Hathaway's Enigmatic Apothecary

31 year old Human construction, large sized

Location: City of Meltford

Owned by: Albinus Hathaway

A large half-timbered house. 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
Albinus Hathaway Arch-Druid 50 Male Human He is an elderly human with grey eyes, short dyed auburn hair in a side parting, a short horseshoe moustache and soulpatch, and light brown skin.
Anne Hathaway 9 Female Human She is a human child with grey eyes, dark-brown hair in a plait, and light brown skin.
Catharine Dawe Housekeeper 28 Female Human She is an adult human with grey eyes, dark-brown hair in a plait, and light brown skin.
Hettie Hathaway Housekeeper 48 Female Human She is an adult human with one brown eye (her left is closed and scarred), long tied back black hair, and medium brown skin.
Lester Dawe Tutor 32 Male Human He is an adult human with amber eyes, brown and grey streaked hair in a plait, stubble, and light brown skin.
Osegod Marks the 2nd Arch-Druid's Apprentice 14 Male Human He is an adolescent human with brown eyes, short black hair in a side parting, and dark brown skin.
Paul Hathaway 11 Male Human He is a human child with brown eyes, dark-brown hair worn in a rounded bowl cut, and medium brown skin.
Ray Cline Arch-Druid's Apprentice 16 Male Human He is an adolescent human with brown eyes, a shaved head, and medium brown skin.
Rocelinus Hathaway the 2nd Arch-Druid's Apprentice 14 Male Human He is an adolescent human with green eyes, light-brown hair in a ponytail, and light brown skin.
Symon Dawe the 2nd 9 Male Human He is a human child with grey eyes, short dark-brown hair in a side parting, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 82% and 119% of their base value.

Available Price Value Item Rarity Description
1 260 gp 300 gp Potion of gaseous form rare When you drink this potion, you gain the effect of the spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
1 2,700 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.
1 460 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.
1 170 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.
2 280 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.
3 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 92 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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