Mechanical Contraptions Merchants
Up to her elbows in cogs and covered in grease, a rock gnome tirelessly fiddles with the intricate metal creation in front of her. Pulling out a key from one of her apron’s many pockets, she winds the contraption up, before setting it upright on the table. The hand-sized mechanical dragon at once whirs, roars, and belches a gout of flame that sets the gnome’s wooden tabletop alight. The gnome cheers gleefully, and applauds her latest work.
Trudging along a dusty forest trail, a kobold weighed down by several heavy hunting traps on his belt drags an equally-heavy satchel over his back. Every step causes clanks and clatters, but the kobold pays them no mind. He finds a simple satisfaction in selling his work, as, in his opinion, the world could always use more traps.
Merchants that sell mechanical contraptions are tinkers, dabbling in the bleeding edge of clockwork technology. These merchants are more than happy to give (overly) detailed instructions on the proper use of their wares.
Items for Sale
| Tier | Item | Price | Notes |
|---|---|---|---|
| 0 | Abacus | 2 gp | — |
| 0 | Ball and cup | 2 cp | A DC 10 Dexterity check catches the ball in the cup |
| 0 | Bolt, crossbow | 1 gp / 20 | — |
| 0 | Bolt case, crossbow | 1 gp | Holds up to 20 bolts |
| 0 | Hoop and stick | 2 cp | A pass-time from a simpler time |
| 0 | Ball bearings, bag of 1,000 | 1 gp / 1,000 | — |
| 0 | Block and tackle | 1 gp | — |
| 0 | Chain | 5 gp / 10 ft. | — |
| 0 | Cogs | 1 sp / handful | — |
| 0 | Crossbow, hand | 75 gp | 1d6 piercing; light, loading, ranged (30/120) |
| 0 | Crossbow, heavy | 50 gp | 1d10 piercing; heavy, loading, two-handed, ranged (100/400) |
| 0 | Crossbow, light | 25 gp | 1d8 piercing; loading, two-handed, ranged (80/320) |
| 0 | Crossbow, light repeating | 150 gp | 1d8 piercing; two-handed, ranged (40/160 has 6 shots, can be reloaded with an action |
| 0 | Hunting trap | 5 gp | DC 13 Dex check vs. 1d4 piercing and getting stuck |
| 0 | Lock | 10 gp | Key included |
| 0 | Manacles | 2 gp | Key included |
| 0 | Merry-go-round, toy | 9 sp | Held in two hands, winds up and plays music |
| 0 | Mobile, wooden | 9 cp | Bats, birds, or dragons; wings flap as it spins |
| 0 | Nesting dolls, wooden | 9 cp / set | Painted to resemble commoners or animals |
| 0 | Oil | 1 sp / flask | — |
| 0 | Puppet, wooden | 9 sp | Looks like a historical or mythological figure |
| 0 | Thieves’ tools | 25 gp | — |
| 0 | Tinker’s tools | 50 gp | — |
| 1 | Backpack parachute | 100 gp | Wearer can fall safely after 60 ft.; 10 mins. to repack |
| 1 | Barking box | 50 gp | Wind up: barks when it detects vibration for 8 hrs. |
| 1 | Barrel organ | 30 gp | Musical instrument; turn the crank to play |
| 1 | Clockwork songbird | 50 gp | Wind up: sings 1 of 3 songs; does not move |
| 1 | Pocketwatch | 10 gp | Wind up: reliably tells time of day for 24 hrs |
| 2 | Clockwork dog | 50 gp | Wind up: follows you for 12 hrs. |
| 2 | Clockwork dragonchess | 50 gp | Wind up: plays dragonchess against you for 2 hrs. |
| 3 | Clockwork dragon | 75 gp | Wind up: roars and breathes fire for 1 min |
| 3 | Clockwork orrery | 100 gp | A complex and abstract model of the multiverse |
| 4 | Celestial orrery | 1,000 gp | An intricate, accurate clockwork model of the multiverse; small enough to be held in two hands |
| 4 | Clockwork mount | 250 gp | Same stats as riding horse; does not need to eat, sleep, or breathe, immune to poison |
| 4 | Clockwork rocket sled | 2,500 gp | Wind up: travels 60 ft. / round in direction it faces for 1 min.; cannot be steered; holds 2 creatures |
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