The Gilded Mortar

Est. 2025 Human Apothecary (Commoner/Alchemist)

The Gilded Mortar

Maris hums an old sea shanty while she works and writes prices in a cramped hand. She will trade stories for discounts: a particularly entertaining (and verifia...

MA

Shopkeeper

Maris Vellar, a Human Apothecary (Commoner/Alchemist) (Lvl 1)

Keeper's Species

Human

5 Potions9 Misc2 WeaponsEst. 27 gp

Shop Inventory

(16)
Potions5

A small tin of thick, amber balm made from crushed herbs and powdered bee-wax. Heals light wounds and soothes bruises.

Heal 4 HPApplies as a short-rest heal or HP when used during combat (GM adjudicates timing).

A clear glass phial with a greenish liquid that lessens the effects of common poisons.

When administered, grants advantage on the next saving throw vs. poison or reduces poison duration by half (GM decides exact effect).

Astringent salve used to clean and close minor wounds, slowing bleeding and reducing scarring.

Heal 2 HPStops ongoing minor bleeding and grants +1 to recovery checks for that wound once.

A tangy, restorative drink that wards off exhaustion from heat and long marches.

Reduces one level of exhaustion (simple cases) or negates disadvantage from heat for 8 hours.

A bitter potion used as an interrogation aid or to make guards sick; ethically dubious.

Causes nausea: -2 penalty to attacks and skill checks for 1 round and disadvantage on concentration for 1 round (save negates).
Miscellaneous9

A corked clay tube that emits a thick cloud of harmless grey smoke for several minutes when ignited — useful for cover or signaling.

Creates a 10–15 foot area of heavily obscured smoke for minutes; wind can disperse it.

A quick-drying paste that masks body odors for several hours. Favored by travelers and cooks.

Grants advantage on checks to avoid detection by scent-based creatures or trackers for 2–4 hours.

A small vial whose single drop clears a half-gallon of water of common contaminants and mild poisons.

Neutralizes most natural contaminants and basic plant-based toxins; not effective vs. magical poisons.

A greasy compound to prevent rust and lubricate simple mechanisms.

Applies to one weapon or tool to give a +1 circumstance bonus to checks to prevent jamming or rust for 24 hours.

Small corked flasks for storing potions, powders, or inks.

A satchel with dried herbs, mortar and pestle, small scales, and a reference leaflet for basic remedies.

Allows crafting of basic potions and salves with downtime or a successful herbalism check.

Refined oil for lamps; burns cleanly for several hours.

Can be used with lamps or as an accelerant (flammable).

Assorted simple ingredients: dried roots, chalk, saline, animal fat — useful for basic alchemic mixes.

Simple linen bandages for stopping bleeding and wrapping wounds.

Used to stabilize or aid in first aid attempts; no magical effect.
Weapons2

A crude but effective incendiary: a small glass jar filled with sticky, flammable compound. Break to ignite.

On a hit, deals fire damage and sets flammable objects ablaze. Splash on miss may ignite nearby flammables (GM call).

A jar of chitin-black pepper that bursts in the eyes when thrown, causing temporary blindness.

Thrown as an improvised weapon; targets in a 5-foot cone must make a Constitution save or be blinded for 1 round and heavily coughing for another round.
MA

Maris Vellar

HumanApothecary (Commoner/Alchemist)Lvl 1

Shop Atmosphere

Maris hums an old sea shanty while she works and writes prices in a cramped hand. She will trade stories for discounts: a particularly entertaining (and verifiable) tale can shave 1–2 sp off a purchase. She refuses to sell anything that smells like formaldehyde and keeps a locked cabinet for volatile tinctures; only sold to those she deems responsible.
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