Septimus' Occult Apothecary
15 year old Human construction, large sized
Location: Port Walbrook
Owned by: Septimus Cox
A recently constructed half-timbered house. A statue of the deity Caspio stands outside. 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 |
---|---|---|---|---|---|
Callie Cox | Medic | 42 | Female | Human | She is an adult human with blue eyes, long styled blond and grey streaked hair, and olive skin. |
Ezra Pool | Arch-Druid's Apprentice | 16 | Male | Human | He is an adolescent human with grey eyes, short auburn hair in a side parting, and light pink skin. |
Geoffrey Cox | 9 | Male | Human | He is a human child with blue eyes, short curly light-brown hair, and olive skin. | |
Guillelmus Pool | Arch-Druid's Apprentice | 12 | Male | Human | He is an adolescent human with grey eyes, auburn hair in braids, and light pink skin. |
Hazel Banks | Arch-Druid's Apprentice | 16 | Female | Human | She is an adolescent human with amber eyes, short black hair in a side parting, and medium brown skin. |
Patience Cox | 5 | Female | Human | She is a human child with green eyes, scruffy blond hair, and olive skin. | |
Septimus Cox | Arch-Druid | 56 | Male | Human | He is an elderly human with amber eyes, short silver hair, a full beard, and light brown skin. |
Sylvester Cook-Small | Arch-Druid's Apprentice | 15 | Male | Human | He is an adolescent human with hazel eyes, short curly dark-brown hair, and medium brown skin. |
Tamar Mather | Arch-Druid's Apprentice | 12 | Female | Human | She is an adolescent human with grey eyes, short dyed bright red hair, and light brown skin. |
Family Tree
- Septimus Cox (♂/56) + Callie Cox nee Dickenson (♀/42/Septimus' wife)
- Geoffrey Cox (♂/9/Septimus' son)
- Patience Cox (♀/5/Septimus' daughter)
Items for sale
At this location, items are priced between 90% and 93% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
2 | 180 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 | 2,700 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. |
2 | 1,800 gp | 2,000 gp | Potion of giant strength (frost or stone giant) | rare | When you drink this potion, your Strength score changes to 23 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 | 140 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. |
1 | 250 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 | 45 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 | 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. |
1 | 160 gp | 180 gp | Potion of water breathing | uncommon | You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. |