Ironhand Armaments

Est. 2025 Human Fighter (retired armorer)

Ironhand Armaments

Mara taps a small hammer on the counter in a steady rhythm while cataloging stock. She keeps one hand perpetually smeared with oil and insists on fitting armor ...

MA

Shopkeeper

Mara Ironhand, a Human Fighter (retired armorer) (Lvl 4)

Keeper's Species

Human

5 Armor10 Weapons11 Misc1 PotionsEst. 263 gp

Shop Inventory

(27)
Armor5

Quilted cloth armor, quiet but offers only basic protection. Good for new adventurers learning to move in armor.

AC +11Light armor; disadvantage on Stealth checks (sometimes house rule applies: treat as noisy)

Stitched leather armor: light, flexible, and a common choice for scouts and first-time adventurers.

AC +11Light armor; no Stealth penalty

Leather armor reinforced with riveted studs. Popular with rogues and rangers who need more protection without sacrificing mobility.

AC +12Light armor; no Stealth penalty

A shirt of interlocking metal rings worn over a padded undergarment. Good intermediate protection for those who can't wear heavy armor.

AC +13Medium armor (max Dexterity bonus +2)

Wooden shield with metal rim. Buckler-style and tower shields not stocked regularly, but standard shields are common here.

AC +2+2 to AC when wielded
Weapons10

A short, easily concealed blade. Balanced for throwing as well as stabbing.

Finesse, light, thrown (range 20/60)

Simple wooden club, stout and reliable for bashing.

Light

Versatile wooden staff favored by apprentices and wandering sages alike.

Versatile

Simple polearm usable for throwing or close combat.

Thrown (range 20/60), versatile

A common sidearm for those who favor thrusting attacks and agility.

Finesse, light

A versatile and reliable martial blade used by soldiers and adventurers.

Versatile

Solid-headed blunt weapon favored by clerics and guards.

None

Compact bow good for mobile archers and hunters.

Ammunition (range 80/320), two-handed

Powerful single-shot crossbow; sturdy and favored by militia marksmen.

Ammunition (range 80/320), loading, two-handed

Simple weapon of braided cord and pouch; excellent for throwing small stones or bullets.

Ammunition (range 30/120), simple
Miscellaneous11

Twenty fletched arrows, serviceable for practice or a day in the wild.

Bolts matched to the light crossbow; replaceable heads available.

Sturdy pack with straps and inner pockets. Essential for carrying adventuring gear.

A simple roll of blankets for sleeping outdoors.

Sturdy hemp rope for climbing, tying, or rigging.

Iron hook for scaling walls when used with rope.

Multi-use hammer suitable for driving pitons or general repairs.

Small iron spikes for anchoring rope in rock or timber. Sold in cheap bundles.

Basic fire-starting kit for lighting torches, campfires, or signal beacons.

A simple torch burning for about an hour. Useful for caves and dark paths.

Can be used to ignite flammable materials

Flammable oil for lamps or improvised incendiary use.

Can fuel hooded lanterns; ignites if lit (1 minute burn)
Potions1

A red vial that, when drunk, patches wounds and refreshes the body.

Heal 7 HPRestores hit points when consumed
MA

Mara Ironhand

HumanFighter (retired armorer)Lvl 4

Shop Atmosphere

Mara taps a small hammer on the counter in a steady rhythm while cataloging stock. She keeps one hand perpetually smeared with oil and insists on fitting armor herself before sale. If customers compliment her workmanship, she will drop a small discount (usually 1 gp) rather than take the flattery. She collects broken arrowheads in a jar on the shelf and sometimes embeds a lucky chip in new leather for free repairs.
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