The Sundered Flask (Basement Laboratory beneath the Half-Moon Mill)

Est. 2025 Human Artificer (Alchemist)

The Sundered Flask (Basement Laboratory beneath the Half-Moon Mill)

The shop is concealed beneath the Half-Moon Mill; access requires slipping down a narrow hatch behind the grain bins and descending a spiral ladder beside the m...

DR

Shopkeeper

Dr. Marinus Quill, a Human Artificer (Alchemist) (Lvl 8)

Keeper's Species

Human

6 Potions1 Misc1 Misc4 Misc1 Misc2 Misc1 MiscEst. 2.8k gp

Shop Inventory

(16)
Potions6

A ruby-red phial that soothes pain and knits skin; a staple of any adventuring first aid kit.

Heal 7 HPRestores HP when consumed.

A deep garnet flask; heals serious wounds much faster than mundane remedies.

Heal 14 HPRestores HP when consumed.

A thick, opalescent vial reserved for dire emergencies.

Heal 26 HPRestores HP when consumed.

A bubbly, golden elixir that bristles with a faint, protective energy.

Grants 10 temporary HP. For 1 hour the drinker is under a continual 'bless' effect (adds to attack rolls and saving throws).

A viscous, greenish potion that makes limbs cling like a gecko's.

Grants a climb speed equal to walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.

A bitter, green vial that clears venoms and dulls poisons.

Gives advantage on saving throws against poison for 1 hour or neutralizes the effects of a single exposure to a common toxin when consumed immediately.
Miscellaneous1

A clear, shimmering serum that sharpens thought — at a price.

Grants a temporary +2 to Intelligence checks and saves for 1 hour. Side effect: mild tremors for 10 minutes after effect ends (disadvantage on Stealth checks).
Miscellaneous1

A dangerous, humming amber vial. The air around it smells faintly of gunpowder and oranges.

For 3 rounds after consumption, melee attackers take fire damage when they hit the bearer. The drinker also gains resistance to cold. Roll when consumed: on a roll of 1 the serum backfires and deals fire to the drinker.
Miscellaneous4

A corked glass bottle of sticky, volatile fluid meant to be hurled and burst on impact.

On a hit the target and adjacent flammable objects ignite. The substance sticks to armor and clothing, causing additional fire damage.

A small phial of bubbling, biting acid — useful for dissolving locks and lightly armored foes.

Deals acid damage on impact; repeated hits can damage metal objects and corrode unprotected gear.

A sticky, gray compound in a metal tin. Great for halting pursuit or securing an enemy.

Applied to a target's boots (or thrown to stick to them): movement speed halved for up to 1 minute. Strength check () to free oneself.

A blackened flask that rumbles softly. When shattered it produces a concussive blast.

Creates a blast (15-foot radius). Creatures must succeed on a Constitution save () or be deafened for 1 minute and take full damage; success halves damage and avoids deafness.
Miscellaneous1

A small ceramic sphere that releases thick, odorous smoke when broken.

Creates a 10-foot radius of heavy obscurement for 1 minute; inhalation causes coughing (disadvantage on ranged attacks that round).
Miscellaneous2

A small, sealed glass flask of yellow oil for lamps and burners.

Highly flammable when ignited.

Simple corks for sealing potions and small flasks.

Miscellaneous1

Twelve small glass vials with corks, ideal for adventurers and alchemists alike.

DR

Dr. Marinus Quill

HumanArtificer (Alchemist)Lvl 8

Shop Atmosphere

The shop is concealed beneath the Half-Moon Mill; access requires slipping down a narrow hatch behind the grain bins and descending a spiral ladder beside the mill's water wheel. The wheel powers a lattice of pipes and distillation coils — on wet days the entire basement hums like a living thing. Dr. Marinus Quill talks to his glassware, keeps a jar of 'experimental newts' on the counter, and will only barter recipes for rare ingredients. He insists patrons whisper while in the lab (claims it keeps volatile fumes calm). Occasionally a bottle fizzles into harmless colored smoke that dyes hair for a day; customers return with peculiar stories and stains that Dr. Quill cheerfully documents in a battered ledger.
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