The Golden Alembic

Est. 2025 Rock Gnome Artificer (Alchemist)

The Golden Alembic

The shop is filled with the scent of citrus, ozone and alcohol. Shelves creak under rows of labeled vials; a chalkboard above the counter lists today's 'curios'...

ME

Shopkeeper

Merrin Fizzlenog, a Rock Gnome Artificer (Alchemist) (Lvl 20)

Keeper's Species

Rock Gnome

12 Misc11 PotionsEst. 35.9k gp

Shop Inventory

(23)
Miscellaneous12

A complete kit of alchemical tools and common reagents. Essential for a working alchemist and required for crafting alchemical items and many potions.

Used as tool kit for creating and identifying alchemical items and performing long rests reconstitution of reagents.

A small glass vial of a bitter solution that helps the body resist toxins.

When ingested, neutralizes most natural poisons and grants advantage on saving throws against poison for 1 hour.

A sealed glass flask containing a sticky, magically enhanced incendiary resin. Thrown to ignite targets and create persistent flame.

When thrown, splashes and ignites; can set fabric and flammable objects alight and is difficult to extinguish without soaking.

A vial of concentrated alchemical acid for use against locks, rusted mechanisms, or as an improvised weapon.

Can be used to corrode locks or armor with prolonged exposure; splash damages items and creatures.

A common flask of lamp oil, useful for lighting, lubrication or making things burn.

Can be used to provide advantage on checks to create combustible traps; ignites when lit and burns for 1 minute.

A compact book containing recipes, notes, and reagent lists—useful for an experienced alchemist.

Grants the holder knowledge of 3 uncommon alchemical formulas as written instructions; does not confer tool proficiency.

A sturdy satchel for transporting fragile alchemical wares and reagents safely.

Designed to protect fragile alchemical glassware and reagents on the road.

A common magic storage bag prized by crafters for carrying rare reagents and finished vials.

Standard Bag of Holding; contents do not change weight for wearer beyond carrying capacity rules.

A compact explosive alchemical orb favored by demolitionists and veterans.

Designed for sieges or desperate combat; throws like a grenade and creates a flare and smoke on detonation.

A small leaded tablet engraved with sigils that calm volatile reagents for safe travel.

Prevents accidental detonation of alchemical reagents for 24 hours when stored with them.

A curated set of rare reagents imported from distant places for advanced transmutation recipes.

Each reagent reduces crafting time for one uncommon or rare potion by half when used in the process.

A tiny codex of an eccentric master alchemist. Sells well to scholars and artisan-artificers.

Owner may copy one formula into their own notes; doing so costs reagents and a day of work.
Potions11

A small glass phial filled with a shimmering red liquid that heals minor wounds.

Heal 7 HPCommon healing potion; stable for years if stored properly.

A sturdier healing draught that closes deep cuts and staunches bleeding.

Heal 14 HPStrong restorative potion favored by veterans for mid-combat recovery.

A potent crimson elixir that knits bone and tissue with alchemical vigor.

Heal 28 HPPowerful restorative potion, often used after deadly encounters.

A legendary vial of gleaming, opalescent liquid that mends grievous wounds.

Heal 45 HPTop-tier restorative; rare and costly, reserved for catastrophic injuries.

A single-dose elixir that sharpens taste, smell and alchemical intuition.

When consumed, temporarily heightens the senses and grants advantage on checks to identify substances for 1 hour.

A restorative elixir used by healers to treat disease and severe poison.

Cures common diseases and neutralizes toxins when administered; does not restore ability scores reduced by magic.

A silvery tonic brewed with quicksilver and elemental salts. Grants temporary fortitude and narrowly targeted resistance.

When consumed the drinker gains one use of the Aid effect and resistance to a single damage type chosen when brewed for 1 hour. (Custom, balanced for high-level use.)

A white-silver tonic brewed during lunar conjunctions. Highly prized by explorers at the edge of the world.

When uncorked and poured over gear, removes up to 2 levels of exhaustion and cures a single disease once. One use only until recharged by lunar exposure or expert ritual.

A crystal vial of clear, shimmering liquid used to hide from sight.

Potion of Invisibility: drinking renders the imbiber invisible for up to 1 hour or until they attack or cast a spell. (Magic potion; rare.)

A bright blue elixir that floods limbs with sudden speed and reflex.

On expiration the drinker gains one level of exhaustion.

A rare vial containing the distilled essence of life, reserved for dire emergencies.

Custom high-level item: removes magical exhaustion and restores vitality akin to a short-term miracle. Balanced for level 20 parties; intended as a narrative item rather than routine consumable.
ME

Merrin Fizzlenog

Rock GnomeArtificer (Alchemist)Lvl 20

Shop Atmosphere

The shop is filled with the scent of citrus, ozone and alcohol. Shelves creak under rows of labeled vials; a chalkboard above the counter lists today's 'curios' and a rotating 'experimental' discount. The shop's tiny bronze clockwork bell tinkers three times when true bargains arrive. Customers are expected to sign a small liability parchment for highly volatile purchases.
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