Ironhand Armory & Forge

Est. 2025 human artificer (tinkerer background)

Ironhand Armory & Forge

Marrek hums an old weld-song when working and stamps each weapon with a tiny iron-hand emblem. He offers a free cup of strong tea to customers who discuss where...

MA

Shopkeeper

Marrek Ironhand, a human artificer (tinkerer background) (Lvl 3)

Keeper's Species

human

10 Weapons3 Armor8 MiscEst. 178 gp

Shop Inventory

(21)
Weapons10

A balanced, one-handed blade favored by city watch and adventurers starting out. Well-maintained steel, leather-wrapped hilt.

A versatile arming blade, usable one- or two-handed. Balanced and reliable for new swordsmen.

A sturdy throwing axe. Useful as a tool and a weapon.

Thrown (range 20/60)

A reliable ranged weapon for beginners. Comes strung and sighted, with a simple wooden stock.

Loading, two-handed; includes 20 bolts

A plain wooden staff; versatile and cheap. Good for trainees and travelers.

A sharp knife, serviceable as a weapon or utility tool. Throwing-ready.

Finesse, light, thrown (range 20/60)

A simple sling and small leather pouch of rounded stones. Reliable and silent.

Ammunition, simple

A dulled longsword used for sparring. Weight and balance mimic real blade but edge is harmless.

Designed to be safe in supervised training; not for combat without refitting.

A simple spear for hunting or defense. Throwing notch near head.

Thrown (range 20/60) when used as a javelin

A lightweight thrusting blade made for practicing finesse combat. Better balance than basic daggers.

Finesse
Armor3

Padded leather reinforced with metal studs. Offers decent protection without hindering movement.

AC +12

A round wooden shield bound with iron. Adds to defense for fighters and guards.

AC +2

Simple boiled leather armor. Cheap and light, preferred by scouts.

AC +11
Miscellaneous8

A starter kit assembled by Marrek for new adventurers. Compact and practical.

Keeps blades sharp. Marrek oils each whetstone by hand for better edge retention.

When used, grants DM-instruction: minor maintenance may grant temporary +1 to attack rolls at DM's discretion

Box of 20 crossbow bolts, iron-headed and fletched by Marrek's apprentice.

Marrek removes rust, tightens fittings, and balances a single weapon. One hour service.

Non-magical maintenance; grants a fresh edge and properly seated parts. May remove disadvantage from a damaged weapon at the DM's discretion.

Marrek's apprentice will repair or fletch 20 arrows/bolts. Useful during long trips.

A small kit Marrek keeps for minor field repairs to armor and weapons.

Allows simple repairs during short rests when combined with Smithing tools proficiency (DM adjudicates).

A thin, odorless oil Marrek applies to blades to slow down corrosion.

When applied weekly, reduces chance of rusting in harsh conditions (flavour/DM).

A coin stamped with the armory's forge mark. Mostly a keepsake, sometimes given to those who train here.

No mechanical effect by default; good for roleplay and small story hooks.
MA

Marrek Ironhand

humanartificer (tinkerer background)Lvl 3

Shop Atmosphere

Marrek hums an old weld-song when working and stamps each weapon with a tiny iron-hand emblem. He offers a free cup of strong tea to customers who discuss where they found their battle scars, and will barter small repairs for stories or simple ingredients (salt, coal, or leather). He dislikes magical shortcuts—insists on knowing a weapon's history before agreeing to enchantments or re-tempering.
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