Ironhollow Arms & Anvil

Est. 2025 Dwarf Artificer (Armorer)

Ironhollow Arms & Anvil

Durnan tattoos a tiny hammer symbol on any weapon he enchants; he hums a low anvil-song when the forge is hot. He insists customers call bargain-basement steel ...

DU

Shopkeeper

Durnan Ironhollow, a Dwarf Artificer (Armorer) (Lvl 9)

Keeper's Species

Dwarf

3 Misc13 Weapons1 ArmorEst. 50.2k gp

Shop Inventory

(17)
Miscellaneous3

A compact leather roll with stones, oils, files and instructions. Keeps edges true between more substantial repairs.

Standard war arrows: ash shaft, steel head, feather fletch.

Deposit for a bespoke weapon: choice of blade shape, minor runes, balance tuning. Final price varies by materials and enchantments.

Commission includes consultation and one free basic repair within six months.
Weapons13

A finely balanced dagger favored by scouts and duelists.

Finer balance grants +1 to Sleight of Hand checks involving the blade (subject to DM).

A reliable shortsword: light, versatile in a fight, and easy to maintain.

A classic blade forged for balance between reach and speed.

Heavy double-edged blade, forged with layered steel for resilience.

A robust crossbow, hand-creased at the tiller; packaged with ten service bolts.

Made to accept custom bolts (Durnan can craft special bolt heads for extra cost).

A magically tempered longsword that hums faintly when enemies are near. Grants a subtle edge in combat.

Atk Magic bonus to attack and damage. Glow fades if separated from wielder for long periods (flavour).

A warhammer with a runed head and a reinforced haft. Heavy blows land truer.

Atk Glows faintly when a construct or metal-armored foe is nearby (aids identification).

A long black blade with veins of ember. On command, the edge bursts into flame that sears the air.

Atk On a bonus action the wielder can cause the blade to ignite for up to 10 minutes (uses no charges). While ignited it deals an extra fire damage on hit. Extinguishing is a free action.

A throwing javelin that hums when tossed; it always returns to the thrower's hand at the end of the turn.

When thrown, the javelin flies back to the wielder's hand after the attack resolves. If the path is blocked it falls at the landing spot.

A finely ground dagger whose edge seems to sharpen the very chance of striking true.

On a critical hit, the critical range is effectively increased by 2 (for example 19-20 becomes critical).

Blades forged with adamantine edge through the length of the steel. Strikes feel like hitting stone.

Treats nonmagical objects as if they were susceptible to magical weapons; particularly effective vs. brittle or armored materials (DM adjudicates).

A spear inlaid with a sliver of meteoric starmetal; its tip faintly twinkles in dim light.

Three times per day on hit the wielder can expend a charge to deal an extra radiant damage and ignore resistance to radiant for that strike. The spear regains charges at dawn if left under the open sky overnight.

A combat axe with a balanced head and an oak haft reinforced with iron bands.

Armor1

A sturdy heater shield with a faint rune worked into the boss. Grants a magical edge to defense.

AC +1Grants +1 to AC while wielded. Runes glow when warding against spells (flavour only).
DU

Durnan Ironhollow

DwarfArtificer (Armorer)Lvl 9

Shop Atmosphere

Durnan tattoos a tiny hammer symbol on any weapon he enchants; he hums a low anvil-song when the forge is hot. He insists customers call bargain-basement steel "training-grade" and will only sell his own 'true-tempered' edge after a short lecture on strike angles. He keeps an old stubby iron pipe where he hides his wallet and will barter a free sharpening if you tell him a good smithing story.
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