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An alchemical store, with potion items for use in D&D 5e.

A smell drifts through the treetops on wisps of smoke, carried by the wind to greet nearby townsfolk with a scent that can only be described as ‘chemicals’. This aroma is the work of Streia, a reclusive alchemist who sequesters themself and their work in their hilltop store, the ‘Hushwind Herbalist and Apothecary’, away from prying eyes. Though unhelpful to their business, this secrecy protects Streia’s experiments from those who might disapprove and protects those around them from these same experiments.

As one might expect of a secluded alchemist performing experiments without assistance or oversight, there has recently been a mishap. Streia had spent a day toiling over new tonics and potions, creating all-new mixtures with the intention of then testing their unknown effects. They produced seven in total. But when reclining at the end of such an arduous day, a momentary lapse of concentration led to them sipping one of the potions instead of their herbal tea.

As a result, Streia is aware of exactly one of the potions’ effects: memory erasure. The others, along with any details of the previous day, are lost to them. And while Streia is frequently described as ‘reckless’, ‘overconfident’, and a ‘danger to the community at large’, they are not stupid enough to test six other mystery potions on themself. Not when they can have a party of adventurers do it for them.

This brings Streia to their current offer. Any adventurers willing to take a sample of each of the unknown potions, test them in the field, and report back their effects will be rewarded with a sum of gold and a loyalty discount at Hushwind. The identified potions will also be added to the store’s stock, should the group want to repeat the experience.

The core idea of the mystery potions is to add enjoyable chaos to another encounter or adventure. They give the party useful, sometimes powerful, but completely unpredictable bonuses. This means that it is best for Streia and Hushwind to appear shortly before the group takes on a fairly low-stakes adventure, where the unpredictability adds to the fun and any drawbacks aren’t too punishing.

Hushwind Herbalist and Apothecary

For all the alchemy you could need, and even more you don’t!

Rounding the corner brings you to the top of the hill and face-to-face with the building that was visible from town. The pale bricks and red roof tiles stand starkly against the surrounding greenery, small portions of which climb the stonework in vines and moss. It is a surprisingly large structure, given its lonely position, and stands silent amidst the gentle swaying of trees. Yet it remains inviting, with a small seating area that rests in the shade of the nearest tree, a welcome sign inviting you in, and a curious blend of smells both floral and acidic punctuating the breeze.

The store’s decoration reflects its exterior. Rustic wooden floors are softened by an assortment of rugs, while all manner of shelving, desks, and presentations line the walls, the largest of which is the curved front desk near the center of the main room. The forest’s lush green has been brought inside in the form of bright, flourishing potted plants and displays of dried herbs. Between these clusters of verdance are displays of the store’s stock, bottled potions and poultices creating an alchemical menagerie that paints the space in bright tones. A cauldron even sits to one corner, bubbling an unnatural green and filling the air with a mixed scent that oscillates between pleasant and overpowering.

A short walk from town, hemmed by trees that attempt to hide it from view, is a lone store run by the alchemist, Streia. This establishment is known as the ‘Hushwind Herbalist and Apothecary’. It is named for the hill on which it sits, the title originally deriving from the sound of the surrounding forest. Locals once spoke of the sequestered hill where lovers would meet, the rustling trees hushing any secrets whispered between them. One of these romantic pairings built a house on the hill, the property then being inherited, sold, and eventually passed into Streia’s hands to become the store it is now.

Though large for its single occupant, the building is kept in almost pristine condition, its splendor contrasted by the distance from its neighbors and the rampant growth that separates them. It acts as both a storefront and Streia’s home. The resident alchemist uses the yard and surrounding area to grow their many supplies, brewing the potions in their upstairs workshop before selling the results in the store’s ground level.

Hushwind stocks all of the expected medicines that a town’s alchemist should carry, as well as basic potions catering to adventurers that pass through the area. Between these are Streia’s personal creations, the pride and joy experiments that earned them their distance from town. This special stock rotates according to the whims of its creator, yet each and every potion is impressively potent in effect, regardless of how niche those effects might be.

Map & Asset Downloads

Hushwind, Streia, and their potions were all made specially for our new ‘Alchemy Store’ release. If you’d like to use them in a different setting, you can also try our different building maps and assets…

Streia

(NG unknown mage)

A figure stands behind the counter in thick robes and a wide-brimmed hat that casts their face in complete shadow. The black and purple cloths that cover them are almost motionless, and could be mistaken for a mannequin if not for the ethereal voice that drifts outwards in greeting.

Streia is an enigmatic figure who thrives in isolation and finds joy in the mystery of their existence. They mask even their identity behind a mononym and thick, encompassing robes that obscure their whole body, even their drifting, formless voice drawing questions as to whether it is magically disguised or simply practised.

Underneath the veneer of ethereal mystery, Streia is surprisingly ordinary. The performance hobby that is their outward persona disguises a cordial and pleasant individual who enjoys the company of their unfortunately sparse customers. They strive to help people with their alchemy, and though they are embarrassed of the mishaps that have separated them from the town, they value their freedom to experiment and advance their craft above their desire for acceptance.

This embarrassment has now reoccurred thanks to Streia’s careless mistake. This has left them flustered, a tinge of stress noticeable in their voice, and disappointed by the possibility that they may have to discard the newest batch of experiments and reattempt them from the minimal notes Streia bothered to keep. But a band of adventurers arriving gives them an opportunity, and they are quick to offer the task to them.

Streia plays the polite shopkeeper whe the party arrives, asking them questions about what they’re looking for and where they’re headed. It is only when they mention a current task or when Streia judges that they are capable adventurers that the alchemist proposes the group help them. Streia openly admits to what happened, explaining their accidental drinking of a memory erasure potion and offering no justification for the mistake beyond that “it was a long day”. 

Ascertaining the alchemy. Streia wishes for the group to identify the potions through field testing. This is critical for them to ascertain each mixture’s effects and the reagents it corresponds to. It also comes with the added benefit of learning just how effective the potions are for their target market of adventurers.

As such, Streia emphasizes their wish for the party to use the potions as part of another task. They mention that some of the potions are almost certainly designed for use in combat, while others may be intended to aid exploration and navigation. Once the adventurers have used the potions, they are to take detailed notes on their effects, both positive and negative, and deliver those notes to Streia.

Streia offers a gold sum reward for each set of notes returned, provided that they adequately describe the potion’s effects. Doing so also allows Streia to begin producing the respective potion and stocking it in Hushwind, though it will take several days to brew more. Finally, they offer a generous ‘loyalty discount’ on all of their products if the group identifies all six of the potions.

In the mood for more alchemical mishaps? We have three previous ooze encounters that are all linked by an obsessive wizard and his experiments… 

Crime and Slime - Preview

Crime and Slime

Strange oozes have filled a thief hideout in the city sewers. What can these new slimes do, and where have the thieves gone?

Ooze on the Loose - Preview

Ooze on the Loose

A reclusive wizard’s basement ritual room is filled with experimental, elemental oozes that must be dealt with before they escape.

Medley of Deadly Jelly - Ooze Encounter - Preview

Medley of Deadly Jelly

An adventure into an acid-pooled cave that is now home to a selection of terrifying new ooze creatures, ready for parties of any level.

Streia’s Potions

Streia has a total of six different potions with unknown effects. They give the party one of each of these concoctions, which can only be identified by their appearance. These potions’ appearances and respective effects include the following:

A thin, oily black liquid that bubbles slowly…

Ignition Tincture

Potion, rare

A spherical bottle holds thin, oily black fluid that simmers as if over a gentle flame.

When you drink this potion, your body lights on fire for 10 minutes. This fire doesn’t harm you and doesn’t spread to other objects or creatures. The flames are extinguished if completely submerged in water, but reignite at the start of your first turn once no longer submerged.

While on fire, you have the following effects:

Incendiary glow. You give off bright light in a 20-foot radius, and dim light for an additional 20 feet.

Protective heat. You have resistance to cold and fire damage.

Heated body. A creature that hits you with a melee attack while within 5 feet of you takes 1d4 fire damage.

A clear slime that sticks to the inside of the glass like the trail left by a slug…

Stickslime Decoction

Potion, uncommon

A potion bottle holds clear ooze that sticks to the glass as you turn it, like the slime trail of a slug.

When you drink this potion, your skin begins to sweat an adhesive ooze that covers your body for 10 minutes. 

While covered in ooze, you have the following effects:

Stickslime climb. You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, provided that you have your hands free. Alternatively, you can move up to half your movement speed per turn while leaving your hands free without falling. If you move any further without freeing your hands, you immediately fall.

Sticking grab. After hitting a creature with a melee weapon attack, you can attempt to grapple the target without using an action or attack. You can only have one creature grappled in this way, but doing so does not occupy one of your hands.

Adhesive sweat. Creatures you are grappling have disadvantage on ability checks made to escape. Additionally, you have disadvantage on ability checks made to escape from being grappled or restrained.

Crystal clear liquid that sparkles like starlight…

Potion of Bonded Anima

Potion, uncommon

A small bottle is filled with crystal clear liquid, within which are small sparkles that twinkle like stars in the night sky.

When you drink this potion, its bottle comes to life in the form of a bonded bottle. The bottle bonds to you and is under your control as if you had summoned it by casting the find familiar spell, but it cannot be dismissed and reverts to inanimate glass if it is reduced to 0 hit points.

Bubbling green fluid that has filled the bottle with wisps of sickly fumes…

Sizzlespit Concoction

Potion, uncommon

The bottle is filled halfway by green fluid which bubbles, releasing sickly fumes that fog the glass above it.

When you drink this potion, your mouth is filled with acidic spittle for 10 minutes. This acid is harmless while within your mouth.

You’re under the following effects while your mouth is filled with spit:

Acidic adaptation. You are resistant to acid damage.

Acid spit. You can use your bonus action to make a ranged weapon attack with a glob of spit. You are considered proficient with the spit, which has a range of 20 feet and a long range of 60 feet, and deals 1d6 acid damage on a hit.

Limitations. You have no sense of taste and cannot speak unless you have made an acid spit attack on the same turn.

A pair of vials tied together with a thin leather cord, each containing a light pink liquid and purple specks that seem to attract each other…

Minglemind Mixture

Potion, uncommon

Two vials are tied together with a binding of leather cord, both containing the same light pink liquid. Small specks of purple gather on the inside of the glass where the two vials are touching.

When you drink one of the paired potions, your mind becomes telepathically linked to the other potion for 1 hour. If another creature drinks the other potion during this time, your minds become linked. While linked to another creature in this way, you and the creature you are linked to can telepathically speak to each other while you are within 100 feet of each other, provided that you share a language.

Additionally, both you and the linked creature can use the following action:

Another’s eyes. While you and the creature you are linked to are within 100 feet of each other, you can use an action to trade senses until the start of your next turn, causing both of you to see through each other’s eyes and hear what each other hears. During this time, you are both deaf and blind with regard to your own senses.

A sealed glass jar of light golden liquid, with flecks of black that settle at the bottom…

Streia’s Tea

Adventuring gear

A glass jar is filled with a light gold liquid the consistency of water, black flecks having settled at its bottom.

A jar of tea, likely having been misplaced among Streia’s potions when their memory was mistakenly erased. It is flavored with citrus and has long since cooled to room temperature.

Much of the fun of discovering Streia’s potions is that the characters are unaware of their effects until they drink them. They have only the appearance of the mixtures to go on. Once they have taken their potion of choice, you are free to give them its full description and effects.

Alternatively, you can include further mystery by instead describing the potion’s immediately noticeable effects and letting the character know of the availability of any actions it grants, if applicable. This added layer is not necessary but is an option if you think your party would find it more fun.

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About the author

Troy McConnell

Part-time DM and author of 2-Minute Tabletop's encounters, map lore, and characters. Basically, I write about all the campaign ideas that I don't have time to run. All with the assistance of my feline familiar, Wink.

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