Fulton's Apothecary

144 year old Human construction, medium sized

Location: Failsleigh

Owned by: Nelson Fulton

A rough hewn stone building. 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
Belle Horton Arch-Druid's Apprentice 14 Female Human She is an adolescent human with grey eyes, long flowing auburn hair, and olive skin.
Bertie Fulton Housekeeper 49 Male Human He is an adult human with amber eyes, short curly dyed strawberry hair, a clean shaven face, and medium brown skin.
Jemima Fulton 50 Female Human She is an elderly human with amber eyes, long flowing auburn and grey streaked hair, and olive skin.
Kezia Dillon Arch-Druid's Apprentice 17 Female Human She is an adolescent human with grey eyes, strawberry hair in a plait, and pale white skin.
Nelson Fulton Arch-Druid 45 Male Human He is an adult human with hazel eyes, long flowing dark-brown hair, a full beard, and dark brown skin.
Virgil Briant Arch-Druid's Apprentice 17 Male Human He is an adolescent human with amber eyes, short strawberry hair in a side parting, and light pink skin.
Virginia Fulton 63 Female Human She is an elderly human with brown eyes, scruffy dyed red hair, and medium brown skin.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 85% and 119% of their base value.

Available Price Value Item Rarity Description
1 480 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.
1 190 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.
1 1,100 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.
1 240 gp 270 gp Potion of diminution rare When you drink this potion, you gain the "reduce" effect of the spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
1 340 gp 300 gp Potion of gaseous form rare When you drink this potion, you gain the effect of the spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
1 280 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.
3 44 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.
3 100 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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