The Brass Cog & Volley

Est. 2025 Gnome (rock) Artificer

The Brass Cog & Volley

Tamsin insists every purchase (even a single winding key) comes with a schematic doodle and an off-color pun about gears. She talks to her machines and names th...

TA

Shopkeeper

Tamsin Gearwright, a Gnome (rock) Artificer (Lvl 7)

Keeper's Species

Gnome (rock)

4 Weapons16 Misc1 ArmorEst. 1.9k gp

Shop Inventory

(21)
Weapons4

A compact, single-shot pistol with a wind-up clockwork firing mechanism. Uses specially crafted paper cartridges (sold separately). Reliable; favored by city watch and adventurers who travel where gunpowder is regulated.

Requires a bonus action to wind (reloads internal spring for 1 shot). Misfire on a natural 1: jam (can be cleared with a tinker's tool check or a short rest). Uses proprietary "paper cartridges" (see inventory). Counts as a firearm for campaign purposes.

A heavy crossbow with an internal magazine of 6 bolts and a winding crank for rapid single-handed operation.

Holds 6 bolts. As an action, you can make one attack; as an action and a successful Tinker's Tools check (), you may make two attacks at disadvantage. Misfire on natural 1 (jam, requires Tinker's Tools to clear). Range 80/320 ft.

A slender rapier with a tiny steam piston in the hilt that gives a micro-second boost to thrusts.

On a hit, once per short rest you can expend the piston to deal an extra force damage. The device must be recharged by a short rest or using tinker's tools and 5 gp of materials.

A reinforced sling made of braided sinew and quick-release leather tabs. Effective for launching small metal shot when ammunition runs out.

Actually functions as a sling (counts as simple ranged). Has a built-in pocket for a tiny electro-spark (if used, applies spark effects).
Miscellaneous16

Pre-measured combustible cartridges for the Clockwork Pistol. Each cartridge contains a tiny charge and a lead bullet.

Consumable: 1 cartridge per shot.

A bulky brass and spring contraption that bolts to crossbows or clockwork firearms, holding up to 5 cartridges and enabling a rapid-fire mode.

Once per short rest, allows the wielder to use an Action to make up to 3 ranged weapon attacks as a package; these follow normal attack rules but expend 3 cartridges. Installation requires a Tinker’s Tool check () or an artificer to attach properly.

A polished wooden stock with brass braces and a recoil-dampening spring. Fits most shoulder-fired firearms and heavy crossbows.

When firing a ranged weapon with this stock shouldered, reduce recoil penalties (DM ruling). Provides +1 to attack rolls when firing from a steady position (e.g., prone or braced).

Special cartridges that produce an electrical discharge on impact. Useful against constructs and metal-armored foes.

On a hit, the target takes an extra lightning damage. If the target is a construct or has metal armor, the target must succeed on a Constitution save or be stunned until the end of its next turn (once per use).

Small glass bulbs filled with a volatile brine. Shatters to produce a bright flaring light and a bit of heat.

When broken, sheds bright light in a 20-foot radius and dim light for an additional 20 feet for 10 minutes. If thrown at a creature, deals fire damage on impact (Dex save for half).

Brass-rimmed goggles with adjustable lenses and a tiny focusing gear. Enhances vision when inspecting devices and aiming ranged weapons.

While worn, grants advantage on Investigation and Intelligence (Arcana) checks to discern mechanisms and traps. Additionally, grants bonus to attack rolls with ranged weapons that require sight.

A comprehensive kit of small files, gears, springs, vials, and calibrated tools for maintaining and crafting mechanical devices.

Grants proficiency bonus to checks involving mechanical devices when used by a proficient wielder; contains consumables worth up to 5 gp.

A palm-sized mechanical creature (mouse, raven, or beetle) that can deliver messages, scout, and fit into small spaces.

AC +10Has simple sensors: can perceive up to 60 ft., can transmit sensations to the owner when within 100 ft. Can perform simple tasks (fetch, carry up to 2 lb, open simple latches with tinker's tools). Not a magical familiar; functions like a trained animal construct.

A tiny kit containing lubricants, micro-gears, spare springs and sealing wax. Good for field repairs.

Restores functionality to a single small mechanical item (e.g., clockwork familiar, pistol spring, repeating mechanism) once. Grants +2 to a Tinker’s Tools check to repair.

A handheld lamp that produces a steady blue-white arc. Useful for soldering, welding, or lighting dark workshops.

Emits bright light in a 30-foot radius and dim light for another 30 feet. Can be toggled to emit short bursts that deal radiant damage to flammable objects (DM discretion).

Small lead pellets used in close-range scatter loads for certain firearms or for improvised anti-personnel loads.

When used in a firearm designed to accept them, deals piercing to targets within 10 ft. (attack as normal; extra effect: at ranges beyond 10 ft. treat as single pellet damage).

A short, foldable blade that mounts to the muzzle of compatible firearms, for close combat.

Adds a melee attack option when attached; can be used for improvised parries (DM ruling).

A well-annotated manual with schematics for basic clockwork servants and common field repairs.

Grants advantage on Intelligence (Investigation) or Intelligence (Arcana) checks related to clockwork construction after study (DM discretion).

A sturdy brass key used to wind many of the clockwork mechanisms Tamsin sells.

Used as a tool component. If used with Tinker’s Tools, grants +1 to winding/repair rolls.

A coiled temper-spring used for repairs on pistols, crossbows, and clockwork limbs.

Provides a bonus to a single Tinker's Tools repair attempt when applied.

Tamsin will tune a firearm or mechanical weapon: clear minor jams, sharpen bayonets, tighten springs.

Functions as maintenance; grants +1 to next attack roll with that weapon if performed within 24 hours of use.
Armor1

A reinforced leather bracer with folding plates and a locking pivot — designed to deflect blades and bolt glancing shots.

AC +1Provides +1 to AC when worn on the off-hand arm. Can be deployed as a small shield (grants +2 AC as an action, but occupies the arm and prevents two-handed weapon use until stowed).
TA

Tamsin Gearwright

Gnome (rock)ArtificerLvl 7

Shop Atmosphere

Tamsin insists every purchase (even a single winding key) comes with a schematic doodle and an off-color pun about gears. She talks to her machines and names them aloud when she sells them; bargaining requires tolerating a brief performance where she demonstrates the item's whirrs and puffs of steam. She will refuse to sell certain volatile experimental munitions to anyone who sneezes in the shop or fails a Wisdom (Insight) check DC 12 proving they understand basic safety.
Visual sheet

Turn The Brass Cog & Volley into a sheet

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