Gregorius' Apothecary

380 year old Human construction, small sized

Location: Netherheath

Owned by: Gregorius Clerk-Dean

A small half-timbered house with a slate tile roof. A map of Netherheath is framed on one wall. Tables are stacked with glassware, vials of liquid, and boxes of herbs. There is in no discernable order to be seen but the owner seems to know where everything is, moving around and working without pause or delay.

Occupants

Name Role Age Gender Race Description
Gregorius Clerk-Dean Arch-Druid 37 Male Human He is an adult human with brown eyes, short curly dark-brown hair, a long beard, and medium brown skin.
Letitia Clerk-Dean Housekeeper 38 Female Human She is an adult human with grey eyes, long styled brown hair, and light brown skin.
Maud Clerk-Dean 6 Female Human She is a human child with brown eyes, shoulder-length brown hair, and medium brown skin.
Phillis Hart Arch-Druid's Apprentice 17 Female Human She is an adolescent human with amber eyes, strawberry hair in a ponytail, and light pink skin.
Sean Clerk-Dean 0 Male Human He is an infant human with brown eyes, scruffy dark-brown hair, and medium brown skin.
Thirza Godyear Arch-Druid's Apprentice 18 Female Human She is an adolescent human with brown eyes, short curly dyed auburn hair, and black skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 89% and 119% of their base value.

Available Price Value Item Rarity Description
2 220 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.
4 45 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.
2 110 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.
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