Decker's Apothecary
75 year old Human construction, large sized
Location: Amerby
Owned by: Hattie Decker
A large brick house with a slate tile roof. 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 |
---|---|---|---|---|---|
Augusta Nlossaan | Arch-Druid's Apprentice | 20 | Female | Elf | She is an adolescent elf with brown eyes, auburn hair in a pigtails, and medium brown skin. |
Earl Abrams | Housekeeper | 34 | Male | Human | He is an adult human with brown eyes, balding dark-brown and grey streaked hair, a full beard, and medium brown skin. |
Gwendoline Abrams | Housekeeper | 24 | Female | Human | She is an adult human with amber eyes, long tied back brown and grey streaked hair, and light brown skin. |
Hattie Decker | Arch-Druid | 41 | Female | Human | She is an adult human with amber eyes, short dark-brown hair in a side parting, and medium brown skin. |
Humphrey Abrams the 2nd | 0 | Male | Human | He is an infant human with amber eyes, wisps of auburn hair, and medium brown skin. | |
Iva Mitchell | Arch-Druid's Apprentice | 13 | Female | Human | She is an adolescent human with hazel eyes, long curly brown hair, and medium brown skin. |
Ivy Abrams | 63 | Female | Human | She is an elderly human with grey eyes, long flowing strawberry and grey streaked hair, and light brown skin. | |
Ivy Abrams the 2nd | 0 | Female | Human | She is an infant human with hazel eyes, a bald head, and medium brown skin. | |
Joanna Strickland | Arch-Druid's Apprentice | 17 | Female | Human | She is an adolescent human with blue eyes, long light-brown hair with a fringe cut, and light brown skin. |
Nigellus Abrams | Druid | 37 | Male | Human | He is an adult human with brown eyes, dyed blue hair in braids, a clean shaven face, and medium brown skin. |
Percival Decker | Druid | 48 | Male | Human | He is an adult human with brown eyes (behind a pair of spectacles), short curly black hair, a soulpatch, and medium brown skin. |
Rebecca Decker | Arch-Druid's Apprentice | 12 | Female | Human | She is an adolescent human with grey eyes, long curly auburn hair, and light brown skin. |
Timothy Abrams | Housekeeper | 33 | Male | Human | He is an adult human with amber eyes, scruffy strawberry hair, a clean shaven face, and pale white skin. |
Verna Abrams | Housekeeper | 29 | Female | Human | She is an adult human with amber eyes, scruffy dyed bright orange hair, and medium brown skin. |
Family Tree
- Ivy Abrams nee Meyer (♀/63/Hattie's mother)
- Hattie Decker nee Abrams (♀/41) + Percival Decker (♂/48/Hattie's husband)
- Nigellus Abrams (♂/37/Hattie's brother)
- Earl Abrams (♂/34/Hattie's brother) + Gwendoline Abrams nee Mitchell-Hayes (♀/24/Hattie's sister in-law)
- Humphrey Abrams the 2nd (♂/0/Hattie's nephew)
- Timothy Abrams (♂/33/Hattie's brother)
- Verna Abrams (♀/29/Hattie's sister)
- Ivy Abrams the 2nd (♀/0/Hattie's niece)
Items for sale
At this location, items are priced between 101% and 105% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 490 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 | 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 | 280 gp | 270 gp | Potion of diminution | rare | When you drink this potion, you gain the "reduce" effect of the spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. |
3 | 530 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. |
3 | 51 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. |
3 | 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. |