The Glass Cauldron

Est. 2025 Human Artificer (Alchemist)

The Glass Cauldron

Marwen keeps a jar of bottled moonlight on the counter and hums an old Neverwinter shanty while mixing. He insists on labeling every sale with the purchaser's s...

MA

Shopkeeper

Marwen Vell, a Human Artificer (Alchemist) (Lvl 12)

Keeper's Species

Human

13 Potions6 MiscEst. 73.1k gp

Shop Inventory

(19)
Potions13

A ruby-red vial that mends wounds when swallowed. Standard curative for adventurers.

Heal 8 HPRestores hit points when consumed (standard D&D 5e potion of healing).

A deep crimson elixir favored on hard expeditions — stitches up more grievous wounds.

Heal 20 HPRestores hit points when consumed.

A viscous wine-colored potion reserved for dire emergencies.

Heal 50 HPRestores hit points when consumed.

A shimmering liquid said to have dragon-blood undertones. Only in emergencies — and costly.

Heal 120 HPRestores hit points when consumed.

A clear, slightly effervescent liquid that removes disease and neutralizes poison.

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

Bubbles with faint golden motes; imbues the drinker with bravery and vigor.

Grants 10 temporary hit points and bless effect (no concentration) for 1 hour.

A quicksilver tincture that makes limbs move like spring-wound clockwork.

Grants effects of the haste spell for 1 minute (disadvantage when ends).

A bottle of clear liquid that seems to drink light rather than reflect it.

Grants invisibility for up to 1 hour or until the drinker attacks or casts a spell.

A faintly azure draught that tickles the ears and lifts the spirit — and body.

Grants a flying speed equal to walking speed for 1 hour.

Smells faintly of smoked pepper. The drinker breathes a short jet of flame after imbibing.

Once as an action, exhale a 15-foot cone of fire (Dex save for half).

A signature Neverwinter concoction — black with a rim of silver. Infused with salts from Blacklake.

Grants 20 temporary hit points and resistance to cold for 1 hour. Once per long rest.

A pale, opalescent liquid harvested during a full moon; ideal for night scouts.

Grants advantage on Stealth checks in natural low-light or darkness for 1 hour and blindsense for 1 round (flavour).

A bitter, medicinal vial that aids the body against poisons.

Gives advantage on saving throws against poison for 1 hour.
Miscellaneous6

A sticky, resinous flask used to slow creatures and secure prey.

When thrown, the hit target is restrained (Escape ) for up to 1 minute; can be scraped off.

A volatile flask of sticky, burning gel — a favorite of saboteurs and survivalists.

On hit, deals initial fire damage and burns for a short time; ignites flammable objects.

A corrosive liquid in a lead-stoppered vial for dissolving locks or armor.

Deals acid damage on a hit; can corrode non-magical metal over time.

A small pouch of dense smoke powder. Best used as a distraction or cover.

When thrown and ignited, produces heavy obscurement for 1 minute in a 10-foot radius.

Delicate glass vials for travelers to store potions, herbs, or samples.

Common herbs, salves and simple poultices for first aid and crafting.

Provides material components for low-level crafting and the Heal skill checks.
MA

Marwen Vell

HumanArtificer (Alchemist)Lvl 12

Shop Atmosphere

Marwen keeps a jar of bottled moonlight on the counter and hums an old Neverwinter shanty while mixing. He insists on labeling every sale with the purchaser's sigil sticker and refuses to sell invisibility potions to anyone he suspects of pickpocketing — he checks pockets with a polite bow.
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