Longbody-Atwood's Apothecary

51 year old Human construction, medium sized

Location: Maistead

Owned by: Phyllis Longbody-Atwood

The window frames on this half-timbered cottage has been painted silver. The building has a creeping vine with blooming cyan flowers. Tables are stacked with glassware, vials of liquid, and boxes of herbs. There is in no discernable order to be seen but the owner seems to know where everything is, moving around and working without pause or delay.

Occupants

Name Role Age Gender Race Description
Dennis Atwood Arch-Druid's Apprentice 12 Male Human He is an adolescent human with brown eyes, short curly black hair, and dark brown skin.
Habaccuhar Longbody-Atwood Housekeeper 49 Male Longfoot He is an adult longfoot with brown eyes, dyed brown hair worn in a rounded bowl cut, a clean shaven face, and dark brown skin.
Isabelle Longbody-Atwood Housekeeper 22 Female Human She is an adult human with grey eyes, long flowing red hair, and light pink skin.
Lavina Chamberlain Arch-Druid's Apprentice 15 Female Human She is an adolescent human with brown eyes, black hair in a ponytail, and medium brown skin.
Nell Pleanpup Housekeeper 27 Female Human She is an adult human with grey eyes, dyed black hair in a ponytail, and light pink skin.
Phyllis Longbody-Atwood Arch-Druid 49 Female Human She is an adult human with amber eyes, long curly blond and grey streaked hair, and light pink skin.
Wiemeek Pleanpup Housekeeper 27 Male Otterfolk He is an adult otterfolk with grey eyes and medium brown fur with white stripes.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 84% and 97% of their base value.

Available Price Value Item Rarity Description
1 1,700 gp 1,920 gp Oil of etherealness rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 the spell for 1 hour.
2 450 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.
1 170 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.
1 130 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.
2 240 gp 270 gp Potion of growth uncommon When you drink this potion, you gain the "enlarge" effect of the spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
3 43 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.
1 390 gp 450 gp Potion of mind reading rare When you drink this potion, you gain the effect of the spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
1 91 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.
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