Edda Morrows' Hearth & Phial

Est. 2025 Human Artificer (Alchemist)

Edda Morrows' Hearth & Phial

The shop sits half-below the road level, its windows veiled by stitched linen curtains. Moss grows in the mortar between the stones and moths cluster about the ...

ED

Shopkeeper

Edda Morrows, a Human Artificer (Alchemist) (Lvl 4)

Keeper's Species

Human

7 Misc4 Potions2 WeaponsEst. 455 gp

Shop Inventory

(13)
Miscellaneous7

A battered wooden chest of glass vials, a mortar and pestle, a small brazier and several labeled jars of foraged reagents. The shop's basic kit for a working alchemist.

Allows creation of acid, alchemist's fire, antitoxin, oil, perfumes when used with appropriate ingredients; grants proficiency benefits when used by one proficient with alchemist's supplies.

A greasy flask of clarified oil. Cheap and ubiquitous, the shop keeps a thin supply for lamps or impromptu fires.

Can be used to light fires, to make slick surfaces, or as part of alchemical recipes.

A small, silver-foiled bottle sealed with wax and a faded church sigil. The liquid smells faintly of iron and rain.

If the target is a fiend or undead, it takes radiant damage when hit by the splash.

A sewn leather pouch containing herbs, clean cloths and a small bone needle. The scent of antiseptic herbs clings to it.

Allows use of Medicine checks for stabilizing and treating wounds; restores a small amount of HP via Treat Wounds roleplay at DM discretion.

A tiny tin of dark, resinous oil with bits of thorn leaf suspended in it. It smells of damp earth and old wounds.

On a failed Dexterity saving throw () by the target when struck by a weapon coated with this oil, the target's speed is reduced by 10 feet until the end of its next turn (represents brambles sticking to clothing).

A bar of sooty soap caked with ash. Edda says this was made from tallow rendered with belladonna leaves and pine ash.

Rubbing this soap under the nose and on clothing grants advantage on Stealth checks in rural or forested night environments for up to 1 hour as it masks human scent and dulls creaks.

A thin, needle-like rod tipped with a grey paste. It leaves the faint scent of lavender and stale bread.

Useable for nonlethal takedowns or to calm small animals; unsuitable for robust humanoids without additional doses.
Potions4

A small, corked phial filled with a warm-red liquid that smells faintly of iron and marigold. The label is a faded handprint.

Heal 7 HPDrink as an action to regain hit points; can be administered to another creature as an action.

A syrupy, amber vial. The stopper is chewed at the edges. Locals call it 'bitter salvation.'

When consumed grants advantage on saving throws against poison for 1 hour. Does nothing for constructs or undead.

A jar of silvery liquid that shivers like moonlight. Edda insists it was brewed under a new moon and that moths like it.

When poured on the ground it sheds dim, pale light in a 10-foot radius for 1 hour and reveals hidden tracks or faint fae markings (advantage on Wisdom (Perception) checks to notice unnatural markings while active).

A bitter, peat-brown draught kept in a thimble-sized bottle. Locals drink it before midnight journeys to the graveyard.

Grants 30 minutes of natural-like night awareness: the drinker can see in dim starlight or shadow as if it were dim light (not true darkvision). Does not penetrate magical darkness.
Weapons2

A stoppered vial of pale green liquid; it hisses slightly against the glass. Edda warns: do not uncork indoors.

On hit deals acid damage to target. Useful to corrode unarmored gear or open weak locks.

A black-sealed flask wrapped in oilcloth. When uncorked it smells of pitch and dried nettles. It sticks to hands if it bursts.

Target hit takes fire damage at the start of its turns until extinguished.
ED

Edda Morrows

HumanArtificer (Alchemist)Lvl 4

Shop Atmosphere

The shop sits half-below the road level, its windows veiled by stitched linen curtains. Moss grows in the mortar between the stones and moths cluster about the eaves. Inside there is always a low fire, the air tasting of soot, thyme and bruised apple. Masoned shelves sag under jars labeled in a shriveled hand: 'Ash of Ashen Oak', 'Heart of Marsh-Mallow', 'Salt for Warding'. The shopkeeper hums a half-remembered lullaby while she works. She keeps a small wooden doll pinned to the workbench that absorbs bad moods and a jar of 'collected dusk' that she polishes each evening. Prices are fair but inventory is limited; she prefers to barter local favors, stories or rare foraged reagents. Touching certain jars makes the lights gutter, and locals swear that if you buy something named after a creature you have offended, it will be returned to you in the night.
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