Amalny's Mystical Apothecary
756 year old Halfling construction, small sized
Location: Aricby
Owned by: Amalny Boffbairn-Chubbkin
A historic 1st Century cob-walled 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 |
---|---|---|---|---|---|
Amalny Boffbairn-Chubbkin | Arch-Druid | 67 | Female | Human | She is an elderly human with grey eyes, long tied back strawberry and grey streaked hair, and light pink skin. |
Celendnca Boffbairn | 52 | Female | Human | She is an elderly human with amber eyes, dyed dark-brown hair in a ponytail, and light brown skin. | |
Hildca Chubbkin | Housekeeper | 31 | Male | Longfoot | He is an adult longfoot with amber eyes, black hair in a ponytail, bushy sideburns, and medium brown skin. |
Lilotca Chubbkin | Druid | 25 | Female | Halfling | She is an adult halfling with hazel eyes, brown hair in a bun, and medium brown skin. |
Marida Chubbkin | 2 | Female | Halfling | She is an infant halfling with brown eyes, wisps of black hair, and medium brown skin. | |
Meriang Boffbairn-Chubbkin | Housekeeper | 69 | Male | Halfling | He is an adult halfling with amber eyes, very short black hair, bushy sideburns, and medium brown skin. |
Robininth Sackfoot-Hoag | Arch-Druid's Apprentice | 14 | Female | Human | She is an adolescent human with grey eyes, long styled dyed red hair, and light brown skin. |
Rollo Boffbairn-Proudhouse | Arch-Druid's Apprentice | 14 | Male | Halfling | He is an adolescent halfling with amber eyes, short dark-brown hair, and light brown skin. |
Family Tree
- Amalny Boffbairn-Chubbkin nee Boffbairn (♀/67) + Meriang Boffbairn-Chubbkin nee Greenhole-Chubbkin (♂/69/Amalny's husband)
- Hildca Chubbkin nee Boffbairn-Chubbkin (♂/31/Amalny's son) + Lilotca Chubbkin nee Bolgefield-Chubbkin (♀/25/Amalny's daughter in-law)
- Marida Chubbkin (♀/2/Amalny's granddaughter)
- Celendnca Boffbairn (♀/52/Amalny's sister)
Items for sale
At this location, items are priced between 92% and 109% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 460 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 | 170 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 | 290 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 | 47 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 | 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. |