Tailor's Quality Apothecary

141 year old Human construction, small sized

Location: Huyfield

Owned by: Hector Tailor

A small brick 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
Bridget Tailor 1 Female Human She is an infant human with brown eyes, a bald head, and dark brown skin.
Brinley Tailor 0 Male Human He is an infant human with brown eyes, a bald head, and dark brown skin.
Donald Tailor Druid 57 Male Human He is an elderly human with brown eyes (behind a pair of spectacles), short auburn and grey streaked hair in a side parting, a clean shaven face, and dark brown skin.
Donald Tailor the 2nd 3 Male Human He is a human child with hazel eyes, long dark-brown hair with a fringe cut, and dark brown skin.
Enid Tailor Housekeeper 25 Female Human She is an adult human with brown eyes, black hair in a ponytail, and dark brown skin.
Hector Tailor Arch-Druid 23 Male Human He is an adult human with blue eyes, a bald head, stubble, and olive skin.
Idonea Tailor Druid 51 Female Human She is an elderly human with grey eyes, long tied back silver hair, and olive skin.
Iva Wilcox Arch-Druid's Apprentice 14 Female Human She is an adolescent human with amber eyes, long flowing dyed strawberry hair, and light pink skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 106% and 108% of their base value.

Available Price Value Item Rarity Description
1 510 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 97 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.
1 540 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.
1 160 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.
3 54 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.
1 110 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.
1 320 gp 300 gp Potion of resistance uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.
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