Why are D&D towns filled with apothecaries? Are the desperados gleefully hurling themselves into haunted necropoleis and beast-infested ruins concerned about their wellness routine or self-care rituals?
Whatever the reason, there they are and your players will inevitably send someone in and you'd best have something ready... It's been on my to-do list for a while, but now, printed and glued into my notebook, I have what I need to run a quick scene and give them something to spend a few coins on.
| Tacuinum Sanitatis |
Weirdos
- Herbie: Tall & thin-framed with a pot-belly. Eager to tell you about "mushroom dreams". An expert on local wildlife.
- Fern: Shaggy and shuffling. A big hugger, with horrific body-odor. Wanders the woods regularly and, if asked, will draw a map to any well-known landmarks in the nearby wilderness.
- Dr. Stooper: Fastidious and florid. Always tries to upsell patent aphrodisiacs. Feuding with local witch or faith healer, eager for someone to "do something."
- Erma Prunebottle: Weathered and withered. Usually stoned. Knows a shocking amount about local history.
Wares
- Tea — Requires a fire, water and a teapot to brew. Advantage on rolls to regain hit points from meals if you have a hot drink.
- Chamomile — Relaxing & calming. Basically the same as tea (I'm sure my UK readers agree).
- Tobacco — Regular users can get a boost (d4 hp) by smoking a full pouch, but they must smoke some every watch or become Deprived. It's a beacon for any creature that hunts by smell.
- Pipe Weed — Takes the edge off (d4 hp) but penalizes alertness & response time (disadvantage on defense rolls). Healing doesn't stack with tobacco.
- Garlic — Prophylactic. Wards off illness; reputed to ward off undead (efficacy is limited).
- Willow bark — Pain killer. 1hp restored, effective once per watch.
- Sage — Burn to reveal incorporeal spirits.
- Wormwood — Steep as tea or burn. Vivid dreams; some users report spirit contact or prophetic glimpses.
- Aloe — Burn treatment. d6 hp restored, fire damage only.
- Poultice — Eleven secret herbs & spices. Applied to bleeding wounds: advantage on death save. Applied during rest: d4 hp over a day's rest.
- Poppy — Pain killer. d6 hp restored. Intoxicating, addictive. Dangerous with alcohol. Very precious. Only a small number of vials will be available, perhaps d3, maybe just one.
- Spell components — An apothecary will carry the basic stuff.








