Nimblesprocket's Philter Parlor

Est. 2025 Rock Gnome Artificer (Alchemist Specialist)

Nimblesprocket's Philter Parlor

Nimblesprocket's Philter Parlor sits in a narrow alley honeycombed between a tannery and a clockmaker. Shelves rise floor-to-ceiling on brass rails; vials and p...

VI

Shopkeeper

Virella Nimblesprocket, a Rock Gnome Artificer (Alchemist Specialist) (Lvl 9)

Keeper's Species

Rock Gnome

12 Potions6 MiscEst. 26.8k gp

Shop Inventory

(18)
Potions12

A glossy, rose-tinted vial that seethes faintly when held. A trusted restorative used by mid-level adventurers.

Heal 14 HPDrinking restores hit points equal to (average 14 HP).

A deep-blue phial sealed with black wax. For injuries that simple bandages cannot touch.

Heal 26 HPRestores hit points when consumed (average 26 HP).

A crystal phial convexed like a lens; the liquid inside refracts like a tiny sunrise. Reserved for very grave wounds.

Heal 45 HPRestores hit points when consumed (average 45 HP).

A sliver-bottle filled with effervescent silver liquid. Drinking quickens muscle and reflexes.

Atk Grants the effects of the haste spell for 1 minute (DM adjudicates exact mechanics).

A pale, quicksilver draught that seems to drink the light near it.

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

A soot-flecked vial whose surface mist shows tiny dancing flames.

While under the potion's effect (1 hour), the drinker gains resistance to fire damage.

A corked vial with a tiny vertebrae suspended within. Gives the drinker a single exhalation of elemental fury.

For 1 minute, as an action the drinker can exhale a 15-foot cone (or 30-foot line at DM's call) dealing damage of a chosen type (fire, cold, acid, lightning or poison) once per short rest.

A clear, star-flecked liquor that sharpens the eyes beyond mortal ken.

Grants truesight out to 60 feet for 10 minutes. Reveals illusions and disguised forms.

A grey-green draught that tastes faintly of iron and mint. Strengthens mental borders.

For 1 hour, grants advantage on saves versus charm and mind-influencing effects and prevents detect thoughts/telepathy from reading the drinker's mind.

A frosted bottle whose contents fall upward when tilted. Grants a brief, controlled lightness.

Functionally identical to the feather fall spell for the imbiber and up to five creatures they carry, lasting 1 minute.

A bright green vial that cleanses and steadies. Removes common diseases and neutralizes moderate poisons.

Cures one disease affecting the drinker and neutralizes poison, as the elixir of health effect (non-magical diseases/poisons per DM ruling).

A nearly black cordial; tasting it leaves the mouth numb and the world a degree quieter.

For 10 minutes grants the drinker advantage on Stealth checks and a bonus to Dexterity (Stealth) checks where light/darkness matter. Sleight-of-hand-like illusions slightly cling to the imbiber.
Miscellaneous6

A bulbous glass flask filled with orange oil that hisses when uncorked. Meant to be thrown and stick to a target.

On hit, deals fire damage (initial) and fire at the start of the target's turn for 2 rounds (subject to DM adjudication).

A sludgy, metallic ointment in a brass tube that resonates faintly. Use is... transformative.

Atk When imbibed, grants +2 Strength and natural horn-like protrusions that grant advantage on Intimidation checks for 1 hour but impose -2 Charisma while active. Mutagenic side-effects possible; Virella warns accordingly.

A crackling phial containing a captured storm. Uncorking releases a focused bolt.

When thrown, releases a bolt of lightning dealing lightning damage to the first creature struck (Dex save for half, per DM).

A leather roll containing a dozen small jars of unusual reagents: crushed star-moss, quick-silk powder, distilled basalt ash and one vial of stable phlogiston.

Ingredients used in crafting potions, setting DCs for crafting are easier with this kit (DM adjudicates).

Small, cork-stopper vials useful for collecting samples, toxins, or storing micro-doses.

A tiny clockwork device that can scuttle ahead, provide light, and record sound for a minute. Not a magical familiar, but useful for reconnaissance.

AC +1Emits a soft glow equivalent to torchlight; plays back 60 seconds of recorded sound on command.
VI

Virella Nimblesprocket

Rock GnomeArtificer (Alchemist Specialist)Lvl 9

Shop Atmosphere

Nimblesprocket's Philter Parlor sits in a narrow alley honeycombed between a tannery and a clockmaker. Shelves rise floor-to-ceiling on brass rails; vials and phials float gently on strings of light. The air smells of ozone, citrus peel, and something floral that makes hair stand on end. Virella herself is a compact rock gnome with a grin of small teeth and a mechanical left arm that whirs and clicks to stir her cauldrons in perfect time. She hums an offbeat polka whenever she brews and insists on labeling every vial with a pun. Her assistant is a stitched-together tabby (alive) and a brass clockwork mouse (also her assistant — she refuses to choose). Virella is generous with stories and stingy with her last bottles: she prefers coin, rare reagents, or a curious tale in trade. She dislikes city watchmen and will raise her prices if they loiter outside. No 'common' magic trinkets are sold here — everything in stock is at least somewhat specialized, experimental, or properly stabilized by her own formulae. Roleplay hooks: Virella may barter rare brews for help collecting exotic ingredients (a drake gland, a bowl of moonwater, or a spider's liver), she sometimes needs a delivery run to a hazardous locale, and she keeps one sealed bottle in the back that she will only sell for a story that makes her laugh until she coughs.
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