The Rusted Alembic

Est. 2025 Human Artificer (Alchemist)

The Rusted Alembic

The stall sits in the lee of an overgrown milestone; a battered wagon axle functions as a counter. The owner keeps one hand in a leather glove for no apparent r...

MI

Shopkeeper

Mirek Voss, a Human Artificer (Alchemist) (Lvl 4)

Keeper's Species

Human

5 Misc4 Potions3 WeaponsEst. 638 gp

Shop Inventory

(12)
Miscellaneous5

A battered wooden case of tools and glass flasks for mixing, distilling, and testing chemicals. Essential for anyone who wants to brew or tinker.

A small bitter draught sold in a stoppered vial. Used to stave off common venoms and toxins when applied quickly.

Drink to gain strong short-term resistance to poisons; use immediately to gain a mechanical benefit versus poison (DM adjudicates exact effect).

A tossed device that hisses and vents a plume of soot and chemical smoke. Good for quick getaways or covering a shady sale.

Creates a dense cloud of smoke (about 10-foot radius) that heavily obscures the area for 1 round; wind disperses the smoke faster.

A crude explosive used to blind and disorient; sold under the counter with a nod and a wink.

Produces a blinding flash in a 5-foot radius and a loud bang; creatures in radius must succeed on a Constitution save or be blinded until the end of their next turn.

A bag of common reagents and powders; cheap, plentiful, and useful if you know what to do with them.

Basic reagents used for low-level fire and smoke mixtures; useful for crafting components and simple alchemical items.
Potions4

A warm, sweet-smelling red potion. The most reliable single-use cure you can find on the road.

Heal 7 HPWhen consumed, restores hit points.

A thicker, brighter potion than the common kind. More expensive but worth it after a nasty fight.

Heal 14 HPWhen consumed, restores hit points.

A bitter, metallic-tasting tincture that dulls either flame or corrosive burns for a short time.

Grants resistance to either fire or acid damage for 1 minute when consumed.

A humble salve used by road healers. Not as potent as a potion but useful between battles.

Heal 4 HPApplies to stabilize a dying creature without a Medicine check and restores hit points when used.
Weapons3

A sticky, foul-smelling flask that bursts into flame on impact. Valuable for sieges, traps, or desperate fights.

Thrown to ignite and cling to a target or surface. Can light flammable materials.

A glass vial of nasty, bubbling acid. Useful against armor, locks, and unlucky humanoids.

Can be thrown to splash acid on a target or object; dangerous to handle.

A greasy, dagger-like tool the owner insists is 'for hunters'. The price includes a warning.

On a successful hit, target must succeed on a Constitution saving throw or be poisoned and slowed for up to 1 minute; single use.
MI

Mirek Voss

HumanArtificer (Alchemist)Lvl 4

Shop Atmosphere

The stall sits in the lee of an overgrown milestone; a battered wagon axle functions as a counter. The owner keeps one hand in a leather glove for no apparent reason. They prefer to haggle in whispers, call customers 'friend' while watching their belongings, and always tastes a tiny bit of every batch before selling. If you refuse to haggle, they assume you are a mark and raise the price.
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