Fulton's Apothecary
144 year old Human construction, medium sized
Location: Failsleigh
Owned by: Nelson Fulton
A rough hewn stone building. A bead curtain separates the area where customers are served, from a stock room where herbs and chemicals are mixed.
Occupants
| Name | Role | Age | Gender | Race | Description |
|---|---|---|---|---|---|
| Belle Horton | Arch-Druid's Apprentice | 14 | Female | Human | She is an adolescent human with grey eyes, long flowing auburn hair, and olive skin. |
| Bertie Fulton | Housekeeper | 49 | Male | Human | He is an adult human with amber eyes, short curly dyed strawberry hair, a clean shaven face, and medium brown skin. |
| Jemima Fulton | 50 | Female | Human | She is an elderly human with amber eyes, long flowing auburn and grey streaked hair, and olive skin. | |
| Kezia Dillon | Arch-Druid's Apprentice | 17 | Female | Human | She is an adolescent human with grey eyes, strawberry hair in a plait, and pale white skin. |
| Nelson Fulton | Arch-Druid | 45 | Male | Human | He is an adult human with hazel eyes, long flowing dark-brown hair, a full beard, and dark brown skin. |
| Virgil Briant | Arch-Druid's Apprentice | 17 | Male | Human | He is an adolescent human with amber eyes, short strawberry hair in a side parting, and light pink skin. |
| Virginia Fulton | 63 | Female | Human | She is an elderly human with brown eyes, scruffy dyed red hair, and medium brown skin. |
Family Tree
- Nelson Fulton (♂/45) + Jemima Fulton nee Reyne (♀/50/Nelson's wife)
- Virginia Fulton (♀/63/Nelson's aunt)
- Bertie Fulton (♂/49/Nelson's cousin 1x removed)
Items for sale
At this location, items are priced between 85% and 119% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | 180 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. |
| 2 | 3,200 gp | 3,000 gp | Potion of giant strength (fire giant) | rare | When you drink this potion, your Strength score changes to 25 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. |
| 1 | 520 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. |
| 2 | 300 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. |
| 2 | 57 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 | 160 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. |
| 2 | 100 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. |