Helm's Apothecary
182 year old Human construction, small sized
Location: Port Fendown
Owned by: Will Helm
A historic 7th Century half-timbered house. 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 |
---|---|---|---|---|---|
Bartholomew Helm | Druid | 53 | Male | Human | He is an elderly human with amber eyes, balding dyed strawberry hair, a big bushy beard, and light pink skin. |
Cecilia Gilmore | Arch-Druid's Apprentice | 13 | Female | Human | She is an adolescent human with amber eyes, long flowing dyed brown hair, and medium brown skin. |
Delia Helm | 52 | Female | Human | She is an elderly human with hazel eyes, long curly white hair, and medium brown skin. | |
Edith Mitchell | 4 | Female | Human | She is a human child with brown eyes, shoulder-length dark-brown hair, and medium brown skin. | |
Jenkin Mitchell | Medic | 33 | Male | Human | He is an adult human with brown eyes, dark-brown hair in a mullet, a big bushy beard, and medium brown skin. |
Minnie Mitchell | Housekeeper | 27 | Female | Human | She is an adult human with green eyes, blond hair in a ponytail, and light pink skin. |
Mollie Helm | Housekeeper | 22 | Female | Human | She is an adult human with grey eyes, long flowing auburn hair, and light pink skin. |
Nanny Helm | 10 | Female | Human | She is a human child with green eyes, scruffy blond hair, and light pink skin. | |
Nathaniel Mitchell the 2nd | 5 | Male | Human | He is a human child with grey eyes, strawberry hair in braids, and light pink skin. | |
Will Helm | Arch-Druid | 22 | Male | Human | He is an adult human with hazel eyes, a bald head, a long beard, and medium brown skin. |
Family Tree
- Bartholomew Helm (♂/53/Will's father) + Delia Helm nee Gilmore (♀/52/Will's mother)
- Minnie Mitchell nee Helm (♀/27/Will's sister) + Jenkin Mitchell (♂/33/Will's brother in-law)
- Nathaniel Mitchell the 2nd (♂/5/Will's nephew)
- Edith Mitchell (♀/4/Will's niece)
- Will Helm (♂/22) + Mollie Helm nee Thompson (♀/22/Will's wife)
- Nanny Helm (♀/10/Will's sister)
Items for sale
At this location, items are priced between 83% and 83% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 75 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 | 170 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 | 420 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. |
5 | 42 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 | 83 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. |