The Soot & Spark Alchemical Emporium

Est. 2025 Rock Gnome Artificer (Alchemist)

The Soot & Spark Alchemical Emporium

The shop smells of soot, sweet resin and citrus. The owner insists you name your smoke preference—'pine', 'coal', or 'citrus'—before they package anything and o...

MY

Shopkeeper

Myrra Cinderbloom, a Rock Gnome Artificer (Alchemist) (Lvl 6)

Keeper's Species

Rock Gnome

6 Misc2 Weapons2 Potions2 MiscEst. 437 gp

Shop Inventory

(12)
Miscellaneous6

A complete set of alchemist's tools used to brew reagents, create simple concoctions, and identify substances. Proficiency grants ability to make acid, alchemist's fire, antitoxin, perfume and other simple items during downtime or a long rest, and to attempt alchemical craft checks.

Clear fuel used for lamps and firecraft. Can be applied to surfaces or used to saturate a bandage before lighting.

A sturdy glass bottle. Useful for bottling potions, holding reagents, or making improvised devices.

A compact cylinder of aromatic chemicals. Designed for cover and diversion rather than harm.

When ignited it emits thick smoke filling a 10-foot cube centered on the stick for up to 1 minute. Area counts as heavily obscured while smoke remains; wind of 10+ mph disperses it early.

A trio of inexpensive smoke charges bundled for scouts and rogues who need quick cover.

Bundle contains 3 throw-and-break smoke canisters. Each creates light-to-moderate obscuring smoke in a 10-foot radius for 1 minute; wind can disperse it early.

A leather horn stuffed with gunpowder. Useful for fuses, demolition, or as a component for other alchemical devices.

Used as propellant or a base ingredient for homemade charges. Extremely flammable; ignition can detonate placed charges or ruin experiments.
Weapons2

A sticky, volatile fluid sealed in a glass flask. Throw to shatter on impact; the adhesive incendiary clings to surfaces and burns.

On a hit the target is set alight and takes fire damage at the start of each of its turns until extinguished.

A vial of concentrated acid. Useful for disabling mechanisms, damaging foes, or dissolving bindings.

On a hit it deals acid damage; useful against organic materials and some objects.
Potions2

A small vial of curative reagents and neutralizers. Useful if you expect poison or toxins.

Grants advantage on saving throws against poison for 1 hour. No effect on constructs or undead.

A common red potion in a sealed vial. Drinking it heals wounds immediately.

Heal 7 HP
Miscellaneous2

A compact alchemical explosive intended to punch through doors or create controlled blasts. Marketed to miners and saboteurs; handled with caution.

On detonation the charge explodes in a 5-foot radius. Creatures in radius must succeed on a Dexterity save or take full damage, half on success. Flammable materials in radius may catch fire.

A quick, dazzling charge designed to stun or blind briefly. Popular with infiltration teams.

When thrown and ignited emits a blinding flash. Creatures within 5 feet must make a Constitution save or be blinded until the end of their next turn; success halves duration (becomes blinded until end of next turn). Nonlethal; useful for disorienting guards.
MY

Myrra Cinderbloom

Rock GnomeArtificer (Alchemist)Lvl 6

Shop Atmosphere

The shop smells of soot, sweet resin and citrus. The owner insists you name your smoke preference—'pine', 'coal', or 'citrus'—before they package anything and offers free sample puffs. They keep a mechanical raven that checks stock and spits out ash when upset.
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