Brass & Bone General Emporium

Est. 2025 Human Artificer

Brass & Bone General Emporium

The shop smells of machine oil and incense. A small brass raven perches above the counter and ticks once every hour. Bargains are struck to the rhythm of the sh...

MA

Shopkeeper

Marta "Gears" Hallow, a Human Artificer (Lvl 6)

Keeper's Species

Human

3 Weapons1 Armor13 Misc1 PotionsEst. 1.1k gp

Shop Inventory

(18)
Weapons3

A sharp, balanced blade useful for close work or throwing. Commonly carried by ranch hands and quick-draw drifters.

A compact clockwork repeater that fires quarrels from a spring-loaded magazine. Popular with stagecoaches and security details.

6-round spring magazine; reloading the magazine is an action that requires the magazine be empty and a successful Tinker's check () if the user lacks Tinker proficiency.

A brass-barreled revolver with a steam-vent counterbalance. Considered an exotic implement in many towns.

Misfire on a natural 1 when the user lacks Firearms or Tinker proficiency: the weapon jams and needs an action and a successful Tinker's check () to clear.
Armor1

Padded layers beneath riveted leather and brass studs. Comfortable and flexible for quick movement.

AC +12
Miscellaneous13

A leather satchel with salves, dressings and a small set of bone needles, stamped with a tiny cog emblem.

As per standard healer's kit: can stabilize a creature and, when expended, restore 1 hit point to a creature as an action.

A coil of well-made hemp rope, reinforced with braided copper thread to resist fraying from steam and oil.

Pack rations in oilproof tins stamped with the shop's gear sigil. Fills and steadies a working hand.

A water bladder lined with treated hide. Keeps water cool; a small brass spigot can be fitted.

A torch with a coal-soaked rag wrapped and bound to a brass rod. Smells faintly of grease and clove.

A rugged bedroll, lined and studded to shed oil and small sparks. Caravan-ready.

A sealed glass flask filled with a volatile, steam-distilled incendiary. The seller warns: 'Do not keep near a boiler for long.'

On a direct hit, deals initial fire damage and fire at the start of the target's next turn (save ends ongoing fire, Dexterity save).

A leather roll of fine files, tiny vises and keyed cogs. Essential for any tinkerer or artificer.

Proficiency allows creation and repair of small clockwork devices; vendor offers minor custom tweaks for 5-20 gp depending on complexity.

A hooded lantern whose wick burns a cool, blue flame. Brass filigree forms faint, shifting runes when lit.

Once per long rest the lantern can be keyed to reveal ethereal creatures in a 10-foot cone for 1 minute.

A delicate brass-and-silver locket etched with protective runes. Sells as a minor occult charm.

Once per day: cast detect magic for up to 10 minutes while wearing the locket.

A smoky-gray bar wrapped in wax-paper, smelling faintly of cedar and iron. A favorite with exorcists and long-haul drivers.

When used to wash a willing creature, grants advantage on the next Wisdom saving throw made to resist possession or being charmed (expires after 1 hour).

A vial of whisper-ink favored by secret societies. The shopkeeper insists it will not write your secrets aloud unless paid in good coffee.

When used to inscribe a short message, that message can be heard as a whispered voice by the intended recipient once within 24 hours (range: same continent).

A jar of sticky, cold-blue salve sold in tiny tins. Used by bounty hunters and carnival binders.

When rubbed on a restrained limb it stiffens soft flesh, granting +2 to checks made to maintain a grapple or to break a grapple for 1 minute. Does not function against magical restraints.
Potions1

A corked vial of ruby liquid, kept chilled in a brass case. The shopkeeper warns: 'It tastes of iron and peppermint.'

Consuming restores hit points. Common potion; nonmagical healing tonic prepared by the shop's apothecary.
MA

Marta "Gears" Hallow

HumanArtificerLvl 6

Shop Atmosphere

The shop smells of machine oil and incense. A small brass raven perches above the counter and ticks once every hour. Bargains are struck to the rhythm of the shopkeeper's pocket-watch; Martha will accept a service of equivalent value as barter and often offers a free minor repair with every purchase over 20 gp. The shop cat is a clockwork cat that sleeps on the ledger and will occasionally slide a lost coin under the counter.
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