Dawson's Apothecary

799 year old Human construction, medium sized

Location: Kidsdale Town

Owned by: Israel Dawson

A brick house, painted purple. There are missing pavestones outside the building. 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
Betsey Dawson Housekeeper 49 Female Human She is an adult human with grey eyes, long flowing light-brown hair, and olive skin.
Ebenezer Howe Arch-Druid's Apprentice 12 Male Human He is an adolescent human with green eyes, very short blond hair, and light brown skin.
Florrie Dawson Maidservant 20 Female Human She is an adult human with grey eyes, dyed strawberry hair in a plait, and light pink skin.
Frederic Dawson Housekeeper 20 Male Human He is an adult human with brown eyes, short black hair, a long beard, and dark brown skin.
Gwendoline House 58 Female Human She is an elderly human with brown eyes, long tied back dyed brown hair, and medium brown skin.
Henrietta Bernard Arch-Druid's Apprentice 15 Female Human She is an adolescent human with brown eyes, black hair in a bun, and black skin.
Israel Dawson Arch-Druid 45 Male Human He is an adult human with grey eyes, a shaved head, a clean shaven face, and light pink skin.
Israel Dawson the 2nd 1 Male Human He is an infant human with amber eyes, wisps of auburn hair, and light pink skin.
Lawrence Erwin the 2nd Arch-Druid's Apprentice 12 Male Human He is an adolescent human with amber eyes, short dark-brown hair, and medium brown skin.
Valentine Dawson 10 Male Human He is a human child with brown eyes, short dark-brown hair, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 103% and 108% 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.
2 510 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.
1 210 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.
1 190 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.
1 160 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.
5 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.
1 100 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.
1 190 gp 180 gp Potion of water breathing uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
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