The Brass & Bolt General Emporium

Est. 2025 human artificer

The Brass & Bolt General Emporium

The shop smells of oil, lemon rind and warm metal. Mira has a brass monocle that glows faintly when she lies; she absentmindedly polishes any shiny object put o...

MI

Shopkeeper

Mira Cogwright, a human artificer (Lvl 3)

Keeper's Species

human

14 Misc2 Armor2 Weapons2 PotionsEst. 610 gp

Shop Inventory

(20)
Miscellaneous14

A compact set of slim steel picks, tension wrenches, and a tiny magnifier. Housed in a leather roll stamped with a brass cog.

Grants advantage on Thieves' Tools checks for picking simple (non-magical) locks when used by a proficient character for up to 10 minutes.

A brass-caged lantern whose clockwork motor spins tiny vanes to power a soft, steady glow. Fills a 30-foot cone of dim light; wind-up lasts 8 hours.

Once per day, the lantern emits a bright flash—functions as a daylight spell for one round in a 10-foot radius (saves to resist being blinded for 1 round).

Tiny gears, rivets, rivet-nut, oil vial, and a set of micro-tools in a reedwood box. Useful for quick fixes on mechanical items or mundane gear.

Grants +2 to checks to repair or jury-rig a mechanical device (up to simple clockwork complexity).

Brass-rimmed goggles with adjustable lenses and faintly glowing filaments. Improve vision in dim conditions.

Grants darkvision up to 60 ft (if wearer lacks it) or +2 to Perception checks in dim light.

Small bolts with hollow heads filled with clockwork shrapnel. Designed for hand crossbows/ballista pistols.

On a hit, deals normal bolt damage; on a critical or if shattered against a surface, sprays tiny shrapnel—target must succeed on a Dex save or take slashing damage.

A full kit for constructing, maintaining, and modifying small mechanical devices: files, pliers, tiny anvils, calibrated springs.

Grants proficiency bonus when crafting or repairing non-magical clockwork and small constructs if the user is proficient with artisan's tools.

A decorative brass bit that clips to belts or bags. Can lock small compartments or trigger a simple latch when fitted.

Can be used as a secret latch opener/lock for small compartments with a Thieves' Tools check.

Compressed, nutrient-dense slabs flavored with spiced jerky and rootcakes—common in gear shops throughout the trade quarter.

Each day's rations prevent starvation for one person; small morale boost—advantage on Constitution saves to resist fatigue once per day.

Braided hemp reinforced with thin brass wire that keeps rope supple and weighted for throwing and anchoring.

Treat as normal rope but deals 1 extra bludgeoning damage if used to strike (improvised).

A small copper canister that emits pleasant warmth when valve is turned. Snaps to clothing to keep hands warm in frigid workshops.

Grants resistance to cold damage for up to 1 hour when activated.

A tiny mechanical insect with a filament lamp. Upon command, can light, deliver a tiny message, or distract small creatures.

Can carry a 1-inch parchment for short distances (up to 100 ft). Provides dim light in 5 ft radius. Distracts a single non-combatant creature— Wis save or be distracted for 1 round.

A well-crafted compass ringed in etched brass cogs. Accurate in cities with strong metalwork interference; comes with calibration certificate.

Grants +2 to Survival checks made to navigate urban or clockwork-dense areas.

Insulated braided wire used for small contraptions and alarms.

Can be used to rig simple traps or alarms (grants +2 to DC of improvised alarm when installed properly).

Mira or an apprentice will spend an hour repairing or maintaining a nonmagical mechanical device.

Restores functionality to broken nonmagical clockwork or improves efficiency (DM adjudicates exact benefit).
Armor2

Leather gauntlets with miniature pistons at the knuckles. They augment strength for Precise tasks and provide a small punch boost.

Atk AC +1Once per short rest, grant +2 Strength-based check or saving throw for 1 minute. Also add +1 to unarmed strike damage.

A well-repaired chain shirt with brass rivets and leather backing. Less reliable than new armor but serviceable.

AC +13Has been reinforced; wearer gains +1 to Stealth checks to appear as a mechanic rather than a soldier (roleplay bonus).
Weapons2

A compact folding knife with a spring-assisted blade. Useful as a tool and as a last-resort weapon.

Light and concealable; +2 to Sleight of Hand to hide or draw quickly when practiced (non-magical).

A hand-sized, single-shot pistol that uses a small steam-charge to hurl a ball bearing. Loud and prone to misfire if not maintained.

Atk Has a 5% chance to misfire (jam) on attack; if jammed, takes an action to clear. Requires steam-charge cartridges (sold separately).
Potions2

A prefilled syringe of viscous, amber salve. Intended for stabilizing burns and small wounds.

Heal 1 HPHeals HP when applied (consumes action). Grants resistance to fire damage for 1 minute on a successful Con save.

A vial of pale blue liquid that sharpens the mind for delicate tinkerwork and ranged aim.

Grants +1 to attack rolls with ranged weapons and +1 to Intelligence checks for 1 hour. Usable once.
MI

Mira Cogwright

humanartificerLvl 3

Shop Atmosphere

The shop smells of oil, lemon rind and warm metal. Mira has a brass monocle that glows faintly when she lies; she absentmindedly polishes any shiny object put on her counter and offers customers ‘a penny for a problem’—a quick free mechanical diagnosis. Clockwork fireflies are chained in a glass dome and release at closing to guide patrons out. She haggles only with those who can tinker.
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