Ruth's Apothecary

499 year old Human construction, large sized

Location: City of Meltford

Owned by: Ruth Oliver

The door on this half-timbered cottage has been painted yellow. 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
Aylewynus Oliver Housekeeper 26 Male Human He is an adult human with amber eyes, short curly light-brown hair, a full beard, and light pink skin.
Earnest Oliver 1 Male Human He is an infant human with amber eyes, wisps of strawberry hair, and light pink skin.
Emely Hunter Arch-Druid's Apprentice 14 Female Human She is an adolescent human with amber eyes, scruffy strawberry hair, and olive skin.
Ezra Oliver the 2nd 6 Male Human He is a human child with green eyes, scruffy light-brown hair, and light pink skin.
Gocelinus Merrill Arch-Druid's Apprentice 12 Male Human He is an adolescent human with amber eyes, scruffy light-brown hair, and light pink skin.
Hettie Oliver 53 Female Human She is an elderly human with amber eyes, long flowing silver hair, and light pink skin.
Irene Fisher Druid 59 Female Human She is an elderly human with green eyes, grey hair in a plait, and light brown skin.
Lionel Fisher 53 Male Human He is an elderly human with grey eyes, balding grey hair, a full beard, and olive skin.
Lucia Hathaway Arch-Druid's Apprentice 16 Female Human She is an adolescent human with amber eyes, long flowing strawberry hair, and light pink skin.
Michael Oliver 5 Male Human He is a human child with amber eyes, long curly blond hair, and light pink skin.
Ruth Oliver Arch-Druid 30 Female Human She is an adult human with green eyes, long curly dyed blond hair, and light pink skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 92% and 109% 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.
1 460 gp 500 gp Potion of flying very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
1 2,200 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.
3 260 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.
4 54 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.
1 410 gp 450 gp Potion of mind reading rare When you drink this potion, you gain the effect of the spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
2 110 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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