Tarant - Geoffrey's Gears & Gadgetry / Anna's Herbals

Est. 2025 Human Artificer / Herbalist

Tarant - Geoffrey's Gears & Gadgetry / Anna's Herbals

A pet clockwork raven named 'Crispin' perches on the counter, occasionally delivering small items. The shop always smells of oiled brass and crushed mint. Geoff...

GE

Shopkeeper

Geoffrey & Anna, a Human Artificer / Herbalist (Lvl 6)

Keeper's Species

Human

4 Potions12 Misc3 Misc1 WeaponsEst. 1.5k gp

Shop Inventory

(20)
Potions4

A clear glass vial filled with a ruby-red liquid. The standard restorative most adventurers carry.

Heal 7 HP

A stout vial containing a deeper, golden-red liquid. Heals substantially more than the common potion.

Heal 14 HP

A layered bottle whose contents shimmer like rock strata. Favored by climbers and spelunkers.

A small tin of thick green salve scented of lavender and mint. Anna insists it's a blend of imported arcanum basil and local moss.

Heal 4 HPNonmagical herbal salve brewed by Anna; inexpensive and safe for repeated use.
Miscellaneous12

A small, corked vial of a bitter, greenish liquid. Anna recommends these for snake-country.

Non-magical, useful for travel to toxic swamps or dealing with venomous foes.

A sticky, oily fluid in a sealed glass flask. Shatters on impact and ignites when exposed to air.

A leather roll with labeled pockets of dried roots, glass vials, and grinding tools. Anna's specialty.

Leather pouch with bandages, salves, splints. Standard healer's kit used by field medics.

A slim leather roll of specialized picks and mirrors. Geoffrey keeps a master set behind the counter.

A deceptively plain-looking sack whose mouth is embroidered with tiny gear motifs. Popular with merchants and explorers.

Placing inside certain extradimensional items has dangerous interactions (Astral hazards). Attunement: none.

A fragile glass vial with a bubbling green liquid. Useful for breaking down locks or harming metal armor.

Geoffrey's trademark brass-handled toolset. Necessary for repairing or constructing small clockwork devices.

A sealed clay pellet that explodes into a choking, herbal smoke when crushed. Anna makes them for festival crowd control and escapes.

Non-magical, botanical compounds. One-use; harmless to allies by default but can hamper vision.

Tied bundles of chamomile, basil, arcanum moss and several labeled pouches of powdered roots. Anna always offers a sniff test.

Sold by the ounce; larger quantities available at discount.

A starter kit for apprentice herbalists: basic reagents, jars and a pamphlet of Anna's notes.

A compact repair kit Geoffrey sells to traveling tinkerers and artificers.

Miscellaneous3

A neat brass-and-ivory syringe with a tiny winding key. A favorite among scouts who dislike sticky potions.

Heal 4 HPMust be sterilized after use; Geoffrey offers a refill service.

A bulky wrist-mounted launcher of polished brass and clockwork gears. It whirs and clicks when cocked.

Requires tinker's tools for repair. Pull attempts against unwilling creatures impose a Strength saving throw to resist being pulled.

A palm-sized crystalline cylinder humming faintly with contained energy. Sold with a leather holster.

Recharge requires an arccharger station or a spellcasting focus and takes an hour; Geoffrey offers recharging for a fee.
Weapons1

A compact, spring-driven contraption that folds and fires a weighted net. Heavy brass casing and a leather strap.

Net deals no damage but restrains until freed; maintenance requires tinker's tools.
GE

Geoffrey & Anna

HumanArtificer / HerbalistLvl 6

Shop Atmosphere

A pet clockwork raven named 'Crispin' perches on the counter, occasionally delivering small items. The shop always smells of oiled brass and crushed mint. Geoffrey insists on stamping a tiny gear emblem on every sale; Anna will trade a small herbal sample for gossip or rare seeds. They give a 'traveler's discount' to groups that provide a new recipe or tech schematic.
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