The Shattered Cog — Shards Tech Market Stall

Est. 2025 Rock Gnome Artificer (Artillerist)

The Shattered Cog — Shards Tech Market Stall

The stall hums with the constant thrum of charging capacitors and distant clockwork clicks. A test-range target sits nailed to a post behind the stall (customer...

BR

Shopkeeper

Brindle "Brin" Cogwrench, a Rock Gnome Artificer (Artillerist) (Lvl 6)

Keeper's Species

Rock Gnome

8 Misc1 Armor4 Weapons2 PotionsEst. 903 gp

Shop Inventory

(15)
Miscellaneous8

A full kit of tinker's tools: tiny hammers, calibrated files, glass lenses, spare gears. Essential for working on shard-tech and clockworks.

Grants advantage on minor gadget-repair checks when used by someone proficient with Tinker's tools (shopkeeper demonstration available).

A pouch of crystalline shards—useful as cheap arcane components, replacement lenses, or raw fuel for small devices.

Some shards emit a faint static. Can be used as a rudimentary power cell for low-end devices.

A spring and shard-powered strap that clips over a wrist to help reload a small ranged weapon faster and give a single burst of accuracy.

Atk Once per short rest, grants +1 to a single attack roll made with a one-handed ranged weapon. Prototype: 30% chance to spit a spark that causes the wearer to be stunned for 1 round (Con save to avoid).

A palm-sized metallic raven that unfolds and flies to scout a small area, recording sights and sounds for a short duration.

When activated, the scout lasts up to 10 minutes or until destroyed. It grants advantage on Investigation or Perception checks related to its scouting within 30 ft. Prototype: 30% chance to detonate on activation, dealing piercing to creatures within 5 ft and blinding the scout's owner for 1 round.

A small kit of dampeners and field-smoothing crystals. Attach for a minute to reduce prototype instability.

When used on an unstable prototype (bought at this stall), reduces the chance of a backfire from 30% to 15% for the next 24 hours or until the next full use.

A weight-balanced screwdriver with etched runes; acts as a superior artisan's tool and light arcane focus for artificers.

Grants +2 to Intelligence (Tinkering/Repair) checks once per hour when used. If attuned by an artificer (optional), it can serve as a spellcasting focus.

A compact emergency repair pack. Pressed onto damaged devices to grant them temporary functionality.

When applied to a malfunctioning device (including those bought here), grants +5 temporary reliability (story/DM-call) or reduces next backfire chance by half for one use.

Tiny overheating fuses used to kickstart minor devices. Cheap and occasionally temperamental.

Used as expendable power igniters. 10% chance in cheaper fuses to fail; 30% chance of mis-soldered fuses if used in prototypes (DM call).
Armor1

Leather armor reinforced with tiny, embedded shards. Slightly stiffer but offers modest protection with a tech edge.

AC +11Shard linings sometimes glow faintly when near discharged devices. No magical properties.
Weapons4

A palm-sized chambered pistol that fires a tiny shard-bullet and discharges a burst of ion-spark upon impact.

Experimental: 30% chance when fired that the capacitor misroutes and the weapon backfires, dealing lightning to the wielder and rendering it jammed until repaired.

A palm-sized globe filled with volatile shards and compressed ion-gas. When thrown, it detonates in a flash of electrical arcs.

Thrown (range 10/30). On explosion, creatures in a 10-foot radius take lightning (Dex save for half). Prototype: 30% chance the grenade detonates on the thrower as they release it, dealing the same damage to them and allies within 5 ft.

A leather gauntlet wired with microcoils that deliver a biting electrical sting with each unarmed strike.

On hit, deals an extra lightning. Target must make a Constitution save or be stunned until the end of its next turn (experimental—save on a success). Prototype: 30% chance to short and shock the wearer for lightning.

A standard light crossbow with a mounting channel for shard-bolts. Simple, reliable, favored for stabilizer testing.

Functions as a standard light crossbow. Can be paired with Shardspark-type ammo for extra effects (ammo sold separately).
Potions2

A small syringe containing a lattice of nano-stabilized curative fluid. Injects a quick patch of life to wounds.

Heal 7 HPHeals hit points when administered (average 7). Prototype vials have a 10% chance of fizzing and only restoring half the effect.

A familiar glass vial of red liquid. Heals minor wounds and is beloved by reckless tinkers.

Heal 7 HPStandard Potion of Healing — restores HP when consumed.
BR

Brindle "Brin" Cogwrench

Rock GnomeArtificer (Artillerist)Lvl 6

Shop Atmosphere

The stall hums with the constant thrum of charging capacitors and distant clockwork clicks. A test-range target sits nailed to a post behind the stall (customers are encouraged to fire prototypes at it under supervision). Many items are labelled EXPERIMENTAL and come with a little card reading: "30% chance of backfire — buy a Stabilizer if you like your limbs." Artificer apprentices loiter around, trading quips and offering to tune purchases for extra coin. Brin offers a 24-hour 'warranty' for tinkers (repair for half price) but insists on a firm handshake and a shard-signed receipt.
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