Merchant Tier 1: Alchemist, Rock Gnome, Man
Rock Gnomes
Alchemist - Tier 1 (Subtype)
Merchant - Tier 1 - Local Merchant
40 lbs
0
486.76

5 / 5
12
12
25
13
1
5

Gloves, Cloth
Clothes, Artisan’s
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Cloth
    5 gp

  • Inventory Unequipped:
  • 20 Alchemy Tools
    15 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Antidote
    60 8 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Verdant Moss
    5 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Salvia Herb
    5 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Ooze Slime
    5 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Silver, powdered
    25 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Poison, Minor
    10 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Tiger Eye
    1 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Flying
    50 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Potion of Poison
    20 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Acid, Vial
    16 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Glue
    1 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Tallow
    0.55 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lye
    0.1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Soap
    0.02 gp
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp


  • Monster Bits:
  • 4 Humanoid Blood
    0.15 gp
  • 12 Animal Bone
    0.03 gp
  • 8 Animal Fat
    0.5 gp
  • 28 Animal Meat
    0.05 gp
  • 4 Soft Skin
    0.05 gp

A plain figure in coarse tunic, hands rough with work, shoulders stooped; his gait steady yet unremarkable, face sunburned and lined, eyes dulled by toil, clutching a chipped tool worn smooth by endless repetition.

Rock Gnomes
Creature Sub Type
147

🛠️⛰️ Rock Gnomes: Masters of the Forge

Rock Gnomes, the Earth Gnomes of Zin, are ingenious tinkerers who thrive in sprawling mechanical cities carved deep within mountains. ⚙️ Their small frames—barely three feet tall—belie a relentless curiosity, driving them to dismantle and rebuild devices to perfect their craft. Experts in mechanics and arcane engineering, they forge intricate gadgets and enchanted tools, their society a testament to innovation and secrecy, guarding their technological marvels with fierce independence.

🪨 Origins of Craft: Born of Stone and Spark

Rock Gnomes claim descent from ancient earth spirits, their lineage tied to Zin’s mineral veins. 🔩 Forged in the heart of mountains, they honed their skills under the guidance of primal forces, mastering the art of shaping metal and magic. This heritage fuels their drive to innovate, each creation a tribute to their subterranean roots.

🦴 Compact Form: Sturdy and Clever

Diminutive yet robust, Rock Gnomes sport wiry builds, nimble fingers, and keen eyes that gleam with focus. 🔧 Clad in tool-laden vests or rune-etched aprons, their tousled hair often sparks with static from their experiments. Their quick reflexes and sharp senses make them adept at dodging workshop mishaps.

🔨 Mechanical Genius: Artisans of Gizmos

Rock Gnomes excel in crafting gizmos, from firestarters to clockwork automatons, blending mechanics with minor arcane enchantments. 🪄 Their innate magic enhances their creations, forging weapons or tools that hum with power. Their knack for detecting danger ensures they outwit traps or malfunctions with ease.

🏰 Forges of Wonder: Cities of Gears

Rock Gnome cities pulse with the clang of forges and the whir of machinery, hidden in mountain depths. 🏭 Tunnels brim with steam-powered contraptions and glowing runes, their workshops a maze of innovation. These bastions of technology are fiercely guarded, open only to those who earn their trust.

⚔️ Confronting Rock Gnomes: Outwitting the Machine

Facing Rock Gnomes pits foes against cunning traps and enchanted devices. 🛡️ Their gadgets—explosive widgets or mechanized defenders—thwart attackers, while their quick wits turn battles into puzzles. Only those who unravel their mechanical tricks can breach their defenses.

🌌 Legacy of Invention

Rock Gnomes are Zin’s spark of ingenuity, their creations driving progress from mountain forges. 🔩 Their relentless tinkering and guarded secrets shape a world of mechanical marvels, each device a testament to their craft. Independent and brilliant, they forge a legacy of innovation that hums through Zin’s stony heart.

  • Speed:
  • Walking Speed: +25

  • Skill Roll ADV:
  • Psyche

  • Skill Tier 1:
  • Common Language Skill
  • Gnomish Language Skill

  • Skill Tier 3:
  • Dismantle
  • Inspection
  • Locks
  • Machining

  • Random Name Table Male
  • Names - Gnomes - Male - First

  • Random Name Table Female
  • Names - Gnomes - Female - First

  • Random Name Table Last Name
  • Names - Gnomes - Clan Names

Alchemist - Tier 1 (Subtype)
Creature Sub Type
6.5

⚗️🧪 Alchemist: Tier 1 Compounder

A Tier 1 Alchemist is a trained maker of chemical, medicinal, and experimental substances defined by practical knowledge, careful preparation, and a working belief that materials can be refined into something greater. In a flintlock fantasy setting, they are part apothecary, part proto-scientist, and part occult craftsman, operating where medicine, chemistry, and speculative transformation overlap.

📚🔥 Training and Foundation

Tier 1 Alchemists are shaped by apprenticeships, university study, guild training, temple laboratories, battlefield medicine, or years of trial-and-error in small workshops. They understand heat control, distillation, measurement, preservation, mineral processing, herbal extraction, and the safe handling of unstable compounds. This is not a hedge herbalist with a few bottles. It is a disciplined practitioner with repeatable methods and a structured workspace.

🧥🫙 Appearance and Bearing

These creatures usually appear in practical coats, aprons, gloves, satchels, and belts fitted with small tools, wrapped vials, and storage cases. Their clothing often shows stains from powders, oils, smoke, acids, or plant extracts. Burn marks, inked notes, cracked goggles, and careful labeling are common. Their bearing tends to be precise, distracted, and work-focused, with more attention given to process than presentation.

🧪📦 Typical Inventory

A Tier 1 Alchemist commonly stocks tinctures, poultices, antiseptic washes, mineral salts, acids, lamp oil compounds, smoke pellets, preserving agents, reagents, basic tonics, sealed herbs, powders for testing metals, glass vials, ceramic jars, mortar-and-pestle kits, measuring spoons, filters, charcoal tablets, and unfinished experimental mixtures. Some also keep small stocks of stimulants, sleeping draughts, burn salves, or low-grade blasting compounds depending on local law and demand.

🧠⚖️ Working Style

Their working style is methodical, cautious, and batch-oriented. A Tier 1 Alchemist follows procedure, records outcomes, and works toward consistency rather than brilliance. They may speculate about transmutation, universal medicine, or bodily perfection, but their day-to-day trade usually centers on useful compounds people will actually buy: medicine, solvents, preservatives, cleaners, reagents, and controlled combustibles.

💰🜂 Trade and Practical Role

What defines this subtype is applied transformation. Tier 1 Alchemists make substances that solve immediate problems while pursuing theories that promise greater breakthroughs later. Most earn money through medicines, industrial compounds, and specialty mixtures rather than true miracles. Their work serves physicians, merchants, miners, gunsmiths, sailors, perfumers, and anyone who needs reliable substances prepared under controlled conditions.

🏪🧾 Business and Workspace

Tier 1 Alchemists usually work from small laboratories, attached apothecaries, rented back rooms, university corners, shipboard medicine lockers, or guarded urban shops where fire and fumes can be managed. Their business depends on supply chains for herbs, salts, metals, glassware, alcohol, and fuel. A good one keeps orderly shelves, labeled drawers, written formulas, and locked storage for unstable stock.

🏙️👥 Common Roles

These creatures are commonly found as apothecary assistants, military compounders, dockside chemical suppliers, university experimenters, mining camp refiners, plague-town medicine brewers, or independent shopkeepers selling useful but limited alchemical goods. In settlements, they are often valued for being able to produce remedies and reactions other trades cannot.

👑⚗️ Place in Society

A Tier 1 Alchemist usually holds a mixed reputation. Practical people value them for medicines, solvents, and controlled compounds. Suspicious people view them as dangerous dabblers surrounded by fumes, fragile glass, and expensive mistakes. In a flintlock fantasy setting, they often stand between accepted trade and unsettling possibility, respected when useful and watched when ambitious.

📈🧪 Tier Meaning

Tier 1 represents the earliest stage of the alchemist role: controlled preparation, practical compounds, modest inventory, and disciplined material knowledge. The core fantasy is present—refinement, transformation, medicine, and the pursuit of greater secrets—but it remains grounded in useful trade goods rather than major transmutations or legendary breakthroughs.

  • Inventory Unequipped:
  • 20 Alchemy Tools
    15 gp
  • 20 Citronella Herb
    0.1 gp
  • 20 Drinking Water
    0.01 gp
  • 20 Emberstalk Herb
    5 gp
  • 20 Flask, Glass
    0.03 gp
  • 20 Sunflower Herb
    5 gp
  • 20 Alchemist's Fire
    5.01 13 gp
  • 20 Mugwort Herb
    1 gp
  • 20 Antidote
    60 8 gp
  • 20 Wolfsbane Herb
    10 gp
  • 20 Basilisk Oil
    186 10 gp
  • 20 Basilisk's Eye
    5 gp
  • 20 Black Cohosh Herb
    5 gp
  • 20 Eel Petal Herb
    5 gp
  • 20 Verdant Moss
    5 gp
  • 20 Potion of Bravery
    60 15 gp
  • 20 Goblin Root Herb
    10 gp
  • 20 Salvia Herb
    5 gp
  • 20 Elixir of Acid Resistance
    27.5 45 gp
  • 20 Elixir of Animal Speaking
    13 gp
  • 20 Bark, Oak
    0.05 gp
  • 20 Bellflower Herb
    10 gp
  • 20 Elixir of Barkskin
    30 gp
  • 20 Kheper Salt
    2.5 gp
  • 20 Elixir of Cold Resistance
    27.5 45 gp
  • 20 Elixir of Fire Resistance
    27.5 45 gp
  • 20 Kaeth Herb
    10 gp
  • 20 Elixir of Force Resistance
    27.5 45 gp
  • 20 Star Thistle Herb
    5 gp
  • 20 Ooze Slime
    5 gp
  • 20 Elixir of Freedom of Movement
    152 400 gp
  • 20 Stormvine Herb
    30 gp
  • 20 Elixir of Lightning Resistance
    27.5 45 gp
  • 20 Lunar Root Herb
    5 gp
  • 20 Elixir of Necrotic Resistance
    27.5 45 gp
  • 20 Snapdragon Herb
    5 gp
  • 20 Elixir of Peerless Focus
    70 30 gp
  • 20 Elixir of Poison Resistance
    27.5 45 gp
  • 20 Eyebright Herb
    5 gp
  • 20 Nightshade Herb
    5 gp
  • 20 Elixir of Psychic Resistance
    27.5 45 gp
  • 20 Faerie Blossom Herb
    15 gp
  • 20 Elixir of Radiant Resistance
    27.5 45 gp
  • 20 Bloodroot Herb
    30 gp
  • 20 Elixir of See Invisibility
    40 gp
  • 20 Elixir of Thunder Resistance
    27.5 45 gp
  • 20 Blackthorn Herb
    15 gp
  • 20 Elixir of Viciousness
    30 50 gp
  • 20 Baptisia Herb
    5 gp
  • 20 Elixir of Vigilance
    50 25 gp
  • 20 Elixir of Water Breathing
    25 gp
  • 20 Healing Potion, Adept
    -15 30 gp
  • 20 Healing Potion, Minor
    20 15 gp
  • 20 Silver, powdered
    25 gp
  • 20 Holy Water, Flask
    25 gp
  • 20 Insect Repellent, Salve
    30 gp
  • 20 Oil of Accuracy
    30 gp
  • 20 Oil of Sharpness
    50 gp
  • 20 Animal Fat
    0.5 gp
  • 20 Oil of Slipperiness
    50 gp
  • 20 Poison, Minor
    10 gp
  • 20 Potion of Attention
    50 10 gp
  • 20 Tiger Eye
    1 gp
  • 20 Freefire Herb
    40 gp
  • 20 Potion of Clairvoyance
    200 gp
  • 20 Potion of Climbing
    48 20 gp
  • 20 Potion of Comprehend Languages
    50 gp
  • 20 Potion of Day Eyes
    27.5 50 gp
  • 20 Potion of Feather Fall
    20 gp
  • 20 Edelweiss Herb
    50 gp
  • 20 Potion of Flying
    50 gp
  • 20 Potion of Glorious Vaulting
    30 gp
  • 20 Ectoplasm
    5 gp
  • 20 Potion of Invisibility
    7 65 gp
  • 20 Potion of Love
    25.5 50 gp
  • 20 Potion of Mind Reading
    30 gp
  • 20 Potion of Moonshield
    50 gp
  • 20 Potion of Poison
    20 gp
  • 20 Potion of Speak with Animals
    20 gp
  • 20 Potion of Spirit Safeguard
    30 50 gp
  • 20 Potion of Vitality
    180 50 gp
  • 20 Regeneration Potion, Minor
    50 gp
  • 20 Self-Assuring Elixir
    75 50 gp
  • 20 Smelling Salt
    208 5 gp
  • 20 Stinging Nettle Syrup
    26.18 40 gp
  • 20 Rotten Flesh
    0.05 gp
  • 20 Warp Potion
    300 30 gp
  • 20 Acid, Vial
    16 gp
  • 20 Antitoxin, Vial
    50 16 gp
  • 20 Bone, dust
    0.05 gp
  • 20 Glue
    1 gp
  • 20 Vial, Glass
    0.03 gp
  • 20 Ink, 1-ounce bottle
    10 gp
  • 20 Insect Repellent, Block
    10 gp
  • 20 Tallow
    0.55 gp
  • 20 Lamp Oil
    0.1 gp
  • 20 Timber
    0.08 gp
  • 20 Lye
    0.1 gp
  • 20 Perfume, Vial
    5 gp
  • 20 Sap, Tree
    1 gp
  • 20 Sealing Wax
    0.5 gp
  • 20 Soap
    0.02 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 3:
  • Alchemy

Merchant - Tier 1 - Local Merchant
Creature Sub Type
463.08

Local Merchants are the humble shopkeeps and street traders who keep the lifeblood of small towns and bustling city quarters flowing. 🪙 Operating cozy storefronts crammed with everyday wares — lanterns, rope, potions, and basic weapons — they eagerly buy the trinkets and minor relics adventurers drag back from nearby ruins. With a sharp eye and quicker smile, they turn dusty dungeon loot into ready coin while stocking the crafting materials heroes need to patch gear or brew simple remedies. Part of tight-knit local guilds, they enjoy quiet protection: harm one and the entire network quietly blacklists the offender with contracts and whispered warnings.

Driven by steady profit rather than grand schemes, Tier 1 Local Merchants take calculated financial risks — overstocking exotic herbs, extending credit to promising parties, or gambling on a shady shipment — but rarely step beyond the safety of their counters or guild wards. 🏪 They’re the friendly face of commerce that starting adventurers learn to trust (or haggle with), offering fair deals, local gossip, and the occasional rare find that sparks the next quest. Wise parties treat them well; today’s neighborhood merchant may one day hold the exact component needed to survive tomorrow’s danger. 🪙

  • Essences:
  • Body: +2
  • Mind: +2
  • Soul: +2

Gloves, Cloth
Clothes, Artisan’s
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Clothes, Artisan’s
    1 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Cloth
    5 gp

  • Inventory Unequipped:
  • 10 Gold Coin
    1 gp
  • 4000 Copper Coin
    0.01 gp
  • 450 Silver Coin
    0.1 gp

  • Skill Tier 3:
  • Attention
  • Empathy

d100
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Effect 1 Effect 2 Ambience Music