The Gilded Flask & Sand

Est. 2025 Human Roguish Alchemist (Artificer 3 / Rogue 4)

The Gilded Flask & Sand

Sahra keeps a jar of glass beads behind the counter; if a customer leaves a pebble-sized bribe (1–5 gp) under the jar, she'll grant a haggled 10% discount or a ...

SA

Shopkeeper

Sahra "Silk" Nassar, a Human Roguish Alchemist (Artificer 3 / Rogue 4) (Lvl 7)

Keeper's Species

Human

10 Potions4 MiscEst. 2.9k gp

Shop Inventory

(14)
Potions10

A viscous, rose-gold liquid that knits flesh and steadies breath. A favorite for quick recovery after skirmishes in the dunes.

Heal 4 HPHeals HP when consumed (D&D 5e Greater Healing).

A cobalt vial patterned with tiny sand glyphs. For when lesser potions aren't enough.

Heal 8 HPHeals HP when consumed (D&D 5e Superior Healing).

A bitter, shifting amber draught. Neutralizes common venoms and poisons—keeps smugglers moving through rough trade routes.

Grants advantage on saving throws against poison for 1 hour; neutralizes non-magical poison if consumed shortly after being poisoned.

A frosted bottle that exhales a slow plume of warm dust when opened. Useful for slipping past guards or into sealed holds.

Transforms drinker into gaseous form for up to 1 hour (as the spell).

A pale, almost colorless liquid; doesn't last as long as official formulations but works. Favored by scouts on caravan runs.

Grants invisibility for up to 1 hour or until you attack or cast a spell. (Unreliable batches may end early—DM discretion.)

A thick, grainy elixir that lets the drinker move across sand, loose earth, and soft surfaces as if they were solid stone.

You gain advantage on Strength (Athletics) checks to move over difficult sand/dunes and suffer no movement penalty for soft ground for 1 hour.

A clear, cold draught kept chilled in alabaster flasks. Handy when stowing goods under the hull or crossing the odd hidden canal.

Allows up to 10 creatures to breathe underwater for 1 hour if poured into a body of water (single-consumer version allows 1 creature to breathe underwater for 1 hour).

A shimmering, heat-hazed liquid that makes the drinker shimmer and blur at the edges.

AC +2Grants effect similar to Blur spell for 1 minute: attackers have disadvantage on attack rolls against you.

A compressed salve tablet that, when dissolved and applied, staunches bleeding and closes shallow wounds.

Heal 1 HPRestores HP when applied and stabilizes a dying creature; dries to a thin bandage in 1 minute.

A light, almost oily vial that keeps joints limber and wards against bonds and sticky sands.

Grants the effect of Freedom of Movement for 1 hour: cannot be restrained, escape is easier, and magic that tries to reduce speed is ineffective.
Miscellaneous4

When tossed, the vial shatters into a cloud of iridescent dust that obscures vision and flickers like heat haze.

Creates a 10-foot-radius heavily obscured area for rounds; wind disperses it early.

A length of dried, crystallized salt treated with herbs. Slows rot and masks scents; useful for transporting contraband goods.

When wrapped around perishables, doubles spoil time for up to a week. Can mask scent-based detection checks (DM adjudicates).

A standard waterskin with a thin lining that keeps contents cool and resists contamination from magical potions.

Holds up to 4 pints; resists heat and slight magical seepage—useful for mixing potions on the road.

A sealed jar that emits a faint, colored glow (red, blue, or green) for signaling at night or marking caches.

Glows for 8 hours; the glow can be dimmed or brightened by twisting the collar.
SA

Sahra "Silk" Nassar

HumanRoguish Alchemist (Artificer 3 / Rogue 4)Lvl 7

Shop Atmosphere

Sahra keeps a jar of glass beads behind the counter; if a customer leaves a pebble-sized bribe (1–5 gp) under the jar, she'll grant a haggled 10% discount or a small unlisted favor once a week. The shop is scented with frankincense and crushed miraj root; bottled items are often wrapped in scraps of desert silk and stamped with a tiny conch brand that identifies authenticity. Sahra refuses to sell true healing elixirs to uniforms—she asks questions and may demand collateral.
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