Kricelruuc's Apothecary

89 year old Halfling construction, small sized

Location: Archshire

Owned by: Maximnda Kricelruuc

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
Halfasnto Grace-Farhole 87 Male Halfling He is an elderly halfling with amber eyes, short grey hair, a clean shaven face, and medium brown skin.
Jasmiia Goodheaver Arch-Druid's Apprentice 17 Female Halfling She is an adolescent halfling with amber eyes, long flowing dark-brown hair, and medium brown skin.
Maximnda Kricelruuc Arch-Druid 61 Female Halfling She is an adult halfling with amber eyes, long tied back dark-brown hair, and medium brown skin.
Porro Arion Arch-Druid's Apprentice 55 Male Elf He is an adolescent elf with brilliant blue eyes, scruffy blond hair, and olive skin.
Roberts Morgan-Phillips Arch-Druid's Apprentice 17 Male Longfoot He is an adolescent longfoot with grey eyes, long flowing strawberry hair, and light pink skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 90% and 104% of their base value.

Available Price Value Item Rarity Description
1 270 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 50 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 94 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.
Send Feedback