Dagmar's Olfactorum - AI-generated fantasy Shop

Dagmar's Olfactorum

Est. 2026 Tiefling Artificer

Dagmar's Olfactorum

Entrance: a reinforced iron door guarded by two sullen mercenaries. The shop opens into opulence: velvet settees, gilt mirrors, and glass cases filled with labe...

DA

Shopkeeper

Dagmar Voss, a Tiefling Artificer (Lvl 10)

Keeper's Species

Tiefling

6 Potions6 Misc2 Misc5 Misc1 Misc1 MiscEst. 5k gp

Shop Inventory

(21)
Potions6

A clear vial filled with a rosy, viscous liquid. The classic restorative, often sold under the counter in larger quantities here.

Heal 7 HPHeals hit points when consumed.

A deeper red potion in a square-cut bottle. Stronger, swifter recovery for desperate clients.

Heal 14 HPHeals hit points when consumed.

A heavy crystalline flask holding a golden-bronze elixir. Reserved for near-fatal needs.

Heal 26 HPHeals hit points when consumed.

A rare obsidian vial rimmed in silver. Extremely potent and rarely offered except to those who can pay dearly.

Heal 45 HPHeals hit points when consumed.

A slender atomizer filled with a perfume that smells faintly of warm honey and old coin. Its effects are whispered about among courtesans and criminals.

Emits an alluring fragrance that charmingly distracts nonhostile humanoids: targets that fail a Wisdom save are charmed for 1 minute. After use there is a 25% chance of developing an addiction (see quirks); addiction imposes mechanical penalties if not satisfied.

A black-capped spray bottle containing a scent that tastes of iron and rose. Highly illegal in many cities for obvious reasons.

If the save fails the target is compelled to follow simple spoken commands for up to 1 minute. Creatures that are hostile by nature receive advantage on their save; creatures with Intelligence 10 or higher receive +2 to the save.
Miscellaneous6

A glass ampoule sealed with a black wax stamp. Frequently purchased by hunters and merchants who travel through venomous territories.

Advantage on saves vs poison for 1 hour when ingested.

A tear-shaped vial of clear oil, frequently used by scent-smiths to dilute and carry fragrances.

Flammable; can be used to create improvised incendiary devices.

A pewter bottle sealed with cloth wrapped in a sleeping charm. Customers with taste for dramatic escape purchase these.

When opened the bottle emits a haunting wail: all creatures in a 30-foot cone must succeed on a Wisdom save or take psychic damage and be stunned until the end of their next turn. Creatures immune to being frightened automatically succeed.

A small pot of amber paste sold as a delicacy. Street sales keep many regulars on Dagmar's payroll.

Minor calming effect: grants advantage on one Persuasion check in the next 10 minutes. Each use increases addiction counter by 1; three counters incur disadvantage on saves to resist withdrawal until treated.

A small oak cask labeled with Dagmar's sigil. The scent inside is so potent that employees swear it gives them pleasant nightmares.

When diluted and administered, produces the base effect of a Perfume of Enrapturing but lasts 10 times longer per dose. Extremely addictive; each use causes automatic addiction check.

A needlepoint jar of powdered scent used by Dagmar to mark favorites and chains of influence.

When applied to a surface, creatures that lick or smell it twice are compelled to return to the same place once per day until cured or the effect is removed. Designers use this for control and blackmail.
Miscellaneous2

A leather satchel lined with glass vials, pipettes, and small burners. Soot-smudged but complete.

Allows creation and identification of common alchemical items with time and ingredients.

A velvet-wrapped kit with brass tools and glass droppers. Many perfumers consider this an artisan's core kit.

Grants advantage on small-surface scent identifications when used by a trained perfumer.
Miscellaneous5

A small iron flask wrapped in soot-blackened cloth. Sold in padded boxes and only to trusted customers.

Thrown alchemical fire; ignites flammable surfaces and can set creatures ablaze.

A vial of greenish liquid that hisses when uncorked. Useful for disabling mechanisms or desperate battlefield measures.

Thrown vial of acid that splashes on contact.

A clouding vial whose scent rushes the mind with warmth and reckless boldness. Popular for short-term social gambits.

Grants advantage on Charisma checks and first Charisma-based skill check each hour for 1 hour. Use imposes a 50% chance of addiction gain.

Black cones of resin that smoke with a purple haze. Used in private rituals or to break up formal gatherings.

When burned, creates a cloud causing creatures that fail a Wisdom save to become disoriented: they have disadvantage on Wisdom and Intelligence checks for 1 minute and may be charmed if they fail by 5 or more.

A clear ampoule with a pale blue vapor inside that seems to slow the air itself. Used by thieves to stall guards and by lovers to prolong evenings.

Spraying this around a 15-foot radius for 6 seconds creates an illusory aura that makes creatures perceive the area as pleasant and safe; creatures that enter must succeed on a Wisdom save or spend their first turn there doing nothing but breathing in the scent. Effects last 1 minute.
Miscellaneous1

A vial of viscous, dark-golden perfume said to be infused with a fragment of a binding spirit. Advertised to ambitious courtiers and sorcerers.

When applied, for 1 hour the user's spell save DCs and attack rolls for enchantment and charm spells are increased by +1. Each use carries a 30% chance of addiction formation.
Miscellaneous1

A small vial of inky violet fluid keyed to old prison recipes. Smells faintly of cherries and iron.

On a failed Constitution save the creature falls unconscious for 1 minute. On a success the creature is sickened (disadvantage on attack rolls and ability checks) for 1 minute.
DA

Dagmar Voss

TieflingArtificerLvl 10

Shop Atmosphere

Entrance: a reinforced iron door guarded by two sullen mercenaries. The shop opens into opulence: velvet settees, gilt mirrors, and glass cases filled with labeled vials. Employees in embroidered black smocks mix oils under low lamps while an ever-present sweet, metallic scent clings to the air. Several burnt-out adventurers lie slumped on fainting couches in states of pathetic stupor, kept sedated by small doses while their coin is counted. Many items sold here produce strong, immediate benefits but carry a lingering, addictive property: each time a customer uses a named addictive item, the DM may track an 'addiction marker.' At three markers the user suffers tangible penalties until treated. Dagmar enforces strict secrecy; purchases are noted in a ledger bound with varnished bone. Bargains often involve favors, debts, or introductions to darker patrons.
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