Sackbuck-Hayblower's Apothecary
344 year old Human construction, small sized
Location: Salistree
Owned by: Caracuc Sackbuck-Hayblower
A small half-timbered house with a slate tile 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 |
---|---|---|---|---|---|
Caracuc Sackbuck-Hayblower | Arch-Druid | 32 | Male | Human | He is an adult human with brown eyes, a horseshoe of dyed dark-brown hair, a clean shaven face, and medium brown skin. |
Curtis Newfoot-Hayblower | Druid | 27 | Male | Human | He is an adult human with grey eyes, a strawberry quiff, a full beard, and light pink skin. |
Gamel Sackbuck-Hayblower | 1 | Male | Human | He is an infant human with brown eyes, wisps of black hair, and dark brown skin. | |
Haiducbo Sackbuck-Hayblower | 10 | Male | Human | He is a human child with brown eyes, short dark-brown hair, and medium brown skin. | |
Jonas Gates the 2nd | 50 | Male | Human | He is an elderly human with blue eyes, short curly light-brown and grey streaked hair, a clean shaven face, and light brown skin. | |
Llewelyn Sackbuck-Hayblower | 3 | Male | Human | He is a human child with amber eyes, long curly dark-brown hair, and medium brown skin. | |
Millie Sackbuck-Hayblower | Housekeeper | 32 | Female | Human | She is an adult human with amber eyes (behind a pair of spectacles), long curly dark-brown hair, and medium brown skin. |
Family Tree
- Caracuc Sackbuck-Hayblower nee Newfoot-Hayblower (♂/32) + Millie Sackbuck-Hayblower nee Sackbuck (♀/32/Caracuc's wife)
- Haiducbo Sackbuck-Hayblower (♂/10/Caracuc's son)
- Llewelyn Sackbuck-Hayblower (♂/3/Caracuc's son)
- Gamel Sackbuck-Hayblower (♂/1/Caracuc's son)
- Jonas Gates the 2nd (♂/50/Caracuc's uncle)
- Curtis Newfoot-Hayblower (♂/27/Caracuc's brother)
Items for sale
At this location, items are priced between 85% and 89% of their base value.
Available | Price | Value | Item | Rarity | Description |
---|---|---|---|---|---|
1 | 80 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. |
1 | 160 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 | 450 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 | 130 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 | 240 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 | 44 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 | 85 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. |