Sophia's Apothecary
344 year old Human construction, small sized
Location: Port Shilcliffe
Owned by: Sophia
The wooden beams on this 5th Century home are painted indigo. 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 |
---|---|---|---|---|---|
Constable Turgolason | Watchman | 172 | Male | Elf | He is an adult elf with brown eyes, scruffy dyed dark-brown hair, a clean shaven face, and medium brown skin. |
Sophia | Arch-Druid | 157 | Female | Elf | She is an adult elf with brown eyes, scruffy dyed red hair, and dark brown skin. |
Family Tree
- Sophia nee Tinuis (♀/157) + Constable Turgolason (♂/172/Sophia's husband)
Items for sale
At this location, items are priced between 110% and 118% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
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. |
1 | 560 gp | 500 gp | Potion of giant strength (hill giant) | uncommon | When you drink this potion, your Strength score changes to 21 for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. |
4 | 58 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. |