The Vial Circuit

Est. 2025 Human Artificer (Alchemist-flavored)

The Vial Circuit

Professor Quinn will enthusiastically recite arcane brewing minutiae, stop mid-sentence to solder a pipe, and forget the price of an item while offering increas...

PR

Shopkeeper

Professor Quinn, a Human Artificer (Alchemist-flavored) (Lvl 6)

Keeper's Species

Human

8 Potions2 Misc1 Misc2 Misc1 Misc1 MiscEst. 3.6k gp

Shop Inventory

(15)
Potions8

A clear, red potion in a small glass vial. The most common restorative potion; quick, reliable healing in a pinch.

Heal 7 HPRestores hit points when consumed

A fuller, sweeter-smelling red vial favored on harder expeditions. Heals substantially more than the common potion.

Heal 14 HPRestores hit points when consumed

A heavy, crystal-stopped flask with a deep ruby glow. Reserved for dire emergencies.

Heal 36 HPRestores hit points when consumed

A sloshing, greenish-blue liquid that smells faintly of pine sap and machine oil.

Grants a climb speed equal to walking speed and advantage on Strength (Athletics) checks to climb for 1 hour

A bright, silvery vial whose surface seems to swallow the light around it.

Grants the effect of the invisibility spell for its duration

A warm, amber liquid that absorbs heat in pulses when you hold the vial to your palm.

Grants resistance to fire damage for 1 hour

A clear, effervescent red elixir in a squat bottle. Often kept behind the counter as a 'house emergency'.

Cures disease and ends the blinded, deafened, paralyzed, and poisoned conditions

A bitter, brown vial that tastes like diluted iron and mint. A standard item for worm-infested tunnels and poisonous swamps.

None beyond the mechanical effect
Miscellaneous2

A sticky flask of flammable resin and secret reagents. Toss with care; excellent for burning siege ropes or making a target panic.

On a hit the target takes fire damage at the start of each of its turns; extinguish with a Dex check

A small glass phial filled with a bubbling, sour liquid. Dangerous to handle without gloves.

A vial of strong acid; splash or apply in melee under improvised rules
Miscellaneous1

A well-packed kit of flasks, burners, herbs, and measuring spoons; Professor Quinn's recommended brand for field alchemy.

Used as artisan's tools for brewing and identifying potions
Miscellaneous2

A hinged brass ring with spring-dampeners and a leather strap. Quinn insists a set is essential for smuggling potions through customs; Liria calls it 'overbuilt'.

When attached to a fragile vial it locks the stopper and cushions shocks; grants advantage on checks to prevent breakage (vehicle travel, cart jolts) and reduces chance of accidental shatter

A squat, clear glass bottle used by the staff for decanting and samples. Labeled with tiny brass tags and a single smudge of Quinn's handwriting.

Holds about 1/2 pint; labeled and reusable
Miscellaneous1

A slender, obsidian-tipped cork bound with a thin band of copper circuiting. Liria fitted the first dozen in the back; they sell quickly to spies and thieves' guild apprentices.

Spend 1 charge when the stopper is fitted to a potion: drinking that potion produces no sound and grants advantage on Dexterity (Stealth) checks to drink or move stealthily for 1 minute
Miscellaneous1

A tiny vial with copper filigree and a faint hum. Professor Quinn calls these 'bottled sparks' and insists they teach a novice alchemist about capacitive discharge.

When thrown (range 20 ft) and shattered on a hit, it deals lightning damage to the target. On a miss it splashes harmlessly; not magical but reliably volatile
PR

Professor Quinn

HumanArtificer (Alchemist-flavored)Lvl 6

Shop Atmosphere

Professor Quinn will enthusiastically recite arcane brewing minutiae, stop mid-sentence to solder a pipe, and forget the price of an item while offering increasingly elaborate barters. Liria silently re-shelves mislabeled bottles so customers find what they want; if Quinn starts an invention, Liria will produce a neatly typed receipt and a stack of 'do-not-touch' tags. The shop's copper pipes flicker with faint lights when a rare potion is near, and a bell shaped like a tiny brass vial rings when a new delivery arrives. Quinn occasionally swaps in experimental 'improvements' for jars (expect whistles, pressure gauges, or a whiskered clockwork moth).
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