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Ironhorn's Moor & Forge

Established 10/22/2025

Shopkeeper

Korgun Ironhorn Maru
Level

7

Race

Minotaur

Class

Artificer (Armorer)

Shop Quirks

Korgun is big, blunt, and surprisingly meticulous. He stamps each sale with a circular iron seal of a stylized anchor and keeps a ledger written in a shorthand all his own. The forge smells of brine and burnt pitch; gulls sometimes roost on the eaves. He speaks in a low, gravelly voice and expects barter with salted fish or salvage as readily as coin. Ask nicely (and prove you can handle a line) and he'll slide you a small folded scrap labeled 'Secret Menu' — items there are available only to trusted customers, by trade or by quiet cash. He hums sea shanties while working; when angry his horns steam.

Inventory

Dockworker's Shortsword10 gp

A sturdy, well-balanced shortsword favored by longshoremen — easy to mend and keep sharp.

Damage: 1d6 piercing
Corsair Rapier25 gp

A thin, serviceable rapier with a swept hilt and corrosion-resistant steel — favored by dockside duelists.

Damage: 1d8 piercingFinesse
Harbormaster's Trident30 gp

A three-pronged trident used for retrieving lines and occasionally for brawls. Reinforced haft to resist saltwater rot.

Damage: 1d6 piercing (versatile 1d8)
Heavy Harpoon Launcher75 gp

A shoulder-fired contraption that launches harpoons; popular with ship hunters and salvage crews.

Damage: 1d10 piercingDesigned to accept detachable barbed harpoons; can be tripped to fire a frightful clang
Reinforced Sailor's Shield25 gp

A small round shield with extra bracing and a leather rim to prevent slipping on wet decks.

Defense Rating: +2
Storm-anchor Boltcaster (mundane)50 gp

A compact crossbow variant used aboard smaller vessels to launch lines or harpoons at close range.

Damage: 1d8 piercingCan fire grapnel bolts (sells separately).
Minor Repair Kit5 gp

A compact kit with rivets, rust-remover salve, files and a flexible hammer — perfect for quick shipboard fixes and weapon maintenance.

Grants advantage on a single check to repair or maintain a weapon or small piece of armor (once per day).
Tidecarver, +1 Longsword1,200 gp

A finely balanced longsword with a blade tempered in brine and sea-wet fire; the edge seems to hold a faint sheen like moonlight on waves.

Attack Bonus: +1Damage: 1d8 slashing (versatile 1d10)Slightly resists corrosion; gains a +1 to attack and damage rolls.
Breaker of Ropes, +1 Trident1,200 gp

A trident with etched anchor-runes. It was crafted for pulling heavy stays and can still pierce armor with unnatural ease.

Attack Bonus: +1Damage: 1d6 piercing (versatile 1d8)Once per long rest, the wielder can cast the spell ensnaring strike (DMG or homebrew line, Korgun’s modification) to tether a hit creature to an immobile object for up to 1 minute (Strength DC 13 to escape).
Maelstrom, +2 Greatsword7,500 gp

A heavy blade forged with iron from a shipwreck and struck by lightning in its making. It hums like wind through rigging.

Attack Bonus: +2Damage: 2d6 slashingOn a critical hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet toward the nearest open space. Usable 3 times per long rest.
Stormforged Boltcaster (Magic)3,500 gp

A compact harpoon launcher etched with runes that keep the line from fraying and the bolt from becoming waterlogged.

Attack Bonus: +1Damage: 1d10 piercingFired harpoons can be reeled in as a bonus action if attached to a suitable winch; bolts fired into water do not sink and can be located within 60 feet. Holds 1 charge; regains 1d1 charge at dawn (effectively limited use—Korgun's tuning).
Salt-cured Harpoons (10)2 gp

A set of ten hardened harpoons with barbed heads; cheaper than magical ammunition but dependable.

Seaworthy Grapnel8 gp

A collapsible grapnel with a quick-release spool. Holds up to 600 lb when properly braced.

Designed for shipwork — can be thrown up to 20/60 feet depending on strength.
Common Whetstone & Oil1 sp

A compact whetstone and sealing oil; restores a dull edge and temporarily prevents rust.

Using it grants a one-time +1 on attack rolls with a weapon for the next hour (represents temporarily sharpened edge), then returns to normal.
Available by request (Secret Menu) — Sea-Bound Edge (+2 Rapier)8,000 gp (discreet negotiations preferred)

Not displayed openly. A rapier of impossible balance that seems to slice sound itself. Korgun will only show this to trusted customers or those who bring a trade in kind.

Attack Bonus: +2Damage: 1d8 piercingOn a hit, once per short rest the wielder may force the target to make a DC 15 Constitution save or be silenced for 1 round (sound cut like a blade through wind). Additionally, the blade resists seawater corrosion and grants advantage on Dexterity (Sleight of Hand) checks when used as a tool.

Shop Images

Shop Exterior
Shop Exterior
Shop Interior

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