Egalmo's Apothecary

759 year old Elf construction, medium sized

Location: Hexford Town

Owned by: Egalmo Selmerea

A hardwood cabin. 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
Constable Dáinbur Sturdychest Watchwoman 479 Female Elf She is an adult elf with blue eyes, long styled light-brown hair, and light pink skin.
Duilindiir Selmerea Housekeeper 202 Male Elf He is an adult elf with grey eyes, short strawberry hair in a side parting, and light pink skin.
Egalmo Selmerea Arch-Druid 497 Male Elf He is an adult elf with hazel eyes, a dark-brown quiff, a soulpatch, and dark brown skin.
Egoril Irithnal Arch-Druid's Apprentice 96 Male Elf He is an adolescent elf with brown eyes, long curly black hair, and medium brown skin.
Galadhohin Selmerea Housekeeper 195 Male Elf He is an adult elf with hazel eyes, a dyed brown quiff, stubble, and medium brown skin.
Galioor Tsornyr Arch-Druid's Apprentice 26 Male Elf He is an adolescent elf with brown eyes, long curly black hair, and dark brown skin.
Induilis Nimeshothor Housekeeper 209 Female Elf She is an adult elf with copper eyes, black and grey streaked hair in a plait, and dark brown skin.
Zraqiroth Rhandorr Arch-Druid's Apprentice 40 Male Elf He is an adolescent elf with hazel eyes, long curly dyed blue hair, and dark brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 108% and 114% of their base value.

Available Price Value Item Rarity Description
1 550 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.
1 220 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.
1 200 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.
1 550 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.
3 160 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.
1 300 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.
2 57 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.
2 110 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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