Vell & Co. Applied Armaments
Est. 2025 • Rock Gnome Artificer
Vell & Co. Applied Armaments
The shop is part workshop, part showroom: clockwork spiders polish the floor and display models of items run on tiny rails. Mara insists customers test non-magi...
Shopkeeper
Mara Vell, a Rock Gnome Artificer (Lvl 5)
Keeper's Species
Rock Gnome
Shop Inventory
(14)A well-balanced short sword with a thin mithral inlay along the edge — lighter and holds an edge longer than common steel.
A compact crossbow fitted with an electrostatic cell that gives bolts a crackle on release, useful against constructs and metal-skulled foes.
A palm-sized spring device that fires a grappling hook on a compact metal line to a range of 60 feet. Returns with a windlass pull.
A handaxe whose edge holds a magical temper. Grants a small enchantment suitable for low-level parties looking for reliable aid.
A small iron-and-brass shield whose internal springs can snap forward to add extra protection in a single reaction.
A chain shirt lined with flexible padding and piezoelectric plates that give small shocks and disperse force.
A clear vial with reddish swirls. Heals HP when drunk.
A viscous, iridescent potion that, for 1 hour, grants the effects of spider climb (feet adhere to surfaces; climb speed equals walking speed).
A leather roll of precision files, tiny gears, layered screwdrivers, hand drills and vials of lubricants. Essential for field repairs and improvised traps.
A compact, reusable torch that emits a steady bright light like a brazier and a faint hum. Rechargeable cell; lasts ~12 hours between recharges.
A tube of sticky resin used to secure gears, bind armor plates, or glue a broken haft. Strong but brittle when cold.
A pressurized can that mends small breaks in metal and clockworks for short-term use. Ideal for field repairs between long rests.
A small glass sphere containing a scented powder and a shock core. On shattering it emits a concussive snap and bright flash.
Small sealed vials that, when broken, emit thick smoke for up to 1 minute (heavier than normal smoke bombs). Useful for retreats and cover.
Mara Vell
Shop Atmosphere
“The shop is part workshop, part showroom: clockwork spiders polish the floor and display models of items run on tiny rails. Mara insists customers test non-magical items under supervision and talks to her wares as if they're shy — she'll gently chide a stubborn crossbow for 'acting up' while she winds it. Prices are noticeably higher than in outlying villages due to 'modern supply chain woes' and a local tax on electro-mechanics; she accepts haggle with a performance of tinkering (give a successful DC 12 Sleight of Hand or Tinker check for 10% off). Open late when the city lights hum, and she offers a free minor repair (small item) to anyone who brings a story of a clockwork companion.”
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