Pinkham's Occult Apothecary
287 year old Human construction, small sized
Location: Nibsworth
Owned by: Morris Pinkham
A small brick house, painted green. Tables are stacked with glassware, vials of liquid, and boxes of herbs. There is in no discernable order to be seen but the owner seems to know where everything is, moving around and working without pause or delay.
Occupants
Name | Role | Age | Gender | Race | Description |
---|---|---|---|---|---|
Augustus Hopper the 2nd | Arch-Druid's Apprentice | 18 | Male | Human | He is an adolescent human with brown eyes, black hair in braids, and medium brown skin. |
Austin Michael the 2nd | 64 | Male | Human | He is an elderly human with grey eyes, balding dyed purple hair, bushy sideburns, and olive skin. | |
Barbara Mott | 2 | Female | Human | She is an infant human with grey eyes, wisps of auburn hair, and light brown skin. | |
Betsy Mott | Housekeeper | 38 | Female | Human | She is an adult human with green eyes, short light-brown hair in a side parting, and light brown skin. |
Christina Mott | 5 | Female | Human | She is a human child with green eyes, light-brown hair in a plait, and light brown skin. | |
Gwladys Michael the 2nd | Arch-Druid's Apprentice | 18 | Female | Human | She is an adolescent human with brown eyes, long black hair with a fringe cut, and medium brown skin. |
Leonard Mott | Housekeeper | 41 | Male | Human | He is an adult human with brown eyes, scruffy auburn hair, a clean shaven face, and dark brown skin. |
Morris Pinkham | Arch-Druid | 60 | Male | Human | He is an elderly human with grey eyes, a grey quiff, stubble, and olive skin. |
Olivia Burel | Arch-Druid's Apprentice | 17 | Female | Human | She is an adolescent human with brown eyes, long flowing auburn hair, and medium brown skin. |
Family Tree
- Morris Pinkham (♂/60)
- Betsy Mott nee Pinkham (♀/38/Morris' daughter) + Leonard Mott (♂/41/Morris' son in-law)
- Christina Mott (♀/5/Morris' granddaughter)
- Barbara Mott (♀/2/Morris' granddaughter)
- Austin Michael the 2nd (♂/64/Morris' cousin)
Items for sale
At this location, items are priced between 94% and 113% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 210 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 | 560 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 | 160 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. |
4 | 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. |
2 | 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. |
1 | 290 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. |