Marla's Murky Vials

Est. 2025 Human Artificer (Alchemist)

Marla's Murky Vials

The shop is a cramped, sand-caked shack near a rusted oil pump. Shelves sag under mismatched bottles—some tagged, most not. Marla hums tunelessly while she work...

MA

Shopkeeper

Marla 'Muck' Vex, a Human Artificer (Alchemist) (Lvl 8)

Keeper's Species

Human

11 Potions4 Misc1 MiscEst. 4.3k gp

Shop Inventory

(16)
Potions11

A quick-sip red vial. Heals minor wounds and is the backbone of any wasteland scavenger's kit.

Heal 2 HPHeals HP (standard Potion of Healing effect in 5e).

Thicker than the common brew; tastes faintly metallic. Patch up nasty gouges and broken bones.

Heal 4 HPHeals HP.

A viscous, glowing serum sealed with a strip of leather. For when patching isn't enough.

Heal 8 HPHeals HP.

A cloudy blue draught in a corked ampoule. Grants the ability to breathe water for a while — useful for scavenging buried reservoirs.

Allows breathing underwater for 1 hour.

A chalky grey vial with a faint electric smell. Neutralizes or resists the wasteland's lingering corruption and toxins.

Grants resistance to poison damage and advantage on saving throws vs. disease and environmental toxins for 1 hour.

A gritty golden liquid that leaves faint footprints of sand on the floor. Gives a burst of speed for quick strikes or escapes.

Atk Grants +1 to attack rolls and a bonus to Dexterity (max 20) or a single use of the Haste effect for 1 minute (DM's call). Ends with a wave of choking dust ( Con save or be lightly blinded for 1 round).

A swirled white and tan flask. When uncorked, it releases a thin haze that can bend light for a moment.

Creates a 5-foot illusion (visual only) that lasts 10 minutes or until dismissed. Usable once.

A small pot of paste that clears crusted grime and soothes superficial infections.

Heal 1 HPHeals HP and grants advantage on the next Medicine check to treat infections or environmental hazards within 1 hour.

A dense, pebble-filled ampoule that coats the drinker in a temporary mineral crust.

AC +2Grants +2 to AC (acts like a temporary Barkskin/Stone-like protection) for 10 minutes. Does not stack with armor that sets AC.

An oily, ember-scented vial. Keeps clothing and skin from catching for a short time.

Grants resistance to fire damage for 1 hour.

A clear vial labeled 'sweet water.' It neutralizes many common wasteland venoms and toxins.

Cures one instance of poison or grants advantage on a saving throw vs. a toxin if taken within 1 minute of exposure.
Miscellaneous4

A heavy, sealed bottle said to never run dry for a day — precious in arid wastes.

Provides potable water for one person for 24 hours; the bottle refills once in sunlight, but only after a day has passed.

A battered spray-bottle that releases a fine, dark powder. Useful for quiet escapes or capturing beasts.

Once sprayed into a 10-foot cone: non-hostile small/medium creatures must succeed on a Wisdom save or fall unconscious for 1 minute. Hostile creatures get advantage on the save. Single use.

Small pouches of inert powders used as bases for potions or as cheap trade goods in the wastes.

Can be used as material components for low-level alchemical concoctions or as filler for barter.

A small bottle that, when uncorked and ignited, produces a puff of colored smoke that lingers and carries sound oddly.

Creates a 10-foot column of visible colored smoke for 1 minute. Within the smoke, simple pre-recorded 6-second sound plays (like a recorded shouts or horn).
Miscellaneous1

A brittle sphere full of blinding powder. Thrown like a grenade; shatters on impact to coat an area in stinging grit.

On a hit area (5-foot radius), creatures must make a Constitution save or be blinded for 1 round and have disadvantage on attacks for 1 round. Single use.
MA

Marla 'Muck' Vex

HumanArtificer (Alchemist)Lvl 8

Shop Atmosphere

The shop is a cramped, sand-caked shack near a rusted oil pump. Shelves sag under mismatched bottles—some tagged, most not. Marla hums tunelessly while she works, answers questions with sideways jokes, and favors customers who bring broken glass or sunstones to trade. A small mechanical raven clinks about the rafters, occasionally dropping polished bottle stoppers on the counter. Everything smells faintly of metal and citrus; the floor is perpetually sticky from spilled elixirs. Marla refuses to sell Superior potions to anyone who can't recite the market's 'Code of the Scar' or pay in rare trade goods instead of coin.
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