Beardsley's Apothecary

220 year old Human construction, medium sized

Location: Eastford

Owned by: Harriott Beardsley

The wooden beams on this 6th Century home are painted olive. The building has a creeping vine with blooming teal flowers. 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
Avilina Tovy 4 Female Human She is a human child with amber eyes, short dark-brown hair, and medium brown skin.
Cecilia Tovy Housekeeper 33 Female Human She is an adult human with brown eyes, dyed black hair in a ponytail, and dark brown skin.
Ellen Tovy Druid 33 Female Human She is an adult human with amber eyes, short curly dark-brown hair, and light brown skin.
Harriott Beardsley Arch-Druid 51 Female Human She is an elderly human with amber eyes, thin scruffy white hair, and olive skin.
Hunfridus Tovy Housekeeper 40 Male Human He is an adult human with amber eyes, short dark-brown hair in a side parting, a clean shaven face, and medium brown skin.
Lettice Shane Arch-Druid's Apprentice 17 Female Human She is an adolescent human with blue eyes, long flowing brown hair, and light brown skin.
Matthias Tovy Housekeeper 38 Male Human He is an adult human with hazel eyes, short curly dyed brown hair, a soulpatch, and medium brown skin.
Norman Tovy the 2nd 8 Male Human He is a human child with brown eyes, long curly brown hair, and medium brown skin.
Redvers Beardsley the 2nd Arch-Druid's Apprentice 13 Male Human He is an adolescent human with amber eyes, auburn hair in a bun, and light brown skin.
Reginald Tovy 5 Male Human He is a human child with grey eyes, scruffy dark-brown hair, and light brown skin.
Sean Beardsley Arch-Druid's Apprentice 14 Male Human He is an adolescent human with grey eyes, short dark-brown hair in a side parting, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 100% and 107% of their base value.

Available Price Value Item Rarity Description
2 210 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 1,000 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.
1 190 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 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.
1 190 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.
2 110 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.
1 310 gp 300 gp Potion of resistance uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.
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