The Sable Alembic

Est. 2025 Human Artificer (Alchemist)

The Sable Alembic

The shop sits under a sagging sign reading THE SABLE ALEMBIC. Candlelight and the faint tang of ozone hang in the air. Jars are labeled in a mixture of Common a...

MA

Shopkeeper

Marta Ivanova, a Human Artificer (Alchemist) (Lvl 10)

Keeper's Species

Human

6 Misc5 Weapons6 PotionsEst. 5.3k gp

Shop Inventory

(17)
Miscellaneous6

A battered case of flasks, filters, burners, pestles, and labels. Essential for identifying and producing alchemical goods.

Using these supplies as part of a long rest allows creation of one simple alchemical item; listed cost in PHB: 50 gp.

A small flask of water streaked with silver powder, smelling faintly of iron and incense.

If splashed on a fiend or undead, it takes radiant damage. Used as a material component for some spells.

A common glass bottle with a cork. Marta reuses them if the buyer is careful.

Can hold 1 1/2 pints. Cheap and fragile.

A palm-sized crystal hung from a leather thong. When Marta flips the seal it gives a sudden, clean light.

When activated, sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 10 minutes. Useful against creatures favoured by darkness.

A crumbling black sachet that releases a bitter-sweet fog when torn. Sold with a warning label.

When thrown into an area as an action it creates a choking fog; creatures inside the 5-foot area have disadvantage on Wisdom saving throws against fear for 1 minute. Does not create conditions otherwise.

A pinch of grey dust kept in a thimble. In Barovia, a little courage goes far.

Consume or toss into the air to grant advantage on saving throws against being charmed or frightened for 1 hour.
Weapons5

A small stoppered vial of bubbling green fluid that eats at metal and flesh.

As an action, splash or throw (20 ft). On hit deals acid.

A resinous black flask whose contents ignite on contact with air.

As an action, throw (20 ft) to shatter; on hit target takes ongoing fire at start of each of its turns. Can be ended with a Dexterity check to extinguish.

A hand-carved stake of thornwood wrapped in braided silver wire and a strip of white cloth.

Atk When attuned, grants +1 to attack rolls against undead and deals an extra radiant damage to undead on a hit (once per hit).

A vial of cold water that seems to bubble with a life of its own; called 'running water' by villagers.

When thrown and shattered on an undead creature, it deals radiant damage (no effect on non-undead).

A plain stake kept by the counter for hunters and terrified customers preparing for the night.

Standard anti-undead improvised weapon. Useful in a pinch.
Potions6

A clear, bitter draught in a tiny vial; wards the body against toxins for an hour.

Drinker has advantage on saving throws against poison for 1 hour. Does not affect undead or constructs.

A ruby-red vial that glimmers faintly when shaken. The simplest of curatives.

Heal 7 HPRestores HP.

A deeper crimson potion kept under wax and bone. Favored for tougher wounds.

Heal 14 HPRestores HP.

A flask of silvery liquid that keeps its chill even by the hearth; prized by seasoned adventurers.

Heal 36 HPRestores HP.

A clear, bubbling elixir sealed with a blessed cork. It hums faintly against nightmares.

Cures any disease affecting the drinker; removes blinded, deafened, paralyzed, and poisoned conditions.

A tin of bitter-smelling salve that warms and soothes, favored by travelers to keep infections at bay.

Heal 5 HPWhen applied, restores HP (average listed). Grants advantage on the next saving throw against necrotic effects if used before the effect.
MA

Marta Ivanova

HumanArtificer (Alchemist)Lvl 10

Shop Atmosphere

The shop sits under a sagging sign reading THE SABLE ALEMBIC. Candlelight and the faint tang of ozone hang in the air. Jars are labeled in a mixture of Common and an old Vistani dialect. The owner hums a plaintive lullaby whenever a stranger mentions candles at dusk.
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