Fizz & Fuse: Grand Alchemical Emporium

Est. 2026 Rock Gnome Artificer (Alchemist)

Fizz & Fuse: Grand Alchemical Emporium

The shop 'Fizz & Fuse: Grand Alchemical Emporium' always smells faintly of rosewater and ozone. Behind the counter a clockwork hummingbird polishes vials on a l...

NI

Shopkeeper

Nimble Kettlewhistle, a Rock Gnome Artificer (Alchemist) (Lvl 18)

Keeper's Species

Rock Gnome

13 Misc4 Weapons5 Potions2 ArmorEst. 880.8k gp

Shop Inventory

(24)
Miscellaneous13

A master set of alchemist's tools, clean and well-indexed. Frequent customers spot tiny residue stains arranged in careful patterns.

Using them as part of a long rest you can make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Cost: 50 gp.

A clear vial of a bitter, oily liquid. Smells faintly of mint and iron; the shop labels it 'antitox'.

Common adventuring gear (PHB).

A clay-bottled lamp oil commonly used for lanterns or as an improvised incendiary when the situation gets rough.

If ignited before oil dries, burning oil deals 5 fire damage to a creature that enters/stays in the area once per turn.

A parchment sealed with quicksilver ink. This scroll bears an 8th-level formula for when raw power is needed.

Very rare. Single-use; crumbles after casting.

Sealed in black wax and stored behind iron, this scroll contains the words of the highest arcane arts.

Legendary; crumbles after use.

An unassuming canvas satchel whose inner lining has been treated with extradimensional lacquer. Light as a feather and deceptively capacious.

Standard Bag of Holding properties.

A simple band of polished iron flecked with runic pitting. The ring hums faintly when near arcane energies.

Cast spells stored in the ring using the original caster's save DC and attack bonus.

A string of polished ceramic beads stored in a velvet-lined box. The beads feel warm to the touch.

Beads are single-use. Throwing multiple beads increases spell level per bead beyond the first.

A crystalline sphere filled with swirling silver dust and a note: 'For use vs the Unseen Only.'

Fragile glass sphere; effective only once.

A travel reagent kit sold to replace damaged or pilfered supplies between towns.

Consumable kit; good for emergency crafting, contains raw materials equal to ~25 gp of reagents.

A small heart-shaped amulet filled with a powdery golden dust and a stitched note: 'Hold until the worst.'

Often given to scouts or ship captains as a safety measure.

A pale, rotating ioun pebble displayed under glass. Shopkeeper keeps a ledger noting provenance.

Provides a small, passive benefit or can be traded for higher-grade stones on request.

A ring-locked grimoire with pockets for powdered reagents and tiny glass flasks; more a craftsman's tool than a player's trinket.

Custom service: the shop offers to inscribe up to 3 stored formulas for a fee.
Weapons4

A small sealed glass flask filled with an amber, viscous liquid that ignites on contact with air.

Sticky adhesive fluid; treated as an improvised weapon when thrown.

A small crystal vial of concentrated acid. Handle with care; the stopper is tied with leaded wire.

Can damage objects and some materials more effectively than mundane weapons.

A scorched black wand capped with a bead of obsidian. The shop polishes it nightly despite the smoldering residue.

If last charge is expended, roll to determine whether it is destroyed.

A heavy ebony staff capped with a polished rune-glass orb. When the light catches the facets it hums with contained force.

Atk AC +2If last charge expended there is a d20 roll with potential permanent loss of properties.
Potions5

A small vial of glimmering red liquid. The usual staple for adventurers on a budget.

Heal 7 HPCommon potion of healing.

A bright ruby potion in a slightly larger vial. A favorite when the group expects trouble but has to save some coin.

Heal 14 HPA stronger, but less-common, healing draught.

A heavier, opalescent vial marked with a sigil of careful temperature and timing—crafted by experienced alchemists.

Heal 28 HPOften reserved for high-threat fights or emergency uses.

A heavy crystal phial that hums faintly. Reserved clients and desperate rulers seek these when all else fails.

Heal 45 HPExtremely potent; typically kept behind thick glass and a signed ledger entry when sold.

A pale blue vial labeled 'Elixir of Arcane Clarity' with tiny suspended motes. The shopkeeper offers a warning sheet with every purchase.

Crafted in small batches; requires attunement-like inspection if used with permanent magic.
Armor2

A robe woven from a fabric that seems to drink in light. The silvery runes shift slowly when no one is looking.

AC +15Color corresponds to alignment; attunement restricted by alignment.

A weightless cloak of deep, shifting hue. When draped over a form the air itself seems to blur at the edges.

Limited duration; track minutes of use.
NI

Nimble Kettlewhistle

Rock GnomeArtificer (Alchemist)Lvl 18

Shop Atmosphere

The shop 'Fizz & Fuse: Grand Alchemical Emporium' always smells faintly of rosewater and ozone. Behind the counter a clockwork hummingbird polishes vials on a loop; the shopkeeper greets regulars by offering a small, personalized elixir sample. Prices for exotic items are written in a brass ledger that shakes slightly when someone asks about 'forbidden reagents.' Dogs are not allowed but a single elderly ferret named Quill sleeps in the ledger drawer and occasionally buries a receipt.
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