Galadir's Mystical Apothecary
795 year old Elf construction, medium sized
Location: Oronwher Town
Owned by: Galadir the Second
A 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 |
---|---|---|---|---|---|
Findalas the First | Housekeeper | 461 | Female | Elf | She is an adult elf with grey eyes, dyed bright red hair in a pigtails, and golden skin. |
Galadir the Second | Arch-Druid | 109 | Female | Elf | She is an adult elf with grey eyes, dyed auburn hair in a ponytail, and olive skin. |
Galdoor the First | Housekeeper | 439 | Male | Elf | He is an adult elf with grey eyes, dark-brown hair in a ponytail, a clean shaven face, and light brown skin. |
Nerdaen | Housekeeper | 434 | Female | Elf | She is an adult elf with brown eyes, long curly black hair, and medium brown skin. |
Sargent Rielil | Watchwoman | 164 | Female | Elf | She is an adult elf with brown eyes, long curly dyed auburn hair, and dark brown skin. |
Family Tree
- Findalas the First (♀/461/Galadir's mother) + Galdoor the First (♂/439/Galadir's father)
- Galadir the Second (♀/109) + Sargent Rielil (♀/164/Galadir's wife)
- Nerdaen (♀/434/Galadir's cousin 1x removed)
Items for sale
At this location, items are priced between 83% and 102% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
2 | 83 gp | 90 gp | Philter of love | uncommon | The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. |
1 | 200 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 | 970 gp | 960 gp | Potion of clairvoyance | rare | When you drink this potion, you gain the effect of the spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. |
1 | 270 gp | 300 gp | Potion of gaseous form | rare | When you drink this potion, you gain the effect of the spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. |
1 | 460 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. |
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 | 430 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 | 97 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. |