By Tim Emrick
Ningel's Concoctions is a alchemist's shop located in the Old City, about a block from the Temple Gate. The two-story stone building is rather unremarkable except for the oversized alembic mounted above the door. This deceptively tough piece of glassware has had a continual flame spell cast within it: a clever advertisement that the alchemist working here also deals in magical wares. The location, on one of the most popular routes to the Temple District, is no coincidence. The Ningels, a family of gnomes, have conducted business in this shop for four gnomish generations--over 300 years.
The first floor is composed of a small shop area taking up the front third of the floor, and the lab in the back two-thirds of the building. The public shop area is scaled to allow both humans and gnomes to move about comfortably, while the lab is entirely furnished to accommodate small races (but with the same 7 ft. ceiling found in the front shop). The floor, walls and ceiling of this floor are reinforced stonework, with gridwork-covered vents but no true windows; the second floor has slightly thinner walls and smallish windows with locked shutters. The upper level is reached through stairs in the lab, and contains a kitchen, small reading room, and three small but comfortable bedrooms. Rather than risk any unattended flames, all light is produced by lamps enchanted with daylight spells.
The current proprietor, Seebo Ningel, is a relatively young gnome (76, not even middle-aged) who inherited the family business about ten years ago, when his father Bezum decided to become a druid and move to the interior of A'Val. Fortunately, Bezum's maternal uncle, Roondar Tibbs, had worked many years with first his brother-in-law Dogo and then with Bezum, and provided some much-needed continuity as his great-nephew Seebo found his feet. The elderly Roondar (age 192) now works only part-time, leaving the daily busywork to Seebo and his two apprentices, and restricting his own duties to brewing potions on commission and other interesting distractions. The two apprentices (Seebo's newly-married nephew Pili and his bride Delga) share the smallest room on the second floor, and are charged with cleaning and cooking in addition to their work in the shop and lab. They are given one day off a week, to visit Pili's mother (the cleric Stipple Ningel) and other family members. Seebo is a bit of a workaholic, and only leaves the building once or twice a month--and might forget to do even that if Roondar didn't drag him out by his ears (sometimes literally!). None of the Ningel wizards have familiars; they find them a nuisance in the lab.
The shop keeps a good-sized stock of most alchemical items listed in the PHB (pp. 128-129); the DM may assume that the inventory includes approximately 100 gp worth of each item listed under "Special Substances and Items." Ningel's Concoctions sells these items at PHB prices.
Certain potions, oils, and elixirs are also for sale at any time, at slightly inflated prices: 2d4 potions of cure light wounds (priced at 75 gp/worth 50 gp), 1d4 potions of cure moderate wounds (400 gp/300 gp), 2d2 potions of water breathing (800 gp/750 gp), 1d6 elixirs of swimming (175 gp/150 gp), 1d3 vials of silversheen (275 gp/250 gp), and 1d3 unguents of timelessness (170 gp/150 gp). The cure wounds potions are produced by either Stipple [female gnome Clr3] (Knowledge God's temple) or her cousin Tuvo Kleedonk [male gnome Clr3] (War God's temple), who also supply the shop with holy water and everburning torches. Roondar brews the other items, and hopes to teach Seebo his trade secrets [item creation feats] before he grows senile. Roondar can also create several other magic items (consult his spell list and the DMG) upon special request, but this requires a Diplomacy check (DC 20). Because the Ningels are law-abiding folk, they refuse to sell items that have no obvious lawful use, such as elixirs of hiding and potions of invisibility. (Note that this does not preclude Roondar from brewing up some for his personal use! He is an illusionist, after all.) Customers wishing to purchase alchemical silver weapons (rather than merely silversheen) are referred to Tuvo, at the War God's temple.
The alchemist's shop also provides the following services:
Appraise alchemical items: 5% of appraised value. This takes 1 minute per item.
Detect magic, including identifying school: 5 gp. (In this one case, the Ningels don't charge extra for higher caster levels, unless a customer requires multiple castings in one day.)
Detect poison, including identification: 10 gp. (Seebo lacks this spell, so Pili or Delga cast it.)
Identify magic items: 150 gp. This takes one hour per item. (Includes material component cost, and a standard-procedure detect magic prior to casting.)
Roondar must take a prolonged absence to visit relatives in other ports. Seebo discreetly inquires among his more reputable patrons for a substitute potions-maker. Materials and workspace will be provided by Ningel, time and expertise (and XP) by the new brewer, and all items produced will be sold in the shop. Seebo will pay the substitute a reasonable wage (10 gp per XP expended), and allow the character to use the facilities for their own work (at their own expense) one day out of every week.
Freeport has its share of amoral craft-wizards, but those mercenary types charge what the market can bear. Certain underworld elements are trying to find a cheaper source for the legally ambiguous potions they desire, and decide to pressure the Ningels to sell them. The gnomes refuse, of course, but Roondar is old, and his immediate family is short on experienced adventurers. They will need outside aid if their new "friends" decide to push harder.
Some of Seebo's cousins are members of the Jewelers and Gemcutters Guild, and thus have ties to Councilor Arnig. Roondar is occasionally consulted by "Nimblefingers" when a magical gem comes his way, but Roondar's knowledge has limits. He and Arnig may approach a trustworthy wizard PC for help in unraveling a mystery.
Even after Bezum Ningel "went all weird and woodsy-like" and became a druid [male gnome Sor2/Exp2/Drd2], he regularly returned to Freeport to visit his family. He has been gone longer than usual this time, and the family is getting quite worried. None of them has wilderness skills, so they will need persuade (or hire) a party of adventurers to find their missing relative. The last time Bezum was in town, he hinted that he was going to try exploring the volcano when he went back to the jungle....
Seebo Ningel: Male Gnome Bard 2 (alchemist): CR 2; Small Humanoid; HD 2d6+6; 14 hp; Init +1 (Dex); Spd 20 ft. (4 squares); AC 12 (+1 size, +1 Dex), touch 12, flat-footed 11; Base Atk +1; Grp -4; Atk/Full Atk +1 melee or +3 ranged; SA +1 atk vs. kobolds and goblinoids, fascinate; SQ +4 dodge bonus vs. giants, low-light vision, spell-like abilities, bardic knowledge, bardic music, countersong, inspire courage +1; AL N; SV Fort +3, Ref +4, Will +6; Str 8, Dex 13, Con 17, Int 16, Wis 12, Cha 12.
Skills and Feats: Appraise +8*, Craft (Alchemy) +12*, Heal +5*, Knowledge (Arcana) +8, Knowledge (Local: Freeport) +6, Listen +7, Perform (Acting) +6, Spellcraft +8, Spot +3; Skill Focus (Craft: Alchemy). (* Add circumstance bonuses from equipment where appropriate.)
Languages: Common, Draconic, Gnome, Goblin, Orc.
Spells Per Day: 3/1 (DC = 11 + spell level)
Spells Known (5/2): 0--detect magic, light, mage hand, mending, read magic; 1st--cure light wounds, identify.
Possessions: alchemist's lab (+2 circumstance bonus to Craft: Alchemy), magnifying glass (+2 circumstance bonus to Appraise small or highly-detailed items), merchant's scale (+2 circumstance bonus to Appraise items valued by weight), healer's kit (+2 circumstance bonus to Heal), spell component pouch.
Pili and Delga Ningel: Male and Female Gnome Wizard 1 (apprentice alchemist): CR 1; Small Humanoid; HD 1d4+2; 4, 5 hp; Init +0; Spd 20 ft. (4 squares); AC 11 (+1 size), touch 11, flat-footed 10; Base Atk +0; Grp -6; Atk/Full Atk -1 melee or +1 ranged; SA +1 atk vs. kobolds and goblinoids; SQ +4 dodge bonus vs. giants, low-light vision, spell-like abilities; AL LG; SV Fort +2, Ref +1, Will +3; Str 7, Dex 11, Con 15, Int 15, Wis 13, Cha 10.
Skills and Feats: Appraise +4*, Craft (Alchemy) +11*, Knowledge (Arcana) +6, Listen +3, Spellcraft +6; Skill Focus (Craft: Alchemy).
Languages: Common, Draconic, Elven, Gnome, Halfling.
Typical Spells Prepared (3/2): 0--detect magic (x3); 1st--alarm, identify. (DC = 12 + spell level)
Spells Known: 0--(all); 1st--alarm, color spray, identify, Nystul's magic aura, unseen servant.
Possessions: spell component pouch.
Roondar Tibbs: Male Gnome Illusionist 6: CR 6; Small Humanoid; HD 4d4; hp 11; Init +6 (+2 Dex. +4 Improved Initiative); Spd 20 ft. (4 squares); AC 14 (+1 size, +1 deflection, +2 Dex), touch 14, flat-footed 12; Base Atk +3; Grp -3; Atk/Full Atk dagger +1 melee (1d3-2/19-20) or light crossbow +5 ranged (1d6/19-20); SA +1 atk vs. kobolds and goblinoids; SQ +4 dodge bonus vs. giants, low-light vision, spell-like abilities; AL NG; SV Fort +2, Ref +3, Will +7; Str 6, Dex 12, Con 11, Int 17, Wis 14, Cha 13.
Skills and Feats: Concentration +9, Craft (Alchemy) +12*, Knowledge (Arcana) +12, Knowledge (Local: Freeport) +4, Listen +4, Spellcraft +14 (+16 to learn illusion), Spot +4; Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Scribe Scroll.
Languages: Common, Draconic, Dwarven, Elven, Gnome.
Typical Spells Prepared (3+1/4+1/4+1/3+1): 0--detect magic, detect poison, ghost sound*, read magic; 1st--disguise self*, expeditious retreat, identify, shield, silent image*; 2nd--invisibility*, mirror image*, resist energy, see invisibility, whispering wind; 3rd--dispel magic, displacement*, haste hold person. (* illusion spells; evocation and necromancy prohibited; DC = 13 + spell level)
Spells Known: 0--(all but evocation and necromancy); 1st--alarm, color spray*, disguise self*, enlarge person, expeditious retreat, grease, identify, jump, mage armor, magic weapon, Nystul's magic aura*, obscuring mist, shield, silent image*, unseen servant, ventriloquism*; 2nd--alter self, cat's grace, fox's cunning, invisibility*, Leomund's trap*, locate object, minor image*, mirror image*, resist energy, see invisibility, whispering wind; 3rd--dispel magic, displacement*, haste, hold person, illusory script*, water breathing.
Possessions: ring of protection +1, wand of color spray (50 charges), 6 potions (cat's grace, cure light wounds [x2], fox's cunning, gaseous form, invisibility), 4 arcane spell scrolls (mage armor, mirror image, shield, water breathing), dagger, light crossbow, 10 bolts, spell component pouch.