Seymour's Apothecary
99 year old Human construction, medium sized
Location: Northheath Town
Owned by: Selena Seymour
The door on this cottage has been painted grey. A symbol in the shape of a lamp hangs over the doorway. 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 |
---|---|---|---|---|---|
Clyde Nash | Druid | 36 | Male | Human | He is an adult human with amber eyes, very short strawberry hair, a full beard, and light pink skin. |
Fannie Nash | Housekeeper | 36 | Female | Human | She is an adult human with one amber eye (her right is covered by an eye-patch), strawberry hair in a bun, and light pink skin. |
Godfrey Seymour the 2nd | 0 | Male | Human | He is an infant human with brown eyes, wisps of black hair, and dark brown skin. | |
Osbert Seymour | Housekeeper | 26 | Male | Human | He is an adult human with brown eyes, black hair worn in a rounded bowl cut, a full beard, and dark brown skin. |
Oscar Jordan the 2nd | Druid | 20 | Male | Human | He is an adult human with grey eyes, short curly strawberry hair, a clean shaven face, and light pink skin. |
Selena Seymour | Arch-Druid | 29 | Female | Human | She is an adult human with amber eyes, red and grey streaked hair in a bun, and light pink skin. |
Wilhelmina Nash | 3 | Female | Human | She is a human child with amber eyes, strawberry hair in a plait, and light pink skin. |
Family Tree
- Selena Seymour nee Jordan (♀/29) + Osbert Seymour (♂/26/Selena's husband)
- Godfrey Seymour the 2nd (♂/0/Selena's son)
- Clyde Nash (♂/36/Selena's brother in-law) + Fannie Nash nee Jordan (♀/36/Selena's sister)
- Wilhelmina Nash (♀/3/Selena's niece)
- Oscar Jordan the 2nd (♂/20/Selena's brother)
Items for sale
At this location, items are priced between 101% and 103% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
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 | 180 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 | 310 gp | 300 gp | Potion of gaseous form | rare | When you drink this potion, you gain the effect of the spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. |
1 | 280 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. |
5 | 52 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 | 180 gp | 180 gp | Potion of heroism | rare | For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the spell (no concentration required). This blue potion bubbles and steams as if boiling. |
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. |
2 | 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. |