So'Pure'Se Health and Harm - Apothecary

Found immediately inside the main gate of the island, this small shop sells a variety of potent potions and poisons.

There is a small flower garden in the front, with a large sign hanging above ornate wooden doors. The inside of the shop is divided into two sections: Health, and Harm. The herbs and potions near the entrance are fairly common, but the further you go into either side, the more dangerous or beneficial the things in stock become. The poisons are not hidden away in some backroom, they are openly on display as a part of the store. Behind the counter, there is a door leading to where the products are produced and grown. This garden is an overgrown mess and can be dangerous to those who don't know the differences between the various types of plants grown within.

Size Cost:
1 room point
Monthly Mintenance Cost: n/a
Monthly Income: Currently - 100gp (2d4 x 25gp) every 32 days (pays on the 32nd of each month). Maximum Income. If your structure is located in an area that can reasonably expect trade, this room generates an income of 225gp (or 3d4 × 30gp) every 32 days.  

Merchant Inventory

 

Potions, Poisons, and Herbs

  • 600gp for purchasing goods
  • Item name - Item Cost - Number in stock - Notes
  • Bottle, glass - 2gp/bottle - 75 bottles - Empty; holds up to 1 1/2 pints
  • Flask - 1cp/flask - 50 flasks - Empty; holds up to 1 pint
  • Vial - 1gp/vial - 100 vials - Empty; holds up to 4 oz.
  • Herbalism Kit - 5gp - 2 -
  • Herbs, common - 5sp/lb - 20lbs - Ex: mint, sage; often used in common potions
  • Poison, basic - 100gp/vial - 4 vials - Injury, can inflict 1d4 poison damage
  • Potion of healing - 50gp - 3 - Replenishes 2d4+2 hit points
  • Tea, sandberry - 5cp/cup - 10 cups - Harsh, bitter, and acidic; very hydrating
  • Tea, talkuth - 5cp/cup - 20 cups - metallic-tasting and slate grey, an acquired taste
  • Alchemist's supplies - 50gp - 2 -
  • Antitoxin - 50gp/vial - 2 vials -
  • Healer's Kit - 5gp - 2 -
  • Perfume - 5gp/vial - 4 vials - A faint floral aroma for the discerning nose
  • Elixer of health - 2,500gp - 1 - Cures disease, blindness, deafness, paralyzed, and poisoned conditions

Special Properties

When you first build this room, choose one merchant from the Merchants table in the Traders and Merchants section. This merchant is in permanent residence at your structure, though the quality of their goods changes every 30 days. If the merchant’s goods are of a quality less than medium, you can reroll any number of times until you receive a result of medium or greater quality.
You can change the merchant in residence here at a later time by paying 1,000 gp to renovate the boutique. This process leaves the boutique unavailable for 30 days, after which a new merchant is selected, as they were when this room was first created.
This room can be built multiple times.
Income. If your structure is located in an area that can reasonably expect trade, this room generates an income of 225 gp (or 3d4 × 30 gp) every 30 days.
Monthly Maintenance Cost: n/a
Last Upkeep Payment: n/a
Last Payout: n/a (started earning from the 32nd of Necromancer's Heart)
Waiting Funds: 325gp (4d4x25gp)
Type
Apothecary
Parent Location
Additional Rulers/Owners
Characters in Location