The interior of Bottled Solutions resembles a cluttered workshop. Alchemical ingredients and tools of the trade, some of questionable age, can be found upon the shop's shelves. The air is tinged with the scent of the latest creations of Nisk Tander (NG male half-elf expert / wizard).
Nisk fancies himself a more gifted alchemist than he really is. Roll 1d20 when using an alchemical item purchased from this shop. On a result of 1, the item does not function as intended (see mishaps). Potions function normally.
ALCHEMICAL ITEMS FOR SALE:
Acid (10 gp)
Throw a flask of acid as a splash weapon with a range increment of 10 ft. A direct hit deals 1d6 acid damage. Every creature within 5 ft of the point where the acid hits takes 1 acid splash damage.
Mishap: This very weak acid deals no damage and merely splashes your target with green dye.
Alchemist's fire (20 gp)
Throw a flask of alchemist's fire as a splash weapon with a range increment of 10 ft. A direct hit deals 1d6 fire damage. Every creature within 5 ft of the point where it hits takes 1 fire splash damage. On the round following a direct hit, the target takes an additional 1d6 damage unless it spends a full-round action to extinguish the flames with a DC 15 Reflex save. Rolling on the ground provides a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Mishap: Bursts into a flash of light upon impact. Deals no fire damage, but acts as a Daze spell against the user and all adjacent creatures (DC 11 Will negates).
Antitoxin (50 gp)
+5 alchemical bonus on Fortitude saves vs poison for 1 hour
Mishap: This acidic liquid provides the saving throw bonus, but deals 2d6 acid damage to the drinker.
Smokestick (20 gp)
Creates thick smoke when burned, filling a 10-ft cube, as the Fog Cloud spell. Moderate or stronger wind dissipates the smoke in 1 round. Otherwise, it dissipates naturally after 1 minute.
Mishap: Explodes when burned, dealing 2d6 fire damage to anyone holding the smokestick and 1d6 fire damage to all adjacent creatures (DC 13 Reflex half).
Sunrod (2 gp)
The tip of this rod glows brightly when struck as a standard action. It sheds normal light in a 30-ft radius and increases the light level by one step for an additional 30 ft (darkness becomes dim light, dim light becomes normal light). A sunrod does not increase the light level in normal or bright light. It glows for 6 hours.
Mishap: Explodes when struck, dealing 2d6 fire damage to anyone holding the rod and 1d6 fire damage to all adjacent creatures (DC 13 Reflex half).
POTIONS FOR SALE:
Cure light wounds potion (50 gp)
Endure elements potion (50 gp)
Enlarge person potion (50 gp)
Hide from undead potion (50 gp)
Mage armor potion (50 gp)
Protection from evil potion (50 gp)