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.
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.
A note on mundane healing: In my homebrew system,
Ultra Bastard, characters can eat to restore d4 hit points every watch (a slightly hand-wavey 4 hour period) and can engage in other vices e.g. alcohol, smoking etc. to restore an additional small number of hit points. Effective once per watch for any category of vice. For example, a character could eat, drink and smoke to restore 3d4 hit points but would be drunk, smelly and addicted to nicotine.
Deprivation is also an Ultra Bastard mechanic. I use it to apply penalties to characters who are hungry, tired, cold etc. For a smoker, I'd impose level 1 after a watch without, level 2 after a day, and clear the addiction if they tough it out a few days. Deprivation is pretty hardcore, so you really don't want to run out of cigarettes. You can substitute whatever your system uses for similar penalties.
Deprivation |
|---|
Level 1 | No mundane HP recovery |
Level 2 | Max HP halved |
Level 3 | Max HP =1 |
When no longer deprived, effects go away. |
If the characters are visiting an apothecary hoping to harm someone rather than heal them, I've got a whole
post on poisons.
If your game is more high-magic, let me proffer these
potions.
Pricing & Perishability
Maintaining a price list is too much book-keeping for me. Generally, I aim for a scale of 1sp = $10 and 1gp = $100. Assume that most of the apothecary items cost equivalent to a few meals per dose. This excludes the poppy (basically a mundane healing potion & you can borrow that price) and spell components (which I use to tax wizards that don't need much gear).
Assume anything but the poppy will expire in a week. I recommend picking a day of the week on which all perishables go bad for ease of book-keeping, or, alternatively, every time the party comes back from a delve. This doesn't need a spreadsheet.