Fulke's Mysterious Apothecary

349 year old Human construction, small sized

Location: Dinningbury

Owned by: Fulke Mate

The wooden beams on this 5th Century home are painted yellow. 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
Abraham Mate Druid 25 Male Human He is an adult human with hazel eyes, short curly brown hair, a full beard, and medium brown skin.
Cecelia Mate 0 Female Human She is an infant human with hazel eyes, scruffy dark-brown hair, and dark brown skin.
Christiana Mate Housekeeper 28 Female Human She is an adult human with hazel eyes, long tied back dyed brown hair, and medium brown skin.
Cordelia Mate Druid 27 Female Human She is an adult human with grey eyes, long light-brown hair tied back in a knot, and light pink skin.
Ella Mate Housekeeper 24 Female Human She is an adult human with amber eyes, long flowing black hair, and medium brown skin.
Emmett Mate 0 Male Human He is an infant human with hazel eyes, wisps of brown hair, and medium brown skin.
Fulke Mate Arch-Druid 55 Male Human He is an elderly human with hazel eyes, silver hair in a plait, a full beard, and medium brown skin.
Fulke Mate the 2nd 4 Male Human He is a human child with hazel eyes, very short dark-brown hair, and dark brown skin.
Jonathan Cross the 2nd Arch-Druid's Apprentice 15 Male Human He is an adolescent human with amber eyes, dyed strawberry hair worn in a rounded bowl cut, and light brown skin.
Wesley Mate 2 Male Human He is an infant human with amber eyes, a bald head, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 116% of their base value.

Available Price Value Item Rarity Description
1 520 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.
1 580 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.
1 230 gp 270 gp Potion of growth uncommon When you drink this potion, you gain the "enlarge" effect of the spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
5 45 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.
1 100 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.
1 280 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.
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