1. Characters

Bill Brouwen

Potion Seller

Bill Brouwen was a merchant of defective potions in Port Ghamd. He traveled with the Bill's Bimbos for the opportunity to sell more potions in other settlements through Olessar. He had longer, straight dark hair and wore a leather coat and khaki pants with plenty of loops and pockets for his supplies. He often lugged around a large suitcase filled with his current potion stock or empty bottles, and was often forced to carry his large, unwieldy, magic potion pot as it did not fit in the suitcase.

Bill Brouwen's primary goal was to earn gold in the easiest way possible, and avoid his ex-wife Sheri Bluesum (resided in Sedesend at Blooming Brew). After his many near-death experiences, he reevaluated his priorities.

Bill Brouwen was able to produce and sell Potions of InnVisibility, along with basic alchemical creations using his alchemist's supplies and learned the recipe for healing potions. He had a connection to the Turn via Cachette Stray.

He seemed happen upon magic cauldrons fairly regularly (found the Pot of PoiseN when swimming in the Greater Sheathe Gulf, found the Pot of InnVisibility when he fell head first into a ditch south of Port Ghamd, was hit by the experimental cauldron after defeating the medusa).

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Current Status

Bill started the year 1113 GE as a less-than-reputable potion seller on at Fortune Square in Port Ghamd. He was indebted to The Turn after selling 300 gp worth of Potions of InnVisibility to them, which they did not appreciate. He was quickly adopted/kidnapped by the Bill's Bimbos after they released him from his debt to The Turn. In Rookmore, he spent most of the liberation of that city trapped in a long-forgotten ruin in the Colosseaux Pines.

Traveling south, he got gator tolled, chased by Bullettes, and almost got crushed by giant lobsters. In a scene of incredible marksmanship, Bill Brouwen landed the final head shot on a medusa. That evening, he "leveled up" and was able to concoct Experimental Elixirs, and began learning basic alchemy for potions of healing.

Finally arriving in Qir'ellan'alak, he was bullied by Drow schoolchildren and used as a weapon in the Orc daily brawls.

Back in Sedesend, he returned to face his ex-wife, Sheri Bluesum, and told her of his travels this past 3 months. He also watched his party perform at and win the Battle of the Bards, before the incursion of the Chrysun Gales on the 1st of Tamtir. Before and during the Battle of the Bards, he also seemed to grow closer with Sheri Bluesum.

Stats

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10
8
9
11
7
12

AC 9, HP 7

Proficient in Deception (+3)

Proficient with Hand crossbows and Alchemist's Supplies, can craft basic potions

Experimental Elixir: Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Experimental Elixir
d6Effect
1Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.