Brass & Sundown General Emporium

Est. 2025 Human Artificer (Tinkerer)

Brass & Sundown General Emporium

Brass counts prices in 'sunturns' (a day) and offers a cup of heated spice tea with purchases over 5 gp. She dislikes outright violence in her shop and will loc...

BR

Shopkeeper

Brassahna "Brass" Kebb, a Human Artificer (Tinkerer) (Lvl 3)

Keeper's Species

Human

15 Misc2 Weapons1 Potions1 ArmorEst. 360 gp

Shop Inventory

(19)
Miscellaneous15

Stout leather waterskin, lined with resin and treated with oilcloth to slow evaporation in the wastes.

Holds 4 pints. Treated lining reduces water loss; water stays drinkable for 7 days instead of 3.

Compressed, salted rations formed into waxed blocks—forgettable but concentrated calories for desert travel.

Each block provides a day's sustenance.

Rough but reliable 50-foot hemp rope with brass-reinforced loop at one end.

Brass-rimmed goggles with interchangeable tinted lenses and a simple scavenged filter to keep sand from stinging eyes.

Grants advantage on checks to avoid visual penalties from sandstorms and imposes disadvantage on Stealth in wet conditions (dust clicks).

A small brass lantern wound by a key; emits a steady warm light for 6 hours at full brightness and 12 at dim.

No fuel required for listed durations. Key wound each night.

Yellowed oil used in lanterns; will burn in most flame-based devices.

A palm-sized brass assembly that stows heat via a tiny smokeless canister. Twisted open to release gentle warmth—helpful on cold desert nights.

Emits warmth for 4 hours; can calm jittery creatures (advantage on saves vs. mild exhaustion from cold).

Light silk bandana sewn with treated fibers and a simple breathing membrane that traps large particulates.

Grants advantage on Constitution checks to resist the effects of non-magical dust/sand inhalation and reduces penalty to Perception checks in sandstorms.

Compact brass spyglass with calibrated gears for steady zoom. Useful for long vistas and caravan scouts.

Provides +2 to Perception checks when used to observe distant objects or terrain.

A pocket kit with leather patches, resin, thread and a few spare gears—everything to jury-rig simple tools or repair leather and light clockwork.

Grants advantage on a single Tinker/Artificer check to repair a simple device or adjust a clockwork item.

Leather harness and panniers for securing supplies to beasts of burden or mechanical carriers.

Improves stability of packs during travel; reduces chance of losing a day's rations or water in a sandstorm.

A small hourglass whose sand flows oddly slow. Flip it and within a 10-foot radius a soft shade cools the air for the hourglass's duration.

Creates an area of dim, cool shade (10 ft radius) for 1 hour once per day. Creatures inside gain advantage on saves vs. heat/exhaustion and recover short-rest benefits 10 minutes faster.

A palm-sized clockwork spider with spanners and a tiny oil reservoir. Can perform minor mechanical repairs in the field.

When activated, the drone repairs a single tool, weapon (non-magical), armor (non-magical), or mechanical device, rendering it functional for 24 hours. It can also grant advantage on one single skill check to improvise a repair.

Small polished mirror in a leather case and a loud whistle tuned for long, dry air.

Useful for signaling over distances; mirror grants +2 to attempts to signal distant targets in daylight.

A battered map of the immediate region, showing safe caravan routes, known dunes that shift, and a few flagged ruin sites.

Grants +1 to Survival checks for navigation within the mapped area.
Weapons2

Short sword patched with brass rivets and a banded haft—lighter than a full sword but reliable for close work.

Tempered edge holds for longer in gritty conditions (does not suffer -1 weapon penalty from grit).

A hand-sized mechanical crossbow firing a short bolt; reloaded by winding a small spring and seating a bolt. Fragile but deadly at close range.

Reload: 1 action. Misfires on a natural 1 (brass jam) — repairable for 5 gp.
Potions1

A vial of shimmering amber liquid infused with desert herbs. Not a standard potion, but functions as a simple curative.

Heal 2 HPRestores (average 2) hit points when consumed. Slight warmth eases cramps and thirst for a short while (+1 on saves vs. exhaustion from heat for 1 hour).
Armor1

Studded leather reinforced with small brass plates and treated for heat reflection. Comfortable and functional for caravans.

AC +12Functionally equivalent to studded leather (AC 12 + Dex), but material helps reduce minor heat exhaustion effects (advantage on one Constitution save vs. heat per long rest).
BR

Brassahna "Brass" Kebb

HumanArtificer (Tinkerer)Lvl 3

Shop Atmosphere

Brass counts prices in 'sunturns' (a day) and offers a cup of heated spice tea with purchases over 5 gp. She dislikes outright violence in her shop and will lock down the shutters — her brass shutters are noisy and stubborn. Occasionally, a small clockwork hummingbird rests on the counter and will rearrange small coin piles; customers accept this as part of the charm.
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