Aegis & Anvil
Owner: Calla Stonereaver
Nestled deep in the heart of University City, Aegis & Anvil is a forge and armor shop renowned for its masterwork armaments, specializing in the rare and unyielding metals of adamantine and mithral. The exterior of the shop features a sign forged from glowing metal and adorned with intricate runes, while the interior hums with the rhythmic sound of hammer on anvil. The shop is built from dark stone, with sturdy beams and heated furnaces providing a constant warmth. The faint smell of molten metal and smoke lingers in the air.
Calla Stonereaver, a skilled and grizzled dwarven smith, runs the shop with an intense passion for crafting the finest armor. Known for her meticulous attention to detail, she specializes in armors that offer unmatched durability, strength, and resistance. Her adamantine and mithral creations are highly sought after by adventurers, mercenaries, and nobles alike, as they are crafted to stand the test of the harshest battles. Calla's pride is evident in every piece she produces, each item infused with a little bit of her heart and soul.
The shop is lined with racks of armor and weapons, each one better than the last. Aegis & Anvil caters to those who seek the protection of rare metals, whether it be for a dungeon delve, a dangerous battlefield, or a quest requiring the finest protection available.
Item Name | Price | Description | In-Game Effect |
---|---|---|---|
Smith’s Apprentice Apron | 25 gp | Fireproof apron worn by armorers-in-training. | Grants resistance to fire damage from non-magical sources while worn. |
Field Repair Kit | 30 gp | Kit with rivets, clamps, and polish for light armor repairs. | Allows 1d4 HP repair to damaged armor (mundane only) during a short rest. |
Ironwood-Reinforced Cloak | 70 gp | A cloak lined with tough bark fibers and mithral threading. | +1 to AC vs. ranged weapon attacks (non-magical). |
Steel-Toed Combat Boots | 75 gp | Durable boots with reinforced toes. | Melee unarmed attacks deal 1d4 bludgeoning damage. |
Polished Steel Buckler | 80 gp | A small shield with a mirrored finish. | +1 AC when wielded. Can be used with finesse weapons. |
Armored Traveler's Cloak | 120 gp | Weather-resistant cloak with reinforced shoulders. | Resistance to cold weather, +1 AC vs. environmental hazards. |
Mithral Traveler’s Vest | 150 gp | Travel vest worn under cloaks. | Advantage on saves against exhaustion during travel. |
Mithral-Edged Gloves | 180 gp | Light gloves with mithral threading. | +1 to Sleight of Hand checks. |
Polished Mithral Helm | 200 gp | Lightweight helm with engraved metal. | Advantage on saves vs. bright light effects. |
Custom Engraving (Add-On) | +25–200 gp | Engrave any armor piece with heraldry or runes. | RP/social bonuses. |
Mithral Studded Leather | 250 gp | Lightweight, flexible leather armor. | Light armor. No disadvantage on Stealth. AC 12 + Dex. |
Enchanted Armor Polish | 50 gp / use | A rare oil for armor enhancement. | +1 AC for 1 hour (non-magical armor only). |
Polished Guard Bracers | 60 gp | Reinforced bracers for defense and leverage. | +1 to Athletics checks while grappling. |
Cloak of Damping Echoes | 350 gp | Thick, muffled cloak ideal for dungeons. | Advantage on Stealth checks in ruins or underground. |
Mithral Helm with Visor | 350 gp | Fashionable helm with concealment. | Advantage vs. flash effects; can obscure face for intimidation. |
Ceremonial Mithral Pauldrons | 500 gp | Ornate shoulder armor, impressive but decorative. | No combat bonus; advantage on Persuasion with nobility. |
Armor Reinforcement Upgrade | 500–1,500 gp | Upgrade to adamantine or mithral. | Grants "no Stealth disadvantage" or "ignore crits" based on material. |
Standard Adamantine Shield | 600 gp | Incredibly tough black-metal shield. | Turns crits into normal hits once per long rest. |
Mithral Chain Shirt | 1,100 gp | Silvery and sleek, hidden under clothes. | Medium armor. No Stealth disadvantage. AC 13 + Dex (max 2). |
Adamantine Breastplate | 1,600 gp | Solid chest armor built to stop killing blows. | Medium armor. Crits become normal hits. AC 14 + Dex (max 2). |
Mithral Half-Plate Armor | 1,800 gp | Flexible but protective armor. | Medium armor. No Stealth disadvantage. AC 15 + Dex (max 2). |
Gorget of the Iron Will | 1,500 gp | Sturdy adamantine neckguard. | Advantage on saving throws vs. being frightened. |
Adamantine Plate Armor | 2,500 gp | Near-indestructible black plate. | Heavy armor. Crits become normal hits. STR 15. Disadvantage on Stealth. |