Beasley's Occult Apothecary
7 year old Human construction, small sized
Location: Tilworth
Owned by: Howard Beasley
A small brick walled house, just finished. 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 |
---|---|---|---|---|---|
Brigit Holt | Arch-Druid's Apprentice | 14 | Female | Human | She is an adolescent human with brown eyes, long tied back dyed brown hair, and medium brown skin. |
Everard Howard | Arch-Druid's Apprentice | 17 | Male | Human | He is an adolescent human with brown eyes, short dyed strawberry hair in a side parting, and medium brown skin. |
Howard Beasley | Arch-Druid | 37 | Male | Human | He is an adult human with grey eyes, long flowing dark-brown and grey streaked hair, a clean shaven face, and light brown skin. |
Israel Beasley | 0 | Male | Human | He is an infant human with grey eyes, scruffy dark-brown hair, and light brown skin. | |
Jake Beasley the 2nd | 4 | Male | Human | He is a human child with amber eyes, very short strawberry hair, and light pink skin. | |
Louisa Ingraham | Arch-Druid's Apprentice | 13 | Female | Human | She is an adolescent human with amber eyes, light-brown hair in a bun, and olive skin. |
Susie Beasley | Housekeeper | 30 | Female | Human | She is an adult human with one amber eye (her right is covered by an eye-patch), blond hair in a ponytail, and light pink skin. |
Family Tree
- Howard Beasley (♂/37) + Susie Beasley nee Ingraham (♀/30/Howard's wife)
- Jake Beasley the 2nd (♂/4/Howard's son)
- Israel Beasley (♂/0/Howard's son)
Items for sale
At this location, items are priced between 80% and 93% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 410 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 | 160 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 | 150 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 | 220 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 | 44 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 | 81 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. |