Galaiel's Apothecary
800 year old Elf construction, medium sized
Location: City of Elwindal
Owned by: Galaiel the First
A historic 1st Century log cabin. 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 |
---|---|---|---|---|---|
Celeil the Second | 0 | Male | Elf | He is an infant elf with grey eyes, wisps of dark-brown hair, and light brown skin. | |
Celeir the Second | Arch-Druid's Apprentice | 47 | Male | Elf | He is an adolescent elf with brown eyes, a black quiff, and black skin. |
Galaiel the First | Arch-Druid | 294 | Female | Elf | She is an adult elf with grey eyes, dyed blond hair in a ponytail, and pale white skin. |
Imbodir | Druid | 163 | Male | Elf | He is an adult elf with grey eyes, a dyed strawberry quiff, a clean shaven face, and olive skin. |
Maedhon the Second | Housekeeper | 286 | Male | Elf | He is an adult elf with copper eyes, a shaved head, and dark brown skin. |
Maglorfior | Arch-Druid's Apprentice | 52 | Male | Elf | He is an adolescent elf with amber eyes, short curly blond hair, and grey skin. |
Nerdwen | Housekeeper | 214 | Female | Elf | She is an adult elf with grey eyes, long tied back strawberry hair, and olive skin. |
Nimlode the Second | Housekeeper | 255 | Female | Elf | She is an adult elf with grey eyes, long styled dark-brown hair, and light brown skin. |
Orodrfin the First | Housekeeper | 323 | Male | Elf | He is an adult elf with grey eyes, a bald head, and light brown skin. |
Vanndal | Arch-Druid's Apprentice | 69 | Female | Elf | She is an adolescent elf with grey eyes, short dark-brown hair in a side parting, and light brown skin. |
Family Tree
- Galaiel the First (♀/294) + Orodrfin the First (♂/323/Galaiel's husband)
- Maedhon the Second (♂/286/Galaiel's brother) + Nimlode the Second (♀/255/Galaiel's sister in-law)
- Celeil the Second (♂/0/Galaiel's nephew)
Items for sale
At this location, items are priced between 102% and 113% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
3 | 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 | 300 gp | 270 gp | Potion of diminution | rare | When you drink this potion, you gain the "reduce" effect of the spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. |
1 | 290 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. |
4 | 53 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 | 200 gp | 180 gp | Potion of heroism | rare | For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the spell (no concentration required). This blue potion bubbles and steams as if boiling. |
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. |