III. ALCHEMIST'S ROW

Smells like sulphur and sweetgrass. Several stalls have scorch marks.


⚗️ The Crucible

Potions, Reagents & Alchemical Supplies Proprietor: Senne of Calimport, an alchemist who wears thick gloves at all times and has no eyebrows

The most comprehensive alchemical supply in the Bazaar. Senne brews their own potions and sources reagents from traders across Faerûn. They decline to explain the gloves or the eyebrows.

Standard Stock:

  • Potion of Healing — 50 gp
  • Potion of Greater Healing — 150 gp
  • Antitoxin — 50 gp
  • Alchemist's Fire — 50 gp
  • Acid flasks — 25 gp
  • Alchemical components and reagents

Unique Items:

  • Mirage Draught — A shimmering oil-and-water potion. When drunk, the user's body temperature becomes imperceptible — they cannot be tracked or detected by creatures that rely on heat sense (tremorsense, infravision, etc.) for 1 hour. — 90 gp
  • Cinderblood Tincture — A thick red liquid. When applied to a weapon, it deals an additional 1d4 fire damage on the next three hits. Does not stack with other fire enchantments. — 35 gp per vial
  • Desert Bloom Salve — A thick green paste made from rare desert plants. Applied to a gravely wounded creature, it automatically stabilises them at 0 HP. One use. — 120 gp
  • The Forgetting Draft — A sedative so potent that the drinker wakes with no memory of the last 8 hours. Sold for medical and therapeutic purposes. — 40 gp

🌿 Fahar's Roots

Herbalism & Natural Remedies Proprietor: Fahar ibn Yusuf, an ancient man who claims to be 110 years old and may not be lying

Dried herbs hang from every beam. Fahar sits in the back, grinding things, and will answer questions — though not always the ones you ask.

Standard Stock:

  • Herbalism kit — 5 gp
  • Common medicinal herbs — 1–5 gp each
  • Healer's kits — 5 gp
  • Incense, dried flowers, ritual components

Unique Items:

  • Dustwalker Tea — A packet of dried herbs that brews into a gritty, bitter tea. Drinking it before a long rest negates the need for a comfortable sleeping environment — the drinker rests as fully on stone in a sandstorm as in a feather bed. — 8 gp per packet (5 uses)
  • Prophet's Root — A twisted dried root. When burned as incense during a short rest, it may induce brief, cryptic visions related to something you're currently seeking. Fahar cautions that the root shows what could be true — not necessarily what is. — 25 gp
  • Venom Bloom Paste — Harvested from a rare desert flower. Can be applied as a contact poison (DC 13 Constitution save or be Poisoned for 1 hour), or consumed directly as a powerful antidote to a poison already affecting you. It cannot serve both purposes for the same person. — 50 gp

🧪 Smoke & Mirrors

Alchemical Curiosities & Novelties Proprietor: Reth and Callo, two brothers who complete each other's sentences and appear to be operating some kind of scheme

Less serious than the Crucible. Smoke & Mirrors sells alchemical tricks — flashy, entertaining, and occasionally useful.

Standard Stock:

  • Thunderstones — 10 gp
  • Smokesticks — 10 gp
  • Tanglefoot bags — 25 gp

Unique Items:

  • Ghost Light Powder — A fine silver dust. When blown into a 10ft area, it makes all invisible creatures and objects faintly luminescent for 1 minute. — 30 gp per pouch (3 uses)
  • Scentbreaker — A small ceramic bomb. When broken, it releases a sharp chemical odor that masks all other smells in a 30ft radius for 10 minutes. Any creature tracking by smell loses the trail entirely. — 20 gp
  • Laughing Sand — A fine powder. When thrown at a target (ranged attack, 20ft), the target and all creatures within 5ft must succeed on a DC 12 Constitution save or be Incapacitated with helpless laughter until the end of their next turn. Ineffective against undead and constructs. — 25 gp

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