The Bottled Remedy and Curio

Est. 2025 Half-elf Artificer (Alchemist)

The Bottled Remedy and Curio

The shop is arranged like a small apothecary crossed with a curiosity cabinet. Shelves are labeled in both common and the shopkeeper's old dialect; handwritten ...

MA

Shopkeeper

Maris Glenshade, a Half-elf Artificer (Alchemist) (Lvl 12)

Keeper's Species

Half-elf

14 Potions4 MiscEst. 29.9k gp

Shop Inventory

(18)
Potions14

The old reliable. Clear, sweet liquid in a stopper-sealed phial. A staple for adventurers and first responders. Price follows the Dungeon Master Guide suggested value for a common healing potion. citeturn0search3

Heal 7 HPWhen drunk, restores hit points.

A deeper red elixir that mends more serious wounds. Standard price for an uncommon healing potion. citeturn0search3

Heal 14 HPWhen drunk, restores hit points.

A thick, iridescent draught; rarer and expensive but common on the racks for parties that take on major threats. Price follows DMG rarity-based guidance. citeturn0search3

Heal 28 HPWhen drunk, restores hit points.

A rare, crimson-streaked phial saved for dire emergencies; stocked very sparingly. Price uses DMG guidance for very rare consumables. citeturn0search3

Heal 45 HPWhen drunk, restores hit points.

A pulsing garnet vial with a faint heartbeat glow. Potent and expensive, useful for long expeditions and boss fights. Price listed as per DMG consumable pricing. citeturn0search3

Removes exhaustion, cures any disease and any poison affecting the target, and for 24 hours the target regains the maximum number of hit points possible from spent Hit Dice.

A bubbly, pale-blue elixir that makes muscles quicken and reflexes sharpen. Priced according to DMG consumable listings. citeturn0search3

Grants the effects of the Haste spell for 1 minute (no concentration required).

A bright, effervescent vial that glows with valor. Grants temporary bravery and protection akin to the Heroism spell. Priced according to DMG consumable table. citeturn0search3

For 1 hour the drinker gains temporary hit points equal to the spell's effect and is under the effects described in the potion's text (grants the benefits similar to the Heroism spell for 1 hour).

A clear, glimmering phial that leaves the lips feeling cool. A popular choice for scouts and rogues. Price per DMG suggestions for consumable invisibility. citeturn0search3

Grants the effect of the Invisibility spell for 1 hour or until the drinker attacks or casts a spell.

A light, vaporous elixir that leaves a faint scent of ozone. Useful for aerial tricks and getting out of sealed rooms. Priced using DMG consumable guidance. citeturn0search3

Grants the effects of the Fly spell for 1 hour.

A deep-sea blue potion that tastes faintly of salt. Standard DMG price for water-breathing consumable items. citeturn0search3

Grants the ability to breathe underwater for 1 hour.

A shop specialty: a stabilized antidotal blend for venoms and common toxins. Less guaranteed than a full supremely crafted antidote but more effective than a basic antitoxin. Custom item, priced between antitoxin and greater magical cures.

When administered, grants advantage on a single saving throw against poison or neutralizes one nonmagical poison effect (DM adjudicates).

A boutique elixir brewed by the shopkeeper for parties that need quick recovery and a faster start to combat. Custom creation priced to reflect a mid-tier consumable: stronger than a basic healing potion but not a greater-healing equivalent.

Heal 11 HPInstantly restores hit points when consumed and grants +2 to initiative for 1 minute.

A heavy-set vial whose contents thrum with raw, pounding power. Not often for sale and priced according to DMG listings for giant-strength potions. citeturn0search3

When drunk, the imbiber's Strength score becomes that of a hill giant for 1 hour (DMG-described giant-strength potions).

A tempered, ruby-tinted draught used before long fights or prolonged dungeon delving to ensure maximal recovery from short rests. Custom item with a rare-ish effect; priced accordingly.

When consumed, for 24 hours the drinker treats the maximum possible result for any Hit Die spent as the result (no longer restores stored HP directly).
Miscellaneous4

A small corked vial of bitter, antiseptic liquid. Part of the basic adventuring inventory and priced as standard adventuring gear. citeturn1search1

Grants advantage on saving throws against poison for 1 hour when consumed. No effect for undead or constructs.

A leather roll filled with clippers, mortar and pestle, jars, and labeled pouches. Useful for craft-minded characters; canonical tool cost. citeturn2search3

Proficiency allows brewing Potions of Healing and crafting antitoxins; used for plant identification and basic potion work.

Thin, stoppered vials used for samples and small-batch brews. Useful for alchemists and potion sellers. Price reflects common glassware pricing. citeturn1search1

A 'starter' reagents bundle for would-be potioners: dried herbs, binding salts, and distillation charcoal. The shop sells them to apprentices and wandering alchemists at a friendly price.

Small sacks of reagents and preserved herbs for potion production.
MA

Maris Glenshade

Half-elfArtificer (Alchemist)Lvl 12

Shop Atmosphere

The shop is arranged like a small apothecary crossed with a curiosity cabinet. Shelves are labeled in both common and the shopkeeper's old dialect; handwritten notes with shorthand recipes are pinned near the counter. The shopkeeper will trade a modest service or rare herb for a discount on higher-end potions. For crafting-minded parties, the shopkeeper can show the basics of potion brewing and will accept commissions; Xanathar's rules for crafting potions and the DMG guidelines for consumable pricing inform the shop's costs and ordering times. citeturn0search0turn0search3
Visual sheet

Turn The Bottled Remedy and Curio into a sheet

A high-res, share-ready sheet you can post or print.