Mirella's Miasma & Mend

Est. 2025 halfling artificer (alchemist-flavored)

Mirella's Miasma & Mend

The shop is a cramped backroom off a fishmonger’s alley, perpetually fogged with aromatic fumes: musk, vinegar, crushed herbs, and the occasional squeal of trap...

MA

Shopkeeper

Maggot Mirella, a halfling artificer (alchemist-flavored) (Lvl 3)

Keeper's Species

halfling

7 Potions6 MiscEst. 991 gp

Shop Inventory

(13)
Potions7

A corked glass vial containing a reddish liquid that soothes wounds. Scented faintly with lavender to hide Mirella's shop odor.

Heal 8 HPStandard Potion of Healing: drinks to regain HP (8 avg). Usable in combat.

A thick grey potion that smells worst than the shop but forms a clinging shimmer around the drinker that repels vermin for a short time.

For 1 hour, small vermin (rats, insects, similar monsters of CR 1/4 or less) avoid the drinker unless commanded; grants advantage on Survival checks to avoid attracting vermin.

A murky vial that rids a person of simple ailments — muscle knots, poison's lesser effects, or mild curses — but carries an unpleasant funk for an hour.

Functions as a Potion of Lesser Restoration: cures one disease or condition (blinded, deafened, paralyzed, or poisoned). Crude batch may leave the drinker smelling foul for hours.

A gritty, sap-brown vial. Grants rough, bark-like skin for a short duration.

AC +16For 1 hour, target's AC can't be less than 16 (as the Barkskin spell).

A clean, minty vial that clears nasal passages and soothes throats — temporarily masks terrible breath.

Gives advantage on Constitution saving throws vs. inhaled poisons and diseases for 1 hour; masks breath-based scent for 1 hour (grants advantage on Charisma checks to not be identified by scent).

A slightly cloudy crimson potion. Restores significant wounds but smells faintly of old cheese.

Heal 21 HPFunctions as a Potion of Greater Healing: heals (avg 14). Mirella's batch is more potent than common potions—hence the price. (HealingAmount field uses average-ish numeric value; exact roll per DM.)

A dim-clear vial that occasionally mutes the drinker's scent as well as their outline for a short while.

Functions as a Potion of Invisibility for 1 minute (DM may treat as limited-use uncommon potion). After effect ends, the drinker smells faintly of Mirella's shop for hours.
Miscellaneous6

A sticky, green paste that stings mildly when applied to a wound. Useful for treating cuts and preventing infection.

When applied, grants advantage on Medicine checks to stabilize a creature and prevents infection from non-magical sources for 24 hours.

When uncorked, a choking grey smoke pours out. Intended for chasing pests or creating a stench-screen.

Uncorking creates a 10-foot-radius cloud of noxious smoke (covers 10 ft high) that heavily obscures for 1 minute. Creatures that start their turn in the cloud must succeed on a Constitution save or be nauseated (disadvantage on attack rolls and ability checks) until they leave the cloud. Non-magical cloth and wood may be stained.

A gallon-ish bottle of pungent cleaner that neutralizes foul smells in a 30-foot radius when poured out.

When poured liberally, neutralizes non-magical odors and grants advantage on Charisma (Persuasion) checks against creatures that would be put off by stench for 8 hours within the treated area.

A tiny corked vial of grey powder. Stirred into food or onto wounds, it promotes decomposition for traps or speeds rot (used carefully).

Applied to non-magical organic matter, speeds rotting: cloth degrades in 1 hour, food spoils instantly. On a wound (medical use), it increases the risk of infection (DM) but can be used in certain ritualistic or criminal contexts.

Gauze strips infused with odor-masking herbs and mild antiseptic. Useful for treating wounds on the go.

Each bandage grants +2 to Medicine checks for treating wounds and masks scent for 24 hours. One bandage per wound.

A cheap peppery spray in a small bladder. Temporarily keeps pests and aggressive animals at bay.

On a successful ranged application (short-range), target creature of CR 1/2 or lower must make Wisdom save or be disinclined to approach for 10 minutes (behavioral, not forced).
MA

Maggot Mirella

halflingartificer (alchemist-flavored)Lvl 3

Shop Atmosphere

The shop is a cramped backroom off a fishmonger’s alley, perpetually fogged with aromatic fumes: musk, vinegar, crushed herbs, and the occasional squeal of trapped beetles. Shelves are lined with mismatched bottles, some stained with ancient spills. Mirella greets customers with a toothy grin and a puff of scented smoke from her pipe; she will offer a free sniff-test to demonstrate a potion's potency (which often repels the faint-hearted). She insists on haggling if the customer smells worse than the shop and keeps a ledger of 'favored smells'—regulars get discounts in exchange for bringing her rare foul scents (swamp air, basilisk breath residue, etc.).
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