Thorne's Iron & Ember

Est. 2025 Human Fighter

Thorne's Iron & Ember

Maris insists on polishing any weapon or armor purchased in-store before delivery and will refuse to sell enchanted items to someone she suspects is fleeing a l...

MA

Shopkeeper

Maris Thorne, a Human Fighter (Lvl 7)

Keeper's Species

Human

5 Weapons6 Armor1 Potions9 MiscEst. 7.1k gp

Shop Inventory

(21)
Weapons5

Well-forged steel longsword with a leather-wrapped grip and a hand-polished fuller. Reliable and balanced for battlefield use.

None — standard martial weapon, often treated as masterwork for resale value

A hefty crossbow designed for armor-piercing bolts. Includes a simple spanning crank for ease of use.

Loading property (one bolt per action unless multiple attacks handled by special gear)

A balanced handaxe with a spike on the pommel. Good for thrown attacks and close combat.

Thrown (range 20/60)

A longsword whose blade hums faintly with a tempered magic. Grants a small bonus to hit and damage.

Atk Adds +1 to attack rolls and damage rolls.

A versatile polearm with an axe blade and spear point, excellent for guards or front-line fighters.

Reach 10 ft; versatile for battlefield control.
Armor6

A round steel shield with the shop's mark burned on the inside. Comfortable straps and reinforced boss.

AC +2None

A collarless shirt made of interlocking rings. Lighter than full chainmail and suitable for adventurers wanting mobility.

AC +13Stealth: disadvantage if worn over padded clothing? (DM adjudicates).

Toughened leather reinforced with metal studs. Good protection without hindering movement.

AC +12No disadvantage on stealth checks.

A steel helmet with padded liner and visor slots. Protects the head without blocking vision.

AC +1May grant advantage on saves vs. head trauma if DM allows

A pair of well-made boots enchanted long ago and recently refurbished by Maris. Grants improved mobility, though the enchantment's full power is slightly dimmed.

While wearing these boots, the wearer's walking speed increases by 10 feet and the wearer has advantage on Strength (Athletics) checks to jump (represents a partial version of the official item).

Leather bracers faintly embossed with runes. When donned, they provide a modest magical boost to AC for those not wearing armor.

AC +13Wearer gains base AC 13 + Dex modifier if not wearing armor (works like Bracers of Armor but somewhat limited).
Potions1

A small crystal vial containing a red shimmering liquid. Heals minor wounds.

Heal 2 HPHeals HP when consumed (standard 5e common potion scaled to party level availability).
Miscellaneous9

A bitter tincture that eases the effects of most common poisons.

Advantage on saving throws against poison for 1 hour (DM adjudicates specifics).

Spiked caltrops to slow pursuers or protect a rear guard.

Forms an area hazard; creatures crossing suffer minor damage and reduced speed (per DM).

A small wooden box containing flint, tinder, and steel. Suitable for starting fires quickly.

None

Reinforced seams and leather straps make this pack sturdy for prolonged travel.

Has straps for attaching weapons and bedroll.

A seemingly ordinary sack with an extradimensional interior. Useful for carrying heavy gear.

Holds up to 250 lbs, not exceeding 64 cubic feet. Standard Bag of Holding effects as per 5e.

Oils, whetstones, leather patches and basic tools for maintaining weapons and armor.

Using this kit for 1 hour grants advantage on a single attack or saves to resist weapon degradation in narrative terms (DM discretion).

Simple wooden torches soaked in pitch. Useful for lighting dark corridors.

Produces bright light in 20 ft, dim in 40 ft.

On-the-spot leather or chain link repair to make armor serviceable again after minor damage.

Restores functionality; may restore temporary lost effectiveness (DM decision).

A volatile mixture used for signal flares or small controlled blasts. Sold with safety warning and detonator plug.

Creates a puff of smoke on ignition; in concentrated use can act as an improvised explosive (dangerous and illegal in some jurisdictions).
MA

Maris Thorne

HumanFighterLvl 7

Shop Atmosphere

Maris insists on polishing any weapon or armor purchased in-store before delivery and will refuse to sell enchanted items to someone she suspects is fleeing a legal summons. She catalogs every serial number and rune she encounters in a battered ledger kept behind the counter; she also quietly offers discounts to veterans of the town militia and a free mug of spiced cider to anyone who brings a new recruitment letter or trophy from a common bandit gang.
Visual sheet

Turn Thorne's Iron & Ember into a sheet

A high-res, share-ready sheet you can post or print.