Dinah's Apothecary
801 year old Human construction, large sized
Location: Port Anstree
Owned by: Dinah Greencloor
A historic 0th 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 |
---|---|---|---|---|---|
Aredhwenel Serindisel Greencloor | Arch-Druid's Apprentice | 62 | Female | Elf | She is an adolescent elf with brown eyes, long curly black hair, and purple skin. |
Delia Greencloor | Housekeeper | 117 | Female | Elf | She is an adult elf with hazel eyes (behind a pair of spectacles), scruffy brown hair, and dark brown skin. |
Dinah Greencloor | Arch-Druid | 278 | Female | Elf | She is an adult elf with hazel eyes, long flowing brown hair, and medium brown skin. |
Eunisia Greencloor | Housekeeper | 112 | Female | Elf | She is an adult elf with hazel eyes, long light-brown hair with a fringe cut, and medium brown skin. |
Finarfinmo Greencloor | Medic | 325 | Male | Elf | He is an adult elf with brown eyes, long curly dark-brown hair, a clean shaven face, and medium brown skin. |
Gamel Martin | Arch-Druid's Apprentice | 13 | Male | Human | He is an adolescent human with hazel eyes, short curly light-brown hair, and dark brown skin. |
Jose Chase | Arch-Druid's Apprentice | 15 | Male | Human | He is an adolescent human with blue eyes, short blond hair in a side parting, and pale white skin. |
Sperling Greencloor | Arch-Druid's Apprentice | 34 | Male | Elf | He is an adolescent elf with grey eyes, dyed brown hair in a plait, and light brown skin. |
Family Tree
- Dinah Greencloor nee Bass (♀/278) + Finarfinmo Greencloor (♂/325/Dinah's husband)
- Delia Greencloor (♀/117/Dinah's daughter)
- Eunisia Greencloor (♀/112/Dinah's daughter)
Items for sale
At this location, items are priced between 91% and 101% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 190 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 | 170 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 | 3,000 gp | 3,000 gp | Potion of giant strength (fire giant) | rare | When you drink this potion, your Strength score changes to 25 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 | 1,900 gp | 2,000 gp | Potion of giant strength (frost or stone giant) | rare | When you drink this potion, your Strength score changes to 23 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 | 49 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. |
3 | 99 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. |