The Unwinding Leaf

Est. 2025 High Elf Artificer (Tinker)

The Unwinding Leaf

Faelindir collects items that appear lost in the city and delights in taking them apart to learn how they work. He only returns an assembled lost item to a clai...

FA

Shopkeeper

Faelindir Gearbough, a High Elf Artificer (Tinker) (Lvl 7)

Keeper's Species

High Elf

4 Weapons2 Armor8 Misc2 PotionsEst. 7.1k gp

Shop Inventory

(16)
Weapons4

A shortbow of layered yew and moonwood. Lightweight, surprisingly resilient and crafted for extra range and quiet shots.

Range increased by 10 ft over a typical shortbow; quieter string for stealth shots.

A longsword painstakingly reassembled from several lost blades. It hums faintly with an elven weave of tempering magic.

Atk Faint glow when near iron or steel; the +1 applies to attack and damage rolls.

A compact hand crossbow with a spring-fed magazine holding up to ten bolts. Elven curves reduce recoil.

Holds 10 bolts in a magazine; loading is automatic until the magazine is empty. Requires special bolts to function reliably (bolts sold separately).

A slender rapier with leaf-like fuller and a remade hilt. The edge is keen and balanced by elven smithing.

Atk A +1 magical finesse weapon. Slight echo of its former owner's name when unsheathed.
Armor2

Studded leather reinforced with thin arcane filaments and tiny gear-driven springs for flexibility.

AC +1Grants a bonus to AC (in addition to base studded leather AC).

A buckler-sized shield with a tiny spring-latch compartment and a hook that can catch thrown objects.

Nonmagical shield; the latch can hold a small item (up to 1 lb) concealed on wearer.
Miscellaneous8

A complete set of tinkerer's tools with fine files, tiny gears, glass eyes and a soldering iron — Faelindir's personal modifications included.

When used by a character proficient with tinkerer's tools, grants +1 to checks made to repair or disassemble small clockwork devices (DM discretion).

A palm-sized mechanical hound of brass and polished wood with a glass lens eye. It trots, sniffs and tilts its head as if considering mysteries.

Functions as a loyal companion: can take the Help action in combat, track scents/items (Perception-based), and retrieve small objects. Requires winding (1 minute) to function and 10 gp/week in lubricants. Has limited protective plating (treat as fragile construct).

A thin silver ring with filigree like unfurling leaves. Rebuilt from a lost traveler's band and an old feather charm.

Has 2 charges. Spend 1 charge to cast feather fall (no components). Regains all charges on a long rest.

Brass-framed goggles with charcoal lenses. Restored from mismatched parts into a working device.

Grants darkvision out to 60 ft to a wearer who lacks darkvision.

Detailed plans for a serrated gear mechanism used in traps, repeaters and small launchers.

A small cloth sack of miscellaneous bits Faelindir rescued from the streets. Perfect for scavenging or disassembly.

Twenty finely fletched arrows with moonwood shafts and whisper-quiet fletching.

Count as high-quality ammunition; slight bonus to stealth of shots (flavor; DM decides mechanical effect).

A small brass box that, when triggered, emits a thick cloud of opaque smoke for 1 minute (20 ft radius).

Releases smoke on activation; one use per refill. Refill requires rare alchemical paste (sold separately).
Potions2

A vial of rosy liquid. Restores a small amount of health when drunk.

Heal 7 HP

A richer, copper-tinged vial that knits flesh and soothes pain.

Heal 14 HP
FA

Faelindir Gearbough

High ElfArtificer (Tinker)Lvl 7

Shop Atmosphere

Faelindir collects items that appear lost in the city and delights in taking them apart to learn how they work. He only returns an assembled lost item to a claimant if they can either describe the item in exacting detail (materials, mechanism, inscriptions) or provide the blueprints used to build it. He believes the city’s lost things are a library of other people's mistakes — and the best way to understand the city is to unravel those mistakes. He hums old elven dittys while he works, keeps a glass jar of 'lucky screws', and will sometimes barter a small discount for a fascinating broken thing or a story of how an item was lost. If presented with the true original blueprint, he will happily set the item aside for free; otherwise he charges the normal price plus 'soulwork' — an extra 25% fee for reconstructing from scraps.
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