Gerald's Mysterious Apothecary
619 year old Human construction, medium sized
Location: Shoegrave
Owned by: Gerald Ayres
A half-timbered house with a slate tile roof. A symbol in the shape of a tree hangs over the doorway. 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 |
---|---|---|---|---|---|
Alice Ayres the 2nd | 4 | Female | Human | She is a human child with green eyes, blond hair in a bun, and light pink skin. | |
Allan Francis | Arch-Druid's Apprentice | 12 | Male | Tiefling | He is an adolescent tiefling with silver eyes, scruffy auburn hair, and plum skin. He has curled horns. |
Gerald Ayres | Arch-Druid | 24 | Male | Human | He is an adult human with amber eyes, a dyed red quiff, a moustache, and medium brown skin. |
Joshua Fulloner | Arch-Druid's Apprentice | 14 | Male | Human | He is an adolescent human with amber eyes, dark-brown hair in a bun, and medium brown skin. |
Katerina Kirk the 2nd | Arch-Druid's Apprentice | 15 | Female | Human | She is an adolescent human with grey eyes, long curly dyed red hair, and light brown skin. |
Lucia Ayres | Housekeeper | 24 | Female | Human | She is an adult human with amber eyes, long styled dyed dark-brown hair, and medium brown skin. |
Muriel Dow | Arch-Druid's Apprentice | 14 | Female | Human | She is an adolescent human with brown eyes, long styled black hair, and black skin. |
Penelope Drew-Ayres | Housekeeper | 28 | Female | Human | She is an adult human with brown eyes, long dark-brown and grey streaked hair with a fringe cut, and medium brown skin. |
Richeman Spooner | 52 | Male | Human | He is an elderly human with brown eyes (behind a pair of spectacles), thin scruffy white hair, a long beard, and black skin. | |
Robinson Drew-Ayres | Housekeeper | 30 | Male | Human | He is an adult human with hazel eyes, short dyed dark-brown hair in a side parting, stubble, and medium brown skin. |
Sophie Spooner | 50 | Female | Human | She is an elderly human with hazel eyes, scruffy dark-brown and grey streaked hair, and medium brown skin. |
Family Tree
- Gerald Ayres (♂/24) + Lucia Ayres nee Upton (♀/24/Gerald's wife)
- Alice Ayres the 2nd (♀/4/Gerald's daughter)
- Richeman Spooner (♂/52/Gerald's uncle) + Sophie Spooner nee Dougherty (♀/50/Gerald's aunt)
- Robinson Drew-Ayres nee Ayres (♂/30/Gerald's brother) + Penelope Drew-Ayres nee Drew (♀/28/Gerald's sister in-law)
Items for sale
At this location, items are priced between 84% and 85% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
2 | 400 gp | 480 gp | Oil of slipperiness | uncommon | This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the spell in that area for 8 hours. |
1 | 77 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 | 170 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 | 150 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. |
1 | 250 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. |
2 | 430 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. |
1 | 130 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. |
5 | 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 | 150 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 | 84 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. |