Indias' Apothecary

800 year old Elf construction, medium sized

Location: Vanndis Town

Owned by: Indias the Second

Built into a living tree, this tree house is accessed by a rope ladder. 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
Celebrda the First Druid 206 Female Elf She is an adult elf with grey eyes, brown hair in a bun, and light brown skin.
Curufi the First Druid 452 Male Elf He is an adult elf with silver eyes, scruffy light-brown hair, a clean shaven face, and light brown skin.
Edhedir Housekeeper 396 Female Elf She is an adult elf with blue eyes, light-brown and grey streaked hair in a plait, and light pink skin.
Elronar Arch-Druid's Apprentice 93 Male Elf He is an adolescent elf with grey eyes, short curly dark-brown hair, and light brown skin.
Gildor Arch-Druid's Apprentice 32 Male Elf He is an adolescent elf with brilliant blue eyes, long flowing brown hair, and light brown skin.
Glor the First Housekeeper 252 Male Elf He is an adult elf with brown eyes (behind a pair of spectacles), scruffy dyed black hair, a clean shaven face, and black skin.
Indias the Second Arch-Druid 351 Female Elf She is an adult elf with brown eyes, dyed white hair in a ponytail, and black skin.
Ingonth the First 569 Male Elf He is an elderly elf with brown eyes, long flowing dyed auburn hair, a clean shaven face, and medium brown skin.
Oronwin the Second Housekeeper 401 Male Elf He is an adult elf with brown eyes, scruffy dyed black hair, a clean shaven face, and medium brown skin.
Voronnar 12 Male Elf He is an elf child with grey eyes, a red quiff, and grey skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 93% and 95% of their base value.

Available Price Value Item Rarity Description
1 1,800 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.
1 85 gp 90 gp Philter of love uncommon The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
2 190 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.
1 170 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.
1 140 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.
2 250 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 47 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 95 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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