Egalmo's Apothecary
759 year old Elf construction, medium sized
Location: Hexford Town
Owned by: Egalmo Selmerea
A hardwood cabin. 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 |
|---|---|---|---|---|---|
| Constable Dáinbur Sturdychest | Watchwoman | 479 | Female | Elf | She is an adult elf with blue eyes, long styled light-brown hair, and light pink skin. |
| Duilindiir Selmerea | Housekeeper | 202 | Male | Elf | He is an adult elf with grey eyes, short strawberry hair in a side parting, and light pink skin. |
| Egalmo Selmerea | Arch-Druid | 497 | Male | Elf | He is an adult elf with hazel eyes, a dark-brown quiff, a soulpatch, and dark brown skin. |
| Egoril Irithnal | Arch-Druid's Apprentice | 96 | Male | Elf | He is an adolescent elf with brown eyes, long curly black hair, and medium brown skin. |
| Galadhohin Selmerea | Housekeeper | 195 | Male | Elf | He is an adult elf with hazel eyes, a dyed brown quiff, stubble, and medium brown skin. |
| Galioor Tsornyr | Arch-Druid's Apprentice | 26 | Male | Elf | He is an adolescent elf with brown eyes, long curly black hair, and dark brown skin. |
| Induilis Nimeshothor | Housekeeper | 209 | Female | Elf | She is an adult elf with copper eyes, black and grey streaked hair in a plait, and dark brown skin. |
| Zraqiroth Rhandorr | Arch-Druid's Apprentice | 40 | Male | Elf | He is an adolescent elf with hazel eyes, long curly dyed blue hair, and dark brown skin. |
Family Tree
- Egalmo Selmerea (♂/497) + Constable Dáinbur Sturdychest (♀/479/Egalmo's wife)
- Galadhohin Selmerea (♂/195/Egalmo's son) + Induilis Nimeshothor (♀/209/Egalmo's daughter in-law)
- Duilindiir Selmerea (♂/202/Egalmo's half-brother)
Items for sale
At this location, items are priced between 108% and 114% of their base value.
| Available | Price | Value | Item | Rarity | Description |
|---|---|---|---|---|---|
| 1 | 2,100 gp | 1,920 gp | Oil of etherealness | rare | Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 the spell for 1 hour. |
| 1 | 530 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 | 1,000 gp | 960 gp | Potion of clairvoyance | rare | When you drink this potion, you gain the effect of the spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. |
| 1 | 200 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. |
| 6 | 57 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 | 500 gp | 450 gp | Potion of mind reading | rare | When you drink this potion, you gain the effect of the spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. |
| 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. |