Cog & Cinder General Emporium

Est. 2025 Rock Gnome Artificer

Cog & Cinder General Emporium

The shop smells of warm oil, ozone, and lemon polish. Merris greets customers by offering to 'tune' one carried item free of charge (takes 5 minutes) and insist...

ME

Shopkeeper

Merris Coghand, a Rock Gnome Artificer (Lvl 13)

Keeper's Species

Rock Gnome

13 Misc2 Armor2 Weapons2 PotionsEst. 11.3k gp

Shop Inventory

(19)
Miscellaneous13

A palm-sized, spring-wound mechanical spider. Crawls for 8 hours on a full wind. Useful for scouting, delivering tiny objects, or setting off simple traps.

Can carry up to 1 lb. Moves silently (advantage on Stealth checks when used as a scout). Can transmit basic visual/audio info when within 60 ft of the operator (simple mechanical relay, requires tinker's kit to attune to user).

Brass-framed goggles with adjustable lenses and a tiny, humming crystal. Enhance the wearer's ability to examine magic and machinery.

While worn, grants +2 to Investigation checks to identify magical effects or mechanical faults. Once per long rest, can cast detect magic (self only) for up to 10 minutes.

A medium-sized mechanical hound fashioned of brass and clockwork, resembling a real hunting dog. Serves as guard, tracker, or companion.

Atk AC +13Has the Tracking trait: advantage on Survival checks to track creatures. Acts on the owner's initiative if activated. Lasts 24 hours per full wound; requires 4 hours maintenance to reset.

A leather roll stuffed with specialized tools, clockwork parts, springs, tiny cogs, and precision instruments.

Advantage on checks to repair, modify, or jury-rig mechanical devices. Contains enough parts for three minor repairs (DM adjudicates).

A small glass ampoule filled with reactive thermite. When shattered on a surface, burns for 1 minute at intense heat.

Deals fire damage to flammable objects in a 5-foot radius over the first round (objects only). Creatures in the immediate point of impact take fire if struck directly. Highly dangerous to use in enclosed spaces.

A foldable, single-plate forge that heats to temperatures sufficient for small metalwork. Runs on a small coal/charcoal charge.

Allows smithing of small items and repairs up to light armor or simple weapons when used with smith's tools. Heats to required temperature in 10 minutes.

A compass set with a faintly glowing mote. Points toward wards, large concentrations of magic, or planar rifts instead of north.

When held, the needle points toward the nearest magical aura of rare or higher strength within 2 miles. Once per day you can attune and sense direction to the nearest portal or planar opening for 1 minute.

A brass lantern whose wick is fed by a tiny perpetually simmering ether-bulb; never consumes fuel and gives steady light.

Emits bright light in a 30-foot radius and dim light for an additional 30 feet. Heat output adjustable. Does not attract unusual fire elementals but does draw curious constructs.

A small oiled flask used for lanterns, machinery, or simple fire-setting.

Can be used to fuel lanterns or to create makeshift incendiaries (DM to adjudicate effects).

A crate of assorted gears, springs, rivets, and tiny brass plates — useful for crafting or repairs.

Enough parts to perform up to five common repairs or to craft 1 clockwork spider/upgrade components with sufficient tools.

A hand-drawn blueprint detailing a common mechanical lock, a simple automaton limb, or a clockwork trap. Useful as a reference for crafting.

Grants advantage on one Intelligence (Investigation) or Dexterity (Tinker's Tools) check related to constructing or disarming the specific mechanism depicted, if used while working on it.

A telescopic brass spyglass with interchangeable lenses for short-range and long-range observation.

Provides +4 to Perception checks involving distant visual detail when used properly. Includes night filaments for very low light (+2 in dim light).

A small sealed device that emits a burst of blinding sparks and loud noise when detonated.

On detonation (action to throw and set), creates bright light in 15-foot radius and loud bang; creatures within 10 feet must succeed on a Constitution save or be blinded until the end of their next turn and have disadvantage on Stealth checks for 1 minute.
Armor2

A long leather duster reinforced with bronze filigree and thin clockwork ribs. Offers modest protection and pockets for tools.

AC +11Three internal pockets insulated against static energy (prevents ignition of volatile vials while carried).

A heavy cloak threaded with thin plates and emergency vents. Ideal for those who wander through warzones of steam and magic.

AC +1Requires attunement. While worn, grants bonus to AC and advantage on saving throws against being pushed or knocked prone by mechanical forces or steam vents. Once per long rest, you can activate micro-venting to gain resistance to fire for 1 minute.
Weapons2

A compact pistol that fires a single shot using a small steam charge and black powder. Reload after each shot (1 action).

On a hit, target must succeed on a Strength save or be pushed 5 feet (steam blast). Misfires on a natural 1 (10% chance if poorly maintained).

A wrist-mounted folding blade with a small spring launch. Good for assassins or engineers who like a backup.

Can be thrown up to 20/60 feet. When striking exposed machinery, deals an extra damage to fragile clockwork components.
Potions2

A viscous vial containing alchemical solution that temporarily binds gears and mends joints in clockwork constructs.

Heals constructs for HP when applied. Provides advantage on the next Strength (Athletics) check to reset a jammed mechanism if used within 1 minute.

A thick salve used to staunch bleeding and disinfect wounds. Non-magical but effective.

Heal 1 HPWhen applied, stabilizes a dying creature automatically and restores 1 HP. Also grants +1 to saving throws vs disease for 1 hour.
ME

Merris Coghand

Rock GnomeArtificerLvl 13

Shop Atmosphere

The shop smells of warm oil, ozone, and lemon polish. Merris greets customers by offering to 'tune' one carried item free of charge (takes 5 minutes) and insists on a cup of terrible boiled coffee with every purchase over 50 gp. Clockwork sparrows flit about the rafters and occasionally drop trinkets; many items are kept behind a glass case labeled 'Experimental — no refunds' and Merris will wink if asked about the case.
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