The Vial Circuit

Est. 2025 Tiefling Artificer (Alchemist)

The Vial Circuit

Professor Quinn alternates between enthusiastic lectures on levitation distillation curves and sudden, single-minded soldering. He will happily trade complex ba...

PR

Shopkeeper

Professor Quinn, a Tiefling Artificer (Alchemist) (Lvl 14)

Keeper's Species

Tiefling

15 Potions6 Misc2 Weapons1 ArmorEst. 34.9k gp

Shop Inventory

(24)
Potions15

The classic stout vial of red liquid. Heals minor wounds and fatigue.

Heal 7 HPRestores hit points when consumed.

A deeper red potion favored for serious bruising and battlefield triage.

Heal 14 HPRestores more hit points than a standard potion of healing.

A potent, fuming vial used for grievous injuries.

Heal 26 HPHeals a large amount of hit points when consumed.

A deep obsidian vial seeded with a single iridescent mote. Reserved for desperate cases.

Heal 45 HPRestores an immense amount of hit points. Consumable; extremely rare.

A pale, silvery vial that mutes the drinker's outline then dissolves into air.

Grants invisibility for up to 1 hour or until the user attacks or casts a spell.

A vial whose contents feel light as a sigh; wings of motion promised for a short span.

Grants the effect of the spell Flying for up to 10 minutes when consumed.

A quicksilver tonic that sharpens reflexes and speed for a short time.

Grants the effects of the Haste spell for 1 minute when drunk.

A bright, citrus-scented draught that steadies nerves and bolsters resolve.

Grants temporary hit points and the Bless-like effect (minor courage) for 1 hour.

A clear blue vial scented of sea-breeze. Used by divers and mariners.

Grants the ability to breathe underwater for 1 hour.

A smoky amber flask distilled from cooled embers and glacier ice.

Grants resistance to fire damage for 1 hour.

A gray-green elixir that settles sickness and stings.

Cures common diseases and neutralizes some poisons when consumed.

Standard antitoxin used by healers and field medics.

When consumed, gives advantage on saves against poison for 1 hour or acts as an immediate antidote when administered.

A well-known enchantment ointment with both restorative and curative properties.

A salve that cures a variety of conditions and restores a small amount of vigor when applied.

An experimental clear vial labeled 'Lifting Tincture - Do Not Inhale'.

When consumed, casts Levitate on the drinker (as the 2nd-level spell) for up to 10 minutes. If the stopper is tampered with, duration may vary.

A slim vial Quinn sells to scouts and thieves' guild apprentices, sweet-smelling and labeled 'Sparrow's Guile'.

Grants a faint magical charm: +1 to Stealth checks for 1 hour and a single advantage on a Dexterity (Stealth) check as the effect fades.
Miscellaneous6

A viscous, glinting oil in a small flask that changes friction as the user wills.

Grants the ability to move across slippery surfaces without falling for 1 hour; also useful for certain mechanical rigs.

A kit of vials, mortars, burners, and measuring tools used to brew potions.

Grants proficiency benefits when crafting potions and other alchemical goods.

A clear, thin fluid used to remove stubborn glues, gilding, and certain arcane adhesives.

Can dissolve most mundane adhesives and weaken some magical bonds when applied.

A finely made clockwork sparrow that flutters and can replay short recorded chirps.

Functions as a familiar-sized clockwork toy. Some customers prize it for barter; does not provide mechanical benefit beyond charm.

A decorated whiskered clockwork moth mounted into a stopper. Mostly aesthetic, sometimes influences price by adding flair.

No mechanical benefit beyond curiosity and occasional illumination; prized by collectors.

Label reads 'Flux Tamer - Prototype'. Quinn is protective of the formula but occasionally sells prototypes.

Once activated, emits a soft hum that stabilizes small magical fluctuations in a 5-foot radius for 1 minute (DM adjudication).
Weapons2

A classic alchemical incendiary in a breakable flask. Useful in sieges or to flush enemies.

Thrown alchemical item that ignites on impact, dealing ongoing fire damage to structures or creatures. Sticky version adheres to surfaces.

A mechanical tangle-jar sold as a field tool for trapmakers and saboteurs.

On a hit, target is slowed and has disadvantage on Dexterity checks for 1 round; useful for disabling traps and small constructs.
Armor1

A fitted leather-and-cloth respirator favored by lab workers and battlefield medics.

AC +1Provides advantage on saving throws vs inhaled poisons and smoke for up to 8 hours when worn.
PR

Professor Quinn

TieflingArtificer (Alchemist)Lvl 14

Shop Atmosphere

Professor Quinn alternates between enthusiastic lectures on levitation distillation curves and sudden, single-minded soldering. He will happily trade complex barters mid-sentence; a clockwork sparrow in return for a vial is not unusual. Liria, Quinn's taciturn assistant, silently re-shelves mislabeled bottles, produces neat typed receipts, and tags anything with 'DO NOT TOUCH' the moment Quinn begins an invention. The shop's copper pipes patter with faint lights when rare potions are present, and a tiny brass-vial bell rings whenever a new delivery arrives. Expect experimental 'improvements' on bottles: whistles, pressure gauges, or a whiskered clockwork moth stitched into the stopper.
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