Mirelle's Bottled Wonders & Slightly Questionable Elixirs

Est. 2025 hag (turned-alchemist; keeps some hag trappings) Alchemist

Mirelle's Bottled Wonders & Slightly Questionable Elixirs

The shop is a cramped backroom behind a caravan van. Lanterns with multicolored glass throw prismatic shards of light across shelves of mismatched bottles. A ha...

MA

Shopkeeper

Madame Mirelle (formerly Mirelle the Merry), a hag (turned-alchemist; keeps some hag trappings) Alchemist (Lvl 5)

Keeper's Species

hag (turned-alchemist; keeps some hag trappings)

7 Potions1 MiscEst. 1.1k gp

Shop Inventory

(8)
Potions7

A warm, rosy vial that mends cuts and bruises. Tastes faintly of sugared lemon and old circus candy.

Heal 1 HPHeals (as Cure Light Wounds). Reliable and safe.

A syrupy amber liquid that makes the drinker's muscles swell with temporary power; the cork always leaves a confetti smear.

+4 enhancement to Strength for 1 minute/level (as Bull's Strength).

Pale, opalescent fluid that reduces fatigue, eases minor curses, and scrapes off lingering circus glitter.

Removes 1 condition such as fatigue or a minor ability penalty (as Lesser Restoration).

A bitter, herb-scented draught that can save you from the lingering effects of most natural poisons if taken quickly.

Grants +2 on saves vs. poison for 1 minute; acts as an antitoxin (as common antitoxin).

A glass tear with a liquid like crushed moonlight; you blur and fade when it is consumed. Occasionally leaves a single glowing sequin on clothing.

Grants invisibility for 1 minute/level or until you attack or cast a spell (as Invisibility).

A fizzy, bubble-filled drink that makes you giggle uncontrollably. Often opens up laughter and lowers tension — sometimes at the worst possible moment.

Drinkers must succeed on a Will save () or fall into helpless laughter for rounds. Successful save grants +1 morale to saves vs. fear for 10 minutes as mirth keeps spirits high.

A crudely labeled dropper bottle. Each one is different — Mirelle's apprentices experiment and bottle leftovers. Could be useful. Could be sticky. Could be cursed.

Roll d6 on purchase (shopkeeper may optionally roll): 1–2: neutral water; 3–4: potion of lesser healing (cures ); 5: potion of minor beneficial effect (1 hour +1 morale to Str or Dex); 6: irritating caustic spritz ( acid and -1 Cha for minutes).
Miscellaneous1

A squat glass flask wrapped in red ribbon. Throws and splashes ignite small conflagrations; apprentices are only allowed to sell these after supervision.

Sticky flame; ignites flammable materials and clings for ongoing damage.
MA

Madame Mirelle (formerly Mirelle the Merry)

hag (turned-alchemist; keeps some hag trappings)AlchemistLvl 5

Shop Atmosphere

The shop is a cramped backroom behind a caravan van. Lanterns with multicolored glass throw prismatic shards of light across shelves of mismatched bottles. A half-dozen apprentices—some human, some half-fey, one vaguely toadlike—bicker in whispered sing-song while stirring kettles and tying tiny top hats to corks. Mirelle, part hag and part retired trapeze star, performs a theatrical little curtsey with each sale and insists you take a paper sequin 'for luck.' Prices are fair for a small, specialized purveyor, but purchases of the more experimental wares may come with unexpected side effects (and a complimentary bandage). The stock is intentionally small — Mirelle prefers quality and theatrical flair over mass production — and apprentices often label things with circus puns and sticky fingers.
Visual sheet

Turn Mirelle's Bottled Wonders & Slightly Questionable Elixirs into a sheet

A high-res, share-ready sheet you can post or print.