Ironvial & Co. — Subsoil Remedies

Est. 2025 Duergar Alchemist (Artificer-flavored)

Ironvial & Co. — Subsoil Remedies

Vekran speaks in clipped, metallic tones; he insists on bartering with 'ore' or trade goods if the buyer seems untrustworthy. The shop smells faintly of iron an...

VE

Shopkeeper

Vekran Ironvial, a Duergar Alchemist (Artificer-flavored) (Lvl 5)

Keeper's Species

Duergar

6 Potions8 Misc1 ArmorEst. 1.2k gp

Shop Inventory

(15)
Potions6

A small phial of reddened liquid that mends wounds when imbibed.

Heal 2 HPHeals HP when consumed (standard Potion of Healing effect).

A clear vial containing a viscous, silver-flecked fluid. Warms the throat and knits flesh.

Heal 4 HPHeals HP when consumed (standard Greater Potion effect).

A bitter, metallic tasting elixir that helps resist poisons.

Advantage on saving throw vs. poison for 1 hour; immediately ends poisoned condition when consumed.

A drop of ink-dark liquid placed on the tongue sharpens sight in gloom.

Grants darkvision 60 ft. for 8 hours (overwrites inferior darkvision of shorter range while active).

A pale gray serum that dulls nerves. Careful dosing required.

On success ( Con save) target is slowed: speed halved and -2 to attacks for 1 minute. Failure: paralyzed for 1 round then slowed for remainder.

A small cup of thick black tea sweetened with cave-berries. Calming, soporific.

Gives advantage on Death saving throws vs. exhaustion for 8 hours and grants +1 to sleep saves against forced wake.
Miscellaneous8

A glass bulb of thick, glowing orange liquid. Thrown, it bursts into clinging flame.

On hit: target takes fire immediately and at end of its turns for 1 round. Stickiness can hamper small mechanisms.

A small phial of biting green acid. Useful for dissolving metal and flesh alike.

On hit, deals acid. Can corrode nonmagical metal with time/exposure (GM adjudication).

A short stick that, when ignited, emits a thick column of black smoke for concealment.

Produces heavy obscurement in a 10-foot radius for 1 minute; wind disperses smoke as usual.

A pinch of pale spores in a corked vial. Thrown at the ground, it erupts in slippery, spore-slick fungus.

Area effect: 10-foot radius becomes difficult terrain and anyone who moves through must succeed on a Dex save or fall prone. Lasts 1 minute.

Small vial used to clean wounds, tools, or delicate alchemical glass.

When applied to a wound, reduces infection risk (roleplay/long-term effect); useful for cleaning components.

Small sealed glass vials for storing potions, poisons, and spores.

A fist-sized shard of glassy, heat-hardened slag used to catalyze potent alchemical reactions.

When used as an expendable reagent in crafting (GM discretion), reduces required time or raises success chance for advanced potions/construct components.

A corked bladder that expels sticky foam, entangling small limbs and packing into gear.

On hit, target must succeed on Str save or be restrained for 1 round; can be scraped off with tools or acid.
Armor1

A tin of metallic-scented salve that hardens into a brittle but protective crust when rubbed on arms.

AC +1When applied (takes 1 minute), grants +1 temporary AC to a single limb considered in ranged defense for 1 hour (stacking prohibited with armor bonuses).
VE

Vekran Ironvial

DuergarAlchemist (Artificer-flavored)Lvl 5

Shop Atmosphere

Vekran speaks in clipped, metallic tones; he insists on bartering with 'ore' or trade goods if the buyer seems untrustworthy. The shop smells faintly of iron and mushroom mycelium; every purchase is wrapped in oilcloth stamped with a small duergar rune. Haggling is permitted but Vekran will add a 'forging fee' if he suspects you scavenged reagents from rival clans. He refuses to sell certain reagents to surface-humans without a duergar sponsor.
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