Brinewick Clock & Tackle

Est. 2025 Rock Gnome Artificer

Brinewick Clock & Tackle

The shop always smells faintly of brine and machine oil. The owner polishes brass obsessively whenever the tide is high, keeps a mason jar of seawater on the co...

MI

Shopkeeper

Mira Brineweld, a Rock Gnome Artificer (Lvl 7)

Keeper's Species

Rock Gnome

15 Misc1 Potions1 ArmorEst. 6.7k gp

Shop Inventory

(17)
Miscellaneous15

A full kit for building and repairing small mechanical devices, gears, and clockwork trinkets. Salt-spray treated leather case.

Compact set for opening locks and disabling simple traps.

A long-range optical instrument for spotting ships, shoals, and distant landmarks.

Allows observation at great distances; provides advantage on first-long-range Perception check if used properly.

Sturdy hemp rope commonly used aboard ships and for climbing.

A lantern with a hinged hood, useful aboard ships where preserving night vision matters.

Fuel for lanterns and lamps.

Bag of ball bearings used to make slippery surfaces or hinder pursuit.

Can be scattered to create difficult terrain or to trip pursuers.

A flask of Alchemist's Fire. Good for lighting rigging or burning through rope; dangerous in enclosed spaces.

On a failed Dexterity save (or attack roll per DM), target catches fire and takes ongoing fire damage at the start of each of its turns until extinguished.

A vial of potent acid; useful for disabling mechanisms or damaging lightly-armored foes.

Can be thrown to splash an area or broken on a target; particularly effective against nonmagical metal objects per DM ruling.

A kit like tinker's tools but specially treated and packaged for marine use.

Grants advantage on checks to repair or operate small clockwork devices that have been waterlogged.

A device designed for boarding actions and rescues at sea.

When used in or over water, provides advantage on Athletics checks to climb from the water and has improved holding on wet wood or rigging.

A mechanical signal shell favored by pilots and harbormasters to cut through fog and call boarding crews.

Emits a loud signal on winding: audible for up to a mile in calm weather. Once per day, using the conch grants advantage on a single Navigation check made in fog or thick sea-spray.

A durable satchel that keeps delicate parts dry and corrosion-free.

Tools stored inside do not suffer disadvantage from being wet; dried and reset when opened on shore.

A mechanical gull used for scouting and delivering short messages; feathers are brass-finished and hinged.

Acts as a scouting aid: it can fly 30 feet/round silently and provides the user with advantage on one Perception (hearing) or Sleight of Hand check related to scouting or stealing if used properly. It cannot attack and has 1 HP; if destroyed, must be repaired with tinker's tools (DC set by DM).

A fabric bag with strange depth: can hold far more than its outside dimensions suggest.

Functions as a Bag of Holding (Type I capacity). Requires attunement. Useful for stowing wet or bulky salvage without fouling the ship's hold.
Potions1

A glass vial of restorative liquid. A staple for adventuring parties.

Heal 7 HP
Armor1

A small reinforced buckler grown with coral and bound with brass fittings. Keeps its edge in salt air.

AC +1Once per day as a reaction when you drop the shield or are disarmed, the buckler springs back to your hand if within 30 feet.
MI

Mira Brineweld

Rock GnomeArtificerLvl 7

Shop Atmosphere

The shop always smells faintly of brine and machine oil. The owner polishes brass obsessively whenever the tide is high, keeps a mason jar of seawater on the counter 'for calibration', and whistles a sailor's shanty when a customer bargains well. A clockwork gull is usually perched on the sign outside and sometimes 'flies' for newcomers.
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