Rudd's Apothecary
128 year old Human construction, medium sized
Location: Royswich
Owned by: Nicholaus Rudd
A rough hewn stone building. 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 |
---|---|---|---|---|---|
Effie Chetbuck | Arch-Druid's Apprentice | 13 | Female | Human | She is an adolescent human with blue eyes, scruffy light-brown hair, and olive skin. |
Hettie Rudd | 53 | Female | Human | She is an elderly human with hazel eyes, thin scruffy grey hair, and black skin. | |
Isabelle Rudd | 8 | Female | Human | She is a human child with grey eyes, short curly auburn hair, and olive skin. | |
Jacob Babcock | Arch-Druid's Apprentice | 12 | Male | Human | He is an adolescent human with brown eyes, long curly brown hair, and dark brown skin. |
Nicholaus Rudd | Arch-Druid | 50 | Male | Human | He is an elderly human with grey eyes, balding dyed auburn hair, a full beard, and light brown skin. |
Reuben Rudd | Housekeeper | 38 | Male | Human | He is an adult human with blue eyes, scruffy brown hair, a goatee, and light brown skin. |
Richard Rudd | Housekeeper | 21 | Male | Human | He is an adult human with one grey eye (his right is covered by an eye-patch), balding auburn hair, a long beard, and light brown skin. |
Sargent Blanche Rudd | Watchwoman | 37 | Female | Human | She is an adult human with grey eyes, auburn hair in a ponytail, and olive skin. |
Trevor Bishop the 2nd | Arch-Druid's Apprentice | 18 | Male | Tiefling | He is an adolescent tiefling with silver eyes, dyed bright red hair in a plait, and light brown skin. He has large curved horns. |
Family Tree
- Nicholaus Rudd (♂/50) + Hettie Rudd nee Sparks (♀/53/Nicholaus' wife)
- Richard Rudd (♂/21/Nicholaus' son)
- Reuben Rudd (♂/38/Nicholaus' brother) + Sargent Blanche Rudd nee Abbot (♀/37/Nicholaus' sister in-law)
- Isabelle Rudd (♀/8/Nicholaus' niece)
Items for sale
At this location, items are priced between 89% and 112% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 430 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 | 460 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. |
1 | 150 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 | 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. |
3 | 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 | 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 | 170 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. |