Magloir's Apothecary

799 year old Elf construction, medium sized

Location: City of Elwindal

Owned by: Magloir the Second

Built into a living tree, this tree house is accessed by a rope ladder. 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
Amari the First Housekeeper 240 Female Elf She is an adult elf with grey eyes, short curly auburn hair, and olive skin.
Angras 8 Male Elf He is an elf child with brown eyes, short black hair in a side parting, and medium brown skin.
Belemmalmo the First Druid 242 Male Elf He is an adult elf with brown eyes, black hair in braids, a clean shaven face, and medium brown skin.
Eleboir Arch-Druid's Apprentice 42 Male Elf He is an adolescent elf with grey eyes, scruffy auburn hair, and light pink skin.
Elebrinddel the First Housekeeper 512 Female Elf She is an adult elf with green eyes, long flowing light-brown hair, and golden skin.
Findis the Second Arch-Druid's Apprentice 58 Male Elf He is an adolescent elf with brown eyes, short brown hair, and black skin.
Magloir the Second Arch-Druid 278 Male Elf He is an adult elf with amber eyes, short curly auburn hair, a clean shaven face, and dark brown skin.
Mithrellhin Arch-Druid's Apprentice 68 Male Elf He is an adolescent elf with brown eyes, short black hair, and black skin.
Nimlir the First Housekeeper 282 Female Elf She is an adult elf with grey eyes, scruffy dark-brown hair, and light brown skin.
Tatier 2 Male Elf He is an infant elf with grey eyes, wisps of dark-brown hair, and light brown skin.
Tinual the Second 7 Female Elf She is an elf child with amber eyes, long dark-brown hair tied back in a knot, and light brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 101% and 109% of their base value.

Available Price Value Item Rarity Description
1 2,000 gp 1,920 gp Oil of etherealness rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 the spell for 1 hour.
1 200 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.
2 190 gp 180 gp Potion of climbing common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
1 530 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.
2 290 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 51 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.
1 110 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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