The local Apothecary for Westhaven is young woman by the name of Erin, as talented with elixirs as she is beautiful. Midwives in the city often claim that the source of her beauty is supernatural, and that she enspells men that she meets, however, such rumors are rooted in jealousy rather than fact.

Erin has a small home, about 10 minutes outside the city walls, from which she sells all manner of extraordinary items, both alchemical and magical in origin. Items listed on the table below are available for purchase to all characters in good standing with King’s men. From time to time, special or unique items of limited availability may appear here for sale as well.

To purchase an item with limited availability, negotiate a price, or request a custom creation, post a comment below.

Regularly Available Substances and Items
Goods Cost Weight
Acid (flask) 10 gp 1 lb.
Adrenaline (vial) 75 gp
Alchemist’s fire (flask) 20 gp 1 lb.
Antitoxin (vial) 35 gp
Black Powder 50 gp 1 lb.
Clearbreath (vial) 25 gp
Ghost Oil (flask) 30 gp 1 lb.
Gravebane (flask) 50 gp 1 lb.
Leech Oil (flask) 50 gp 1 lb.
Longbreath (vial) 50 gp
Night Ash (vial) 10 gp
Signal Torch 3 gp 1 lb.
Smokestick 20 gp ½ lb.
Sunrod 2 gp 1 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.
Tindertwig 1 gp


You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.


Drinking a vial of adrenaline restores a number of vitality points equal to your Constitution score, but leaves you shaken until you can rest for 1 minute. Consuming a vial of adrenaline while still shaken from a previous dose results in 1d6 Constitution damage.

Alchemist’s Fire

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.


If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Black Powder

Black powder is sold for 50 gp per pound. It is usually carried in a gourd, horn, or metal flask to keep it dry. In volume, it is supplied in 30-pound kegs (40 pounds total weight). You can get 50 firearm shots out of a pound of black powder.


This vial of gray smoke temporarily dulls the sense of smell when someone inhales the contents through the nose. Clearbreath provides a +4 alchemical bonus on Fortitude saves made to resist unpleasant odors (such as a troglodyte’s stench). The effects of clearbreath last for 1 hour.


This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When applied to a weapon, ghostoil allows it to affect incorporeal creatures normally for the next 2 rounds. One flask of ghostoil contains enough liquid to coat one weapon of Large size or smaller. Applying ghostoil to a weapon of any size is a full-round action.


This thick white liquid evaporates almost instantly upon contact with air, creating a thin, nearly invisible smoke. The smoke is nearly odorless, and is has no effect on most creatures. Undead, however, are repulsed by the smoke and can only pass through it with an effort of will. When opened (usually by throwing it on the ground), a flask of gravebane fills a 10-foot-square area with smoke. Undead cannot enter an area filled with gravebane smoke unless they succeed on a Will save (DC 10). Undead can attack into a gravebane-filled area normally as long as they don’t enter the area to do so. Gravebane ordinarily lasts for 1 minute, although strong winds may decrease this duration.

Leech Oil

This thick blue gel is a powerful anticoagulant. A wound caused by a weapon coated with vicious bleeder increases the DC to stop any bleed effect caused by that weapon by 5. Applying vicious bleeder to a weapon (of any size) is a full-round action that provokes an attack of opportunity. Once applied to a weapon, vicious bleeder lasts for 1 minute before it evaporates. One flask of vicious bleeder contains enough to coat one weapon of size Large or smaller.


This thick, brown-tinted smoke is a great boon to anyone who needs to go without air for more than a few rounds. After inhaling longbreath, a character can hold his breath for 3 rounds per point of Constitution, rather than 2 rounds per point. Longbreath can be used after the character begins holding his breath, but it provides less of a benefit. If a character inhales longbreath after beginning to hold his breath, simply multiply the number of rounds that the character could continue holding his breath by 1.5. Once a character begins making Constitution checks to continue holding his breath, longbreath provides no benefit.

Night Ash

This plain gray powder is unassuming; it can’t be seen with normal vision from more than 10 feet away. When viewed with darkvision, however, it glows brightly. Creatures that have darkvision commonly use this powder to write messages that other creatures cannot read. Each vial contains enough powder for a reasonably lengthy sentence.

Signal Torch

These simple items are normal torches treated with a variety of alchemical substances to color the flames. Signal torches each burn with a differently colored flame. They are available in a variety of colors, the most common being green, blue, and yellow.


This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.


This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag

When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.


The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.