Dugal's Elixirs Building / Landmark in World of Arith | World Anvil

Dugal's Elixirs

Entering the ground floor of this tower, you find yourself in a semi-circular room with a staircase ascending to your right. Straight ahead is a countertop behind which are two doors. You think you can hear a bell ring in the door behind the counter to your left, and quickly that door opens.   A small gnome, barely over three-foot-tall comes out of that side room. After disappearing behind the counter for just a second, he stand equal to your own height and says, "Yes. You just interrupted a very important process. What do you need? Healing tonics, they always need healing tonics. Well?"   Keegen sells the following alchemical brews. He typically has 1d4 of any item already crafted, but can make more if given a few days (he can craft 25 gp worth per day). He always has 2d4 healing tonics, given their popularity.   Alchemy Brews Acid (25 gp) Alchemist's Fire (50 gp) Bladefire (50 gp) Farflame Oil (2 gp) Healing Tonic (50 gp) Lockslip Grease (10 gp) Signal Torch (1 gp) Smokestick (20 gp) Stonebreaker Acid (20 gp) Sunrod (2 gp) Tindertwig (1 gp)     Acid. This corrosive liquid can burn through flesh and inanimate materials alike. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.   Stonebreaker Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, a viable target takes 4d6 acid damage. Objects that are not stone, and creatures that are not earth elementals, are unaffected.   Tindertwig. A hardened paste on the end of this tiny stick ignites when scraped against a rough surface. A tindertwig stays lit for 2 rounds, shedding dim light in a 5-foot radius. It is typically used for lighting things on fire. Lighting a torch, lamp, or lantern with a tindertwig requires only a bonus action.   Signal Torch. These simple items are normal torches treated with a variety of alchemical substances to color the flames. Signal torches each burn with a differently colored flame. They are available in a variety of colors, the most common being green, blue, and yellow.   Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.   Bladefire. It takes one action to apply this gritty oil to the striking portion of a weapon. At the start of the user’s following turn, the oil bursts into flame. For one minute, attacks with the weapon deal an additional 1d4 fire damage. This does no damage to a weapon that has a metal striking surface, but a nonmagical weapon with a wooden striking surface, like a club or quarterstaff, is destroyed at the end of the minute. Alternately, the oil may be applied to any Tiny object, the flames causing damage once per round on everyone who contacts it. The DM decides what effect, if any, the oil has on a non-weapon object.   Farflame Oil. This thin, light blue oil burns with a blue flame and illuminates a wide area. When used in a lantern, farflame oil sheds light in a 40-foot radius.   In a bullseye lantern, it illuminates a cone 80 feet long and 25 feet wide. A pint of farflame oil fuels a lantern for 3 hours. A pint of farflame oil covers a 5-foot square area if poured on the ground. If lit, farflame oil burns for 1 round and deals 1d4 points of damage to each creature in the area.   Smokestick. This tiny rod of alchemical substances smokes furiously when lit or thrown into a fire. It creates a 5-foot radius sphere of smoke that spreads around corners and heavily obscures the area. It lasts for 1 minute. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the wind stops. Extinguishing the flaming stick ends the effect prematurely. Smokesticks can be manufactured to emit smoke of specific colors, useful for signaling.   Lockgrip Grease. It takes an action or bonus action to apply this tacky grease to one or both hands. For the next minute, the substance applies disadvantage to any attempt to disarm a person holding something with the treated hand or hands. The treated creature requires an extra action, beyond the normal effort required, to put down any object held with a treated hand during this period.   Sunrod. This one-foot long rod has a chemical reservoir at one end, capped by a small gold-hued bulb. The rod is activated by using an action to strike it against a hard surface. For eight hours thereafter, the bulb shines with a strong, warm light. It provides bright light in a 45-foot radius and dim light for an additional 45 feet.

Purpose / Function

Alchemist's Shop
Type
Apothecary
Parent Location

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