Blair's Mysterious Apothecary

22 year old Human construction, small sized

Location: Beckenley

Owned by: Jessie Blair

A small half-timbered house. 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
Jessie Blair Arch-Druid 47 Female Human She is an adult human with amber eyes, auburn and grey streaked hair in a plait, and medium brown skin.
Marguerite Housekeeper 20 Female Human She is an adult human with amber eyes, long flowing dark-brown hair, and light brown skin.
Noolo Housekeeper 19 Male Otterfolk He is an adult otterfolk with grey eyes and medium brown fur with grey stripes.
Rogerius Frederick-Vincent the 2nd Arch-Druid's Apprentice 18 Male Human He is an adolescent human with amber eyes, long flowing strawberry hair, and light pink skin.
Simon Blair Housekeeper 41 Male Human He is an adult human with amber eyes (behind a pair of spectacles), short curly dark-brown hair, bushy sideburns, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 90% and 94% of their base value.

Available Price Value Item Rarity Description
2 84 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.
4 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.
2 94 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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