The Rusty Hook Supply Depot

Est. 2026 Mountain Dwarf Fighter

The Rusty Hook Supply Depot

Thokk insists on demonstrating every weapon by smashing a nearby wooden practice dummy, and he refuses to sell anything to someone who cannot look him in the ey...

TH

Shopkeeper

Thokk Ironfist, a Mountain Dwarf Fighter (Lvl 17)

Keeper's Species

Mountain Dwarf

42 Weapons27 Armor36 Misc1 PotionsEst. 14.9k gp

Shop Inventory

(106)
Weapons42

An orange, pitted blade that looks like it might snap if it hits a bone.

Atk Fragile: Breaks on a critical fail.

A standard, reliable steel dagger.

Finesse, Light, Thrown (range 20/60).

A high carbon steel blade with wicked serrations along the spine.

Atk Bleed: Targets take 1 additional damage at start of their turn if wounded.

Used and abused, this blade has several visible nicks.

None

A common shortsword found in many military armories.

Finesse, Light.

Perfectly weighted for quick thrusts and parries.

Atk Balanced: Advantage on checks to avoid being disarmed.

The crossguard is slightly loose, but the steel is heavy.

Versatile ().

The classic adventurer's weapon.

Versatile ().

A beautiful blade coated in a thin layer of silver to bypass resistances.

Silvered: Bypasses resistance to non-silvered weapons.

A massive two-handed blade that has seen better days.

Heavy, Two-Handed.

Standard heavy weaponry for the strong.

Heavy, Two-Handed.

A masterpiece of smithing with a visible grain pattern.

Atk Heavy, Two-Handed, Durable.

The curve is slightly warped and the edge is dull.

Finesse, Light.

A graceful, curved blade common in the southern sands.

Finesse, Light.

Jewel-encrusted pommel and high-quality edge.

Atk Finesse, Light, Intimidating.

A practice sword that was never properly sharpened.

Finesse.

The standard weapon of many duelists.

Finesse.

Extremely light and fast, designed for precise strikes.

Atk Finesse, Precise: +1 to critical range (19-20).

The head is loose and the handle shows a deep crack.

Atk Versatile ().

A sturdy steel hammer for crushing skulls and plate armor.

Versatile ().

Crafted by Thokk's kin, this hammer is heavier and hits harder.

Atk Versatile ().

A basic bludgeon that has been sitting in a damp corner.

None

A simple but effective weapon for clerics and guards.

None

Sharp flanges designed to punch through heavy mail.

Atk Armor Piercing: Ignore 1 point of AC from non-magical armor.

The wood is fraying at the head, watch your hands.

Heavy, Two-Handed.

Essentially a massive hammer on a long pole.

Heavy, Two-Handed.

Reinforced with cold iron bands.

Atk Siege: Deals double damage to objects and structures.

The head is slightly off-center, making it hard to throw straight.

Atk Light, Thrown (range 20/60).

Standard utility and combat axe.

Light, Thrown (range 20/60).

Aerodynamic design for superior throwing.

Light, Thrown (range 30/90). Returns 10ft toward thrower on miss.

Needs a good grindstone session.

Versatile ().

The preferred weapon of many barbarian tribes.

Versatile ().

Double-headed and perfectly symmetrical.

Atk Versatile (). Brutal: Reroll damage 1s.

A terrifying slab of metal that is slightly rusted.

Heavy, Two-Handed.

A massive two-handed axe.

Heavy, Two-Handed.

The edge is made of magically hardened volcanic glass.

Atk Heavy, Two-Handed, Sharp: Crits on 19-20.

The wood is too flexible, losing power.

Atk Ammunition (80/320), Two-Handed.

Standard short-range bow.

Ammunition (80/320), Two-Handed.

Crafted from fine yew with a recurve for extra snap.

Atk Ammunition (100/400), Two-Handed.

The string is unraveling slightly.

Ammunition (150/600), Heavy, Two-Handed.

Standard military longbow.

Ammunition (150/600), Heavy, Two-Handed.

Made of wood, horn, and sinew.

Atk Ammunition (200/800), Heavy, Two-Handed. Add 2 to damage for users with 16+ Str.
Armor27

Made from scraps of different hides stitched together.

AC +11None

Standard cured leather armor.

AC +11None

Extremely supple and treated with oils for silence.

AC +12Silent: +1 to Stealth checks.

The studs are starting to fall out.

AC +12None

Leather reinforced with metal studs.

AC +12None

Steel plates riveted into the leather for maximum protection.

AC +13None

Smells like wet dog and barely covers the vitals.

AC +11None

Made from thick animal pelts.

AC +12None

Thick grizzly hide that provides extra insulation.

AC +13Warm: Resistance to extreme cold temperatures.

It clinks loudly and the rings are brittle.

AC +13Disadvantage on Stealth.

Interlocking metal rings worn between layers of cloth.

AC +13None

Incredibly light and does not restrict movement.

AC +14No Stealth disadvantage.

Several scales are missing from the chest area.

AC +14Disadvantage on Stealth.

Overlapping metal scales on a leather backing.

AC +14Disadvantage on Stealth.

Beautifully crafted scales that resemble dragon hide.

AC +15Disadvantage on Stealth.

Acid marks cover the surface, weakening the metal.

AC +13None

A solid piece of steel covering the torso.

AC +14None

Mirror finish that can dazzle opponents.

AC +15Flash: Once per day, reaction to impose disadvantage on one attack.

The vertical strips of metal are starting to flake.

AC +16Disadvantage on Stealth. Requires 13 Str.

Vertical metal strips riveted to a leather backing.

AC +17Disadvantage on Stealth. Requires 15 Str.

Embellished with brass and high-quality straps.

AC +18Disadvantage on Stealth. Requires 15 Str.

Scuffed and has some structural weak points.

AC +17Disadvantage on Stealth. Requires 15 Str.

The pinnacle of non-magical protection.

AC +18Disadvantage on Stealth. Requires 15 Str.

Passed down through generations of dwarven warriors.

AC +19Disadvantage on Stealth. Requires 16 Str.

A wooden shield with a split down the center.

AC +1None

A standard round metal shield.

AC +2None

Large enough to hide behind entirely.

AC +3Heavy: Speed reduced by 5ft while wielding.
Miscellaneous36

A magical bag that is larger on the inside.

Weight: 15 lbs. Capacity: 500 lbs / 64 cubic feet.

A clay sphere that releases thick smoke when the fuse is lit.

Creates a 20ft radius sphere of heavy obscuration for 1 minute.

Basic rough rope.

HP 2, can be burst with Strength check.

Stronger and lighter than hempen rope.

HP 5, can be burst with Strength check.

Solid iron pry bar.

Advantage on Strength checks to pry open objects.

A three-pronged iron hook.

Aids in climbing.

Flint, steel, and tinder.

Takes 1 action to light a torch.

A thin wool mat for sleeping.

None

Tin cup, plate, and cutlery.

None

Holds 4 pints of liquid.

None

Holds 1 gallon of liquid.

None

A small highly polished piece of steel.

None

A long wooden pole for poking traps.

Reach weapon if used in combat.

Iron spikes for climbing.

None

Provides light.

Bright light 20ft, Dim light 20ft for 1 hour.

Focuses light in a single direction.

60ft cone of bright light, 60ft cone of dim light.

Standard leather backpack.

Holds 1 cubic foot / 30 lbs of gear.

For marking dungeon walls.

None

For writing notes or maps.

None

Black ink for writing.

None

Very loud.

Can be heard up to 500 feet away.

Magnifies distant objects.

Magnifies objects to twice their size.

A vial of murky liquid.

Advantage on saving throws against poison for 1 hour.

Sticky fluid that ignites on contact with air.

Takes fire damage at start of each turn until extinguished.

Includes wood pole, silk line, and hooks.

None

A golden grappling hook for the flashy climber.

None

While lit, this lantern burns with a pale green flame.

Reveals invisible creatures within 30ft.

Thick wool to keep you warm in the wilds.

None

Useful for jamming doors shut.

None

A heavy two handed hammer for breaking rocks.

None

A set of lockpicks and probes.

Required for picking locks.

Hammers and tongs for metalwork.

None

Fuel for lanterns or fire traps.

Burns for 2 rounds.

Spiky bits of metal to slow pursuers.

Target must make Dex save or speed is reduced by 10ft.

Makes floors very slippery.

Covers 10ft square, Dex save to avoid falling prone.

Special pitons, boot tips, and gloves.

Allows you to anchor yourself.
Potions1

A red liquid that smells of cherries.

Heal 7 HPRegenerates health upon consumption.
TH

Thokk Ironfist

Mountain DwarfFighterLvl 17

Shop Atmosphere

Thokk insists on demonstrating every weapon by smashing a nearby wooden practice dummy, and he refuses to sell anything to someone who cannot look him in the eye. The shop is located behind a heavy velvet curtain in the back of the Drunken Dragon Tavern, smelling strongly of forge soot and stale ale.
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