Teler's Apothecary

417 year old Human construction, small sized

Location: Wilmswich

Owned by: Ellenor Teler

A small brick house, painted purple. A bowl containing crab-apples sits on a table. 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
Bertie Teler Housekeeper 19 Female Human She is an adult human with brown eyes, long flowing dark-brown hair, and medium brown skin.
Dudley Teler 1 Male Human He is an infant human with grey eyes, a bald head, and light brown skin.
Ellenor Teler Arch-Druid 45 Female Human She is an adult human with grey eyes, short dark-brown hair, and light brown skin.
Harriet Bateman Arch-Druid's Apprentice 15 Female Human She is an adolescent human with blue eyes, scruffy blond hair, and light pink skin.
Idonea Burrows Arch-Druid's Apprentice 18 Female Human She is an adolescent human with grey eyes, long styled strawberry hair, and light pink skin.
Josephine Sears 64 Female Human She is an elderly human with amber eyes, white hair in a ponytail, and medium brown skin.
Nathaniel Teler Housekeeper 48 Male Human He is an adult human with brown eyes, auburn hair in braids, a full beard, and medium brown skin.
Nathaniel York Housekeeper 40 Male Human He is an adult human with blue eyes (the left of which is glass), light-brown hair in a plait, a clean shaven face, and light brown skin.
Perry Walter the 2nd Arch-Druid's Apprentice 16 Male Human He is an adolescent human with amber eyes, short curly blond hair, and pale white skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 115% and 119% of their base value.

Available Price Value Item Rarity Description
1 560 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.
1 110 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.
1 240 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.
1 580 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.
4 60 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.
1 120 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.
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