Merchant Tier 3: Alchemist, Dark Dwarf, Woman
Dark Dwarves
Merchant - Tier 3 - City Merchant
Alchemist - Tier 3 (Subtype)
140 lbs
0
1169.59

6 / 6
12
12
20
11
1
5

Gloves, Leather
Clothes, Artisan’s
Guild Ring
Pouch
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Pants, Cloth
    0.8 gp
  • Shoes, Leather
    1 gp
  • Gloves, Leather
    5 gp
  • Guild Ring
    5 gp | Self Teleport
  • Pouch
    0.5 gp

  • Inventory Unequipped:
  • 7750 Gold Coin
    1 gp
  • 15000 Copper Coin
    0.01 gp
  • 120000 Silver Coin
    0.1 gp
  • 10 Platinum Coin
    10 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Ooze Slime
    5 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Dragons Elemental Sack
    500 gp
  • 20 Dream Dust
    5 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Starflower Herb
    100 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Regeneration Potion, Adept
    100 gp
  • 20 Dragon Blood
    10 gp
  • 20 Potion of Draconic Might
    172.4 500 gp
  • 20 Potion of Dragon's Gullet
    8.43 100 gp
  • 20 Potion of Enlarge Target
    100 gp
  • 20 Animal Blood
    0.1 gp
  • 20 Gnoll Ear
    20 gp
  • 20 Potion of Haste
    7 100 gp
  • 20 Vampire's Bane Herb
    50 gp
  • 20 Potion of Diminution
    100 gp
  • 20 Regeneration Potion, Master
    500 gp
  • 20 Hydra Blood
    200 gp
  • 20 Shimmering Truth
    36.47 50 gp
  • 20 Suggestion Gas
    -26.9 30 gp
  • 20 Thunder Bomb
    30 gp
  • 20 Magical Ink
    50 gp
  • 20 Stop Poison
    46.2 175 gp
  • 20 Elixir of Lightning Immunity
    200 1000 gp
  • 20 Elixir of Acid Immunity
    200 1000 gp
  • 20 Dragon's Bane Herb
    50 gp
  • 20 Elixir of Cold Immunity
    200 1000 gp
  • 20 Elixir of Fire Immunity
    200 1000 gp
  • 20 Scoparia Herb
    50 gp
  • 20 Elixir of Giant Size
    120 gp
  • 20 Hill Giant Finger
    40 gp
  • 20 Elixir of Hill Giant Strength
    100 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Elixir of Poison Immunity
    200 1000 gp
  • 20 Silverleaf Herb
    25 gp
  • 20 Elixir of Thunder Immunity
    200 1000 gp
  • 20 Healing Potion, Major
    20 100 gp
  • 20 Devil's Claw Herb
    50 gp
  • 20 Laughing Gas
    43.12 100 gp
  • 20 Potion of Bless
    100 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Silver, powdered
    25 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Soap
    0.02 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Lye
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Tallow
    0.55 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Potion of Flying
    50 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Tiger Eye
    1 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Poison, Minor
    10 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Salvia Herb
    5 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Verdant Moss
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Antidote
    60 8 gp
  • 20 Potion of Poison
    20 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Glue
    1 gp
  • 20 Alchemy Tools
    15 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Acid, Vial
    16 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Cloud Giant Finger
    55 gp
  • 20 Elixir of Cloud Giant Strength
    160 gp
  • 20 Fire Giant Finger
    50 gp
  • 20 Elixir of Fire Giant Strength
    145 gp
  • 20 Frost Giant Finger
    50 gp
  • 20 Elixir of Frost Giant Strength
    145 gp
  • 20 Stone Giant Finger
    45 gp
  • 20 Elixir of Stone Giant Strength
    130 gp
  • 20 Healing Potion, Master
    200 gp
  • 20 Holy Oil
    250 gp
  • 20 Potion of Angelic Reprieve
    90 gp
  • 20 Potion of Dragons Breath
    41.49 2000 gp
  • 20 Illusion Dust
    500 gp
  • 20 Leviathan Blood
    500 gp
  • 20 Elixir of Enhanced Mind
    30000 gp
  • 20 Potion of Gaseous Form
    300 gp
  • 20 Dragon Heart
    1000 gp
  • 20 Potion of Resurrection
    5000 gp
  • 20 Slow Poison
    15.4 200 gp
  • 20 Half Fiend's Blood
    20 gp
  • 20 Veinfire
    52.8 400 gp

  • At Will Spell(s):
  • Command Foe
    1
  • Self Teleport
    6


  • Monster Bits:
  • 32 Humanoid Blood
    0.15 gp
  • 84 Animal Bone
    0.03 gp
  • 56 Animal Fat
    0.5 gp
  • 196 Animal Meat
    0.05 gp
  • 28 Soft Skin
    0.05 gp

A dark dwarf woman’s calloused hands grip a rune-etched pickaxe, its iron head sparking against obsidian veins. Her braided hair swings, boots crunching soot, as sweat glistens on her soot-streaked, muscular arms.

In shadowy forge-markets, the Dark Dwarf woman alchemist, a tier 3 merchant, crafts volatile potions from deep-earth minerals and exotic flora. Her shrewd bartering yields fortunes, while dwarven grit helps dodge enforcers and undercut rivals, amassing a network of secretive suppliers.

Dark Dwarves
Creature Sub Type
65.45

Origins and Nature

Born from the scorched remains of Nasten’s fury, the Dark Dwarves are a cursed subrace of dwarves, twisted by the fire and brimstone of the underground. Unlike their surface-dwelling kin, who embody craftsmanship and resilience, Dark Dwarves are thin, wiry, and unnervingly cruel, their minds sharpened by magic and their hearts blackened by an insatiable thirst for power.

Where traditional dwarves build grand halls of stone and gold, the Dark Dwarves hollow out the very bones of the world, raising cities fueled by the breath of the earth itself. Volcanic vents power their forges, great pillars of obsidian hold their citadels aloft, and rivers of molten rock light their grim dominions beneath the surface. They do not mine; they rip the earth apart to feed their machines of war.

Appearance and Physiology

At a glance, a Dark Dwarf might pass for one of their surface cousins, but closer inspection reveals their ashen skin, hardened like cooled magma, and small, sharp tusks protruding from their lower jaws—a mark of their bloodline’s corruption. Their eyes glow dimly like embers, flickering when they channel their innate magic, a power that comes as naturally to them as forging steel does to their kin.

Unlike the stocky, broad-shouldered dwarves of the mountains, Dark Dwarves are leaner, built for cunning rather than brute strength. Their dexterous hands are accustomed to both spellcraft and cruelty, able to shape metal with precision or wield their infamous chain-whips, tools of torment and domination.

Society and Culture

Dark Dwarven society is built on enslavement. To them, labor is not a right but a privilege, one that only the strong are entitled to. Those beneath them—be they orcs, ogres, goblins, gnolls, or even unfortunate surface-dwellers—are shackled, beaten, and forced to toil in their magma-choked forges, working tirelessly on projects shrouded in secrecy.

Whispers speak of weapons unlike any the world has seen, destructive forces capable of annihilating entire cities, crafted in the depths where no light shines. Some say these are mere rumors, the fearful imaginings of those who have only glimpsed the horrors of Dark Dwarven rule. Others believe that one day, the world will wake to find entire kingdoms reduced to cinders—proof that the Dark Dwarves’ experiments have borne fruit.

The Cities of Ash and Flame

Dark Dwarven cities are unlike the grand halls of the surface dwarves. They are fortresses of cruelty, where the air is thick with soot and the streets echo with the wails of the enslaved. Black iron towers stretch toward cavern ceilings, linked by metal chains thick enough to hold a dragon. Rivers of lava are redirected through their strongholds, powering immense machines of war and unknown arcane devices.

Their citadels are ruled by The Brimstone Lords, ruthless sorcerer-kings who claim divine right from Nasten himself. The strong rule, the weak serve, and mercy is a foreign concept.

Magic and Warfare

Unlike surface dwarves, who are resistant to magic, Dark Dwarves embrace it fully, wielding it as both a tool and a weapon. Their spells are not born of study or divine favor but forged through suffering and fire, branded into their very bones.

Their warriors are pyromancers and warlocks, setting battlefields ablaze with enchanted chains and fire-forged weapons. Even their smiths weave destructive magic into their creations, crafting armor that bleeds heat, blades that drink the life from their victims, and cursed relics that twist the mind.

Their soldiers do not march in ranks like men, nor do they charge like orcs. They stalk the battlefield like hunters, striking from the shadows, crippling their foes before the final blow.

Faith: Worship of Nasten, Prince of Fire and Brimstone

Despite their name, Dark Dwarves do not worship the forces of darkness. They do not whisper prayers to shadowy gods or make pacts with demons. Instead, they revere Nasten, the Prince of Fire and Brimstone, the god of destruction, wrath, and domination.

To them, Nasten is not merely a deity—he is proof that only the strong survive. The flames of his hatred forged the world, and they believe it is their duty to reshape it in his image, to reduce the weak to ash and build an empire worthy of his gaze.

Their priests are battle-warmages, clad in armor blackened by fire, leading their kin into war with flames licking at their fingertips. Their temples are not places of worship but furnaces, where offerings of steel, blood, and suffering are made in Nasten’s name.

The Terror They Bring

Dark Dwarves are not a race content to dwell in the shadows forever. They are patient, but never idle. Their ambitions are whispered on the wind, carried by terrified escapees and desperate survivors. Some say they seek to conquer the underworld itself, making even the demons bow before them. Others fear their gaze has turned upward, toward the lands above, where kingdoms rest unaware of the inferno waiting beneath their feet.

When a Dark Dwarf warband emerges from the depths, it is not for conquest—it is for destruction. They do not seek gold, nor land, nor glory. They seek only to burn.

  • At Will Spell(s):
  • Command Foe
    1

  • Speed:
  • Walking Speed: +20

  • Damage Type Resistance:
  • Fire

  • Immune to Status Effect:
  • Frightened

  • Skill Tier 1:
  • Common Language Skill
  • Dwarvish Language Skill
  • Nagh Language Skill

  • Random Name Table Male
  • Names - Dark Dwarf - Male - First Name

  • Random Name Table Female
  • Names - Dark Dwarf - Female - First Name

  • Random Name Table Last Name
  • Names - Dark Dwarf - Last Name

Merchant - Tier 3 - City Merchant
Creature Sub Type
1315.08

City Merchants are the opulent powerbrokers who rule the grand bazaars and towering emporiums of major metropolises, their lavish storefronts glittering with high-end wonders. 🪙 Spacious halls overflow with elite gear — masterwork weapons that hum with enchantment, potent elixirs capable of turning the tide of battle, and rare crafting materials like phoenix ash, abyssal crystal, and threads spun from starlight. They eagerly acquire the most valuable relics and dungeon treasures adventurers haul from perilous depths, converting legendary plunder into mountains of coin while offering the exact components needed for legendary creations. Backed by continent-spanning guilds bound by ironclad contracts, they command formidable protection: slight one and blacklists sweep across kingdoms, bounties ignite overnight, and entire trade empires close their doors to the offender.

Profit is their lifeblood and only true allegiance. City Merchants thrive on colossal financial risks — wagering fortunes on black-market artifacts, extending vast lines of credit to renowned parties, or cornering markets on scarce magical resources — yet they never risk their own skin. 🏪 Always one step ahead through whispered guild intelligence and enchanted ledgers, they’re the sophisticated allies (or calculated rivals) who can elevate a party from local heroes to realm-shaking legends. Smart adventurers nurture these relationships early; a City Merchant’s favor today can deliver the forbidden relic or high-stakes commission that turns tomorrow’s doom into destiny. 🪙

  • Essences:
  • Body: +4
  • Mind: +4
  • Soul: +4

Gloves, Leather
Clothes, Artisan’s
Guild Ring
Pouch
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Pants, Cloth
    0.8 gp
  • Shoes, Leather
    1 gp
  • Gloves, Leather
    5 gp
  • Guild Ring
    5 gp | Self Teleport
  • Pouch
    0.5 gp

  • Inventory Unequipped:
  • 7750 Gold Coin
    1 gp
  • 15000 Copper Coin
    0.01 gp
  • 120000 Silver Coin
    0.1 gp
  • 10 Platinum Coin
    10 gp

  • Merchant
  • This merchant's wares are tagged with teleportation magic as a contingency. Should the merchant fall in battle, most of their inventory will shimmer and vanish—teleported to a secure location. Only coins and a handful of items that slip through the contingency remain behind.

  • Skill Tier 8:
  • Attention
  • Empathy

Alchemist - Tier 3 (Subtype)
Creature Sub Type
207.5

⚗️🧪 Alchemist: Tier 3 Laboratory Master

A Tier 3 Alchemist is an advanced chemical specialist whose refined compounds, controlled experimentation, and strong professional reputation make them a major figure in medicine, materials work, and transformative research. They are no longer simply producing high-quality stock. At this tier, their methods, formulas, and workshop output carry real weight.

📚🔥 Training and Foundation

Tier 3 Alchemists are extensively shaped by elite apprenticeship, university study, guild mastery, military chemistry, plague response work, mining refinement, or decades of disciplined laboratory practice. They understand purity, reaction timing, distillation, extraction, metal treatment, volatile storage, medicinal balance, and experimental failure at a high level. Their craft is no longer just specialized. It is authoritative.

🧥🫙 Appearance and Bearing

These creatures usually appear as established laboratory heads, master apothecaries, military chemical officers, mineral refinement specialists, university researchers, or private alchemists employed by wealthy patrons. Their clothing is practical and protective, often including layered coats, gloves, aprons, glasswork lenses, tool satchels, sealed cases, and garments marked by long exposure to smoke, acid, oils, and powdered reagents. Their bearing is controlled, exact, and used to working where mistakes are expensive.

🧪📦 Typical Inventory

A Tier 3 Alchemist commonly stocks high-grade restorative tonics, concentrated anti-venoms, refined antiseptics, surgical washes, stimulant draughts, sedatives, preserving fluids, corrosion agents, industrial acids, metal-purity reagents, rare salts, stabilized incendiaries, advanced smoke compounds, powder treatments, glass apparatus, calibrated scales, filtration sets, extraction coils, laboratory alcohols, sealed mineral concentrates, catalyst powders, prototype transmutative compounds, and commissioned mixtures prepared for physicians, officers, artificers, or noble clients. Their inventory is usually selective, expensive, and tightly controlled.

🧠⚖️ Working Style

Their working style is rigorous, documented, and highly process-driven. A Tier 3 Alchemist keeps formal records, tests batches repeatedly, verifies ingredient quality, and maintains stricter control over heat, contamination, and storage than lesser practitioners. They can manage dangerous reactions, improve flawed formulas, and produce custom compounds for difficult medical, industrial, or military needs. Their more ambitious work may include transmutation theory, body refinement, universal curatives, or long-form philosophical experimentation, but it is pursued through structured method rather than blind obsession.

💰🜂 Trade and Practical Role

What defines this subtype is high-value transformation. Tier 3 Alchemists solve problems that ordinary apothecaries, smiths, or physicians cannot solve cleanly on their own. Their work serves hospitals, naval yards, foundries, artillery workshops, mines, noble households, expeditions, and research circles. They are valued not only for stock on hand, but for their ability to analyze a problem, formulate a response, and produce a tailored compound that actually works.

🏪🧾 Business and Workspace

Tier 3 Alchemists usually work from well-equipped laboratories, major city apothecaries, guild-backed facilities, naval or military chemical rooms, university departments, or patron-funded private workshops. Their spaces are organized around safety and repeatability: labeled shelves, locked cabinets, controlled heat sources, reinforced benches, fume management, written ledgers, secure volatile storage, and one or more assistants, apprentices, or hired specialists. Their business depends on both reputation and access to quality supply lines.

🏙️👥 Common Roles

These creatures are commonly found as master apothecaries, laboratory directors, plague-response compounders, naval chemists, military reagent officers, poison analysts, industrial formula specialists, or private alchemists retained by merchants, courts, and major institutions. In large settlements, they are often the people consulted when the task is delicate, dangerous, or too expensive to fail.

👑⚗️ Place in Society

A Tier 3 Alchemist holds real professional status. Merchants want their contracts, physicians want their cooperation, officers want their reliability, and officials often want oversight of their more dangerous materials. Their successes can improve public health, industry, and military readiness. Their failures can burn buildings, poison districts, or bankrupt patrons. In a flintlock fantasy setting, they stand near the line between respected science and controlled hazard.

📈🧪 Tier Meaning

Tier 3 represents an alchemist that has grown into a major merchant-specialist. The core traits—chemical preparation, practical transformation, experimental ambition, and specialized inventory—have matured into authority, high-value production, and meaningful institutional importance. This is no longer just a reagent master. It is a laboratory master whose work influences trade, medicine, and material progress.

  • Inventory Unequipped:
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Ooze Slime
    5 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Dragons Elemental Sack
    500 gp
  • 20 Dream Dust
    5 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Starflower Herb
    100 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Regeneration Potion, Adept
    100 gp
  • 20 Dragon Blood
    10 gp
  • 20 Potion of Draconic Might
    172.4 500 gp
  • 20 Potion of Dragon's Gullet
    8.43 100 gp
  • 20 Potion of Enlarge Target
    100 gp
  • 20 Animal Blood
    0.1 gp
  • 20 Gnoll Ear
    20 gp
  • 20 Potion of Haste
    7 100 gp
  • 20 Vampire's Bane Herb
    50 gp
  • 20 Potion of Diminution
    100 gp
  • 20 Regeneration Potion, Master
    500 gp
  • 20 Hydra Blood
    200 gp
  • 20 Shimmering Truth
    36.47 50 gp
  • 20 Suggestion Gas
    -26.9 30 gp
  • 20 Thunder Bomb
    30 gp
  • 20 Magical Ink
    50 gp
  • 20 Stop Poison
    46.2 175 gp
  • 20 Elixir of Lightning Immunity
    200 1000 gp
  • 20 Elixir of Acid Immunity
    200 1000 gp
  • 20 Dragon's Bane Herb
    50 gp
  • 20 Elixir of Cold Immunity
    200 1000 gp
  • 20 Elixir of Fire Immunity
    200 1000 gp
  • 20 Scoparia Herb
    50 gp
  • 20 Elixir of Giant Size
    120 gp
  • 20 Hill Giant Finger
    40 gp
  • 20 Elixir of Hill Giant Strength
    100 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Elixir of Poison Immunity
    200 1000 gp
  • 20 Silverleaf Herb
    25 gp
  • 20 Elixir of Thunder Immunity
    200 1000 gp
  • 20 Healing Potion, Major
    20 100 gp
  • 20 Devil's Claw Herb
    50 gp
  • 20 Laughing Gas
    43.12 100 gp
  • 20 Potion of Bless
    100 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Silver, powdered
    25 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Soap
    0.02 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Lye
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Tallow
    0.55 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Potion of Flying
    50 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Tiger Eye
    1 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Poison, Minor
    10 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Salvia Herb
    5 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Verdant Moss
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Antidote
    60 8 gp
  • 20 Potion of Poison
    20 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Glue
    1 gp
  • 20 Alchemy Tools
    15 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Acid, Vial
    16 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Cloud Giant Finger
    55 gp
  • 20 Elixir of Cloud Giant Strength
    160 gp
  • 20 Fire Giant Finger
    50 gp
  • 20 Elixir of Fire Giant Strength
    145 gp
  • 20 Frost Giant Finger
    50 gp
  • 20 Elixir of Frost Giant Strength
    145 gp
  • 20 Stone Giant Finger
    45 gp
  • 20 Elixir of Stone Giant Strength
    130 gp
  • 20 Healing Potion, Master
    200 gp
  • 20 Holy Oil
    250 gp
  • 20 Potion of Angelic Reprieve
    90 gp
  • 20 Potion of Dragons Breath
    41.49 2000 gp
  • 20 Illusion Dust
    500 gp
  • 20 Leviathan Blood
    500 gp
  • 20 Elixir of Enhanced Mind
    30000 gp
  • 20 Potion of Gaseous Form
    300 gp
  • 20 Dragon Heart
    1000 gp
  • 20 Potion of Resurrection
    5000 gp
  • 20 Slow Poison
    15.4 200 gp
  • 20 Half Fiend's Blood
    20 gp
  • 20 Veinfire
    52.8 400 gp

  • Skill Tier 8:
  • Alchemy

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music