per bolt when fired; ideal for use against creatures attuned to the void. Nonmagical after use.
Miscellaneous1

A shipwright's spike and boarding lug. Cheap, reliable, and kept in bulk for boarding parties and hull repairs.

Useful for latching to hulls, grappling lines, and emergency mooring. Can be used as improvised weapon ( bludgeoning) in a pinch.
MA

Mara 'Bolt' Tinkergun

GiffArtificerLvl 7

Shop Atmosphere

The shop is suspended from a tethered platform that slowly rotates once every hour. The owner insists on ringing a brass bell carved like a tiny asteroid before any haggle; he hands out small stamped 'anvil-coins' as change that are redeemable for polish or minor repairs.
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