Hampton-Hayville's Apothecary

610 year old Longfoot construction, small sized

Location: Scudworth

Owned by: Isemato Primulael Indisil Hampton-Hayville

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
Alberic Lawrence-Benjamin Arch-Druid's Apprentice 15 Male Halfling He is an adolescent halfling with hazel eyes, a brown quiff, and medium brown skin.
Isemato Primulael Indisil Hampton-Hayville Arch-Druid 122 Female Gnome She is an adult gnome with brown eyes (behind a pair of spectacles), short blue hair in a side parting, and medium brown skin.

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 86% and 99% of their base value.

Available Price Value Item Rarity Description
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.
1 470 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.
3 46 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 87 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.
2 170 gp 180 gp Potion of water breathing uncommon You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
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