Boyd's Quality Apothecary

296 year old Halfling construction, medium sized

Location: Amineville

Owned by: Caramarane Boyd

A historic 6th Century half-timbered house. 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
Beryllina Boyd 5 Female Longfoot She is a longfoot child with brown eyes, black hair in a plait, and black skin.
Caramarane Boyd Arch-Druid 45 Female Halfling She is an adult halfling with brown eyes, scruffy dyed auburn hair, and black skin.
Diamandaia Frederick Arch-Druid's Apprentice 18 Female Tiefling She is an adolescent tiefling with silver eyes, black hair in a plait, and plum skin. She has large curved horns.
Ellisida Derggot Arch-Druid's Apprentice 13 Female Longfoot She is an adolescent longfoot with brown eyes, long curly dyed auburn hair, and dark brown skin.
Gruff Vincent-Schaffer Housekeeper 52 Male Longfoot He is an adult longfoot with amber eyes, black hair in a plait, a clean shaven face, and medium brown skin.
Haiducuc Schaffer Druid 63 Male Longfoot He is an adult longfoot with brown eyes, very short black hair, bushy sideburns, and dark brown skin.
Isemaco Boyd Housekeeper 47 Male Human He is an adult human with amber eyes (behind a pair of spectacles), dark-brown hair worn in a rounded bowl cut, a big bushy beard, and medium brown skin.
Jasmerose Vincent-Schaffer 100 Female Halfling She is an elderly halfling with amber eyes, silver hair in a bun, and light brown skin.
Linaia Day-Boyd 88 Female Halfling She is an elderly halfling with amber eyes, long flowing silver hair, and medium brown skin.
Roll Schaffer Druid 26 Male Human He is an adult human with grey eyes, short dark-brown hair in a side parting, a clean shaven face, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 98% and 110% of their base value.

Available Price Value Item Rarity Description
2 470 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.
2 93 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.
1 190 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.
1 160 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.
1 260 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.
3 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.
1 100 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.
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