The Iron Anchor Armory

Est. 2025 Human Fighter

The Iron Anchor Armory

The shop smells of brine and oil. A jar of preserved gull feathers sits on the counter; the shopkeeper greets customers with a clipped sea shanty. He keeps a ba...

MI

Shopkeeper

Mirella "Ironhook" Thorne, a Human Fighter (Lvl 8)

Keeper's Species

Human

4 Armor4 Weapons1 Potions5 MiscEst. 11.9k gp

Shop Inventory

(14)
Armor4

A classic pirate favorite: supple leather reinforced with riveted studs. Good for mobility aboard a heaving deck and easy to patch with sailcloth.

AC +12

Riveted rings and plates over mail; battered and salt-streaked but solid. Favored by deck sergeants who take boarders head-on.

AC +16

A round iron buckler, rimed with salt and fitted with straps. Small, cheap, and effective at deflecting blades.

AC +2

A patched brigandine whose plates have been rimmed with hammered iron. It hums faintly when faerie-light is near.

AC +13While worn, gain +1 AC vs attacks made by fey creatures. Once per short rest, advantage on a saving throw against an enchantment from a fey.
Weapons4

A well-balanced blade that sees equal service cutting rigging and foes. Polished to a dull gleam that hides many repairs.

A compact, light bow that fits in a hammock and is accurate enough for sailors firing from rigging.

A hand-and-a-half cutlass hammered from black steel, its fuller inlaid with a thin seam of bright iron and a thread of mother-of-pearl along the guard.

Atk Once per short rest on a hit against a fey, deal an extra radiant damage. While attuned, wearer has advantage on saving throws against charm effects from fey.

A curved cutlass with a silvered edge. Handy for crews who expect fae trickery or lycanthropic trouble near the shoals.

Silvered: bypasses some creature resistances that rely on nonmagical attacks from non-silvered weapons.
Potions1

Clear glass phial with a rosy liquid — a staple of every ship's first aid kit. Useful after grappling or a close-quarters tumble.

Heal 7 HPConsumable
Miscellaneous5

A salt-stiffened cloak with a lining stitched with runes of warding. Worn by captains and boatswains who expect more than just cannonfire.

AC +1Grants +1 to AC and +1 to all saving throws while worn.

Soft-leather boots worn down at the heels but wrapped to a sailor's leg; they seem to swallow creaks and squeaks.

A small crystal vial of dust collected from tidepools where moon-flowers bloom. Scent of salt and ozone. Popular with deckhands assigned to fae-haunted shoals.

Grants advantage on the next saving throw against a charm or illusion caused by a fey within 1 minute of use.

A carved token of whale-bone and tin with a strip of iron woven through the chain; sailors swear it keeps will-o'-wisps at bay.

Once per long rest, grants advantage on a single saving throw against an enchantment or charm effect originating from a fey.

A powdered paste in a snap vial that explodes into three yards of clinging line when thrown. Crew favorite for quick stops during boarding.

Thrown into a 5-foot square: sticky filaments erupt for 1 round. Creatures that enter or start their turn in the area must succeed on a Strength check or be restrained until they use an action to free themselves. Great for boarding or halting a skirmish.
MI

Mirella "Ironhook" Thorne

HumanFighterLvl 8

Shop Atmosphere

The shop smells of brine and oil. A jar of preserved gull feathers sits on the counter; the shopkeeper greets customers with a clipped sea shanty. He keeps a battered sextant behind the register and refuses to accept treasure that smells of iron alone — 'If the fae touched it, I want a word and coin.'
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