Sampson's Apothecary
245 year old Human construction, small sized
Location: Chesfield
Owned by: Sampson Canady
A historic 6th Century half-timbered house. The far wall of this apothecary is shelved floor to ceiling and lined with bottles, vials and pouches of all sizes, each one labeled by hand.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Evelyn Canady | 51 | Female | Human | She is an elderly human with amber eyes (behind a pair of spectacles), long flowing dyed dark-brown hair, and dark brown skin. | |
| Kathleen Hitchcock | Arch-Druid's Apprentice | 13 | Female | Human | She is an adolescent human with amber eyes, long tied back blond hair, and pale white skin. |
| Michael Canady the 2nd | Arch-Druid's Apprentice | 18 | Male | Human | He is an adolescent human with amber eyes, long dark-brown hair with a fringe cut, and medium brown skin. |
| Sampson Canady | Arch-Druid | 47 | Male | Human | He is an adult human with grey eyes, a auburn quiff, stubble, and olive skin. |
| Sampson Canady | 3 | Male | Human | He is a human child with grey eyes, long curly strawberry hair, and light pink skin. | |
| Solomon House | Tutor | 27 | Male | Human | He is an adult human with grey eyes, long flowing strawberry hair, a goatee, and olive skin. |
| Tamar Eddy | Housekeeper | 47 | Female | Human | She is an adult human with brown eyes, black hair in braids, and medium brown skin. |
| Ydenia House | Housekeeper | 24 | Female | Human | She is an adult human with brown eyes, black hair in a ponytail, and dark brown skin. |
Family Tree
- Sampson Canady (♂/47) + Evelyn Canady nee James (♀/51/Sampson's wife)
- Ydenia House nee Canady (♀/24/Sampson's daughter) + Solomon House (♂/27/Sampson's son in-law)
- Sampson Canady (♂/3/Sampson's grandson)
- Tamar Eddy (♀/47/Sampson's cousin)
Items for sale
At this location, items are priced between 105% and 116% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | 560 gp | 480 gp | Oil of slipperiness | uncommon | This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the spell in that area for 8 hours. |
| 1 | 220 gp | 200 gp | Potion of animal friendship | uncommon | When you drink this potion, you can cast the spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. |
| 2 | 210 gp | 180 gp | Potion of climbing | common | When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. |
| 1 | 170 gp | 150 gp | Potion of greater healing | uncommon | You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. |
| 4 | 54 gp | 50 gp | Potion of healing | common | You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. |
| 1 | 110 gp | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |