Barber's Discount Apothecary
132 year old Human construction, small sized
Location: Hadville
Owned by: Beatricia Barber
A 7th Century brick house with an silver door. 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 |
---|---|---|---|---|---|
Beatricia Barber | Arch-Druid | 54 | Female | Human | She is an elderly human with one amber eye (her right is covered by an eye-patch), long auburn and grey streaked hair tied back in a knot, and light brown skin. |
Christopher Barber | 58 | Male | Human | He is an elderly human with amber eyes, grey hair in a ponytail, stubble, and medium brown skin. | |
Dinah Lane | Arch-Druid's Apprentice | 14 | Female | Human | She is an adolescent human with amber eyes, black hair in a pigtails, and medium brown skin. |
Gunnore Barber | Housekeeper | 41 | Female | Human | She is an adult human with hazel eyes, long curly dyed brown hair, and medium brown skin. |
Jay Cornell | Druid | 44 | Male | Human | He is an adult human with blue eyes, a bald head, a full beard, and light pink skin. |
Leila Barber | Druid | 20 | Female | Human | She is an adult human with amber eyes, long tied back dark-brown hair, and medium brown skin. |
Marian Cornell | 50 | Female | Human | She is an elderly human with grey eyes, short curly white hair, and light brown skin. | |
Roberts Barber | Housekeeper | 45 | Male | Human | He is an adult human with grey eyes, short auburn hair in a side parting, a full beard, and olive skin. |
Family Tree
- Beatricia Barber (♀/54) + Christopher Barber (♂/58/Beatricia's husband)
- Leila Barber (♀/20/Beatricia's daughter)
- Marian Cornell nee Barber (♀/50/Beatricia's sister) + Jay Cornell (♂/44/Beatricia's brother in-law)
- Roberts Barber (♂/45/Beatricia's brother) + Gunnore Barber nee Tracy (♀/41/Beatricia's sister in-law)
Items for sale
At this location, items are priced between 83% and 114% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
2 | 180 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 | 500 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. |
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. |
3 | 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 | 96 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. |