Orbryiiaal's Occult Apothecary

786 year old Elf construction, small sized

Location: Rindaain

Owned by: Felagundal Celeil Orbryiiaal

Built into a living tree, this small tree house is accessed by a rope ladder. A friendly ginger cat greets strangers as they approach. It's nametag says "Princess." 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
Felagundal Celeil Orbryiiaal Arch-Druid 395 Male Elf He is an adult elf with brown eyes, a black quiff, a clean shaven face, and medium brown skin.
Finain Malone Housekeeper 307 Male Elf He is an adult elf with brown eyes, scruffy dyed green hair, a clean shaven face, and medium brown skin.
Gildhon Tatier Duirow Arch-Druid's Apprentice 101 Male Elf He is an adolescent elf with grey eyes, a strawberry quiff, and light pink skin.
Rindaan Selathlren Arch-Druid's Apprentice 38 Female Elf She is an adolescent elf with blue eyes, short light-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 91% and 96% of their base value.

Available Price Value Item Rarity Description
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 48 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 94 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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