Benjamin's Local Apothecary

295 year old Human construction, small sized

Location: Glorworth

Owned by: Marvin Benjamin

A small half-timbered house with a thatched roof. 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
Adelaide Benjamin Housekeeper 44 Female Human She is an adult human with brown eyes, long flowing black hair, and black skin.
Amicia Benjamin 51 Female Human She is an elderly human with hazel eyes, long tied back silver hair, and medium brown skin.
Amicia Montgomery 1 Female Human She is an infant human with grey eyes, wisps of light-brown hair, and olive skin.
Dudley Montgomery Druid 25 Male Human He is an adult human with brown eyes, scruffy dark-brown hair, a short horseshoe moustache and soulpatch, and medium brown skin.
Gerald Haines Arch-Druid's Apprentice 17 Male Human He is an adolescent human with grey eyes, short curly auburn hair, and light pink skin.
Hattie Montgomery Housekeeper 20 Female Human She is an adult human with grey eyes, light-brown hair in a ponytail, and olive skin.
Marvin Benjamin Arch-Druid 47 Male Human He is an adult human with grey eyes, short curly light-brown hair, a clean shaven face, and olive skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 104% and 112% of their base value.

Available Price Value Item Rarity Description
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.
3 55 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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