Alderbough's Anodyne Dispensary

Est. 2025 Half-elf Druid (herbalist)

Alderbough's Anodyne Dispensary

The dispensary smells of rosemary, honey, and a touch of smoke. Mirna hums old lullabies while she works and keeps a placid grey mouser named Bandage who curls ...

MI

Shopkeeper

Mirna Alderbough, a Half-elf Druid (herbalist) (Lvl 3)

Keeper's Species

Half-elf

1 Misc3 Potions2 Misc1 Misc6 Misc1 Misc1 MiscEst. 128 gp

Shop Inventory

(15)
Miscellaneous1

A leather pouch with bandages, salves, and splints (10 uses). Standard kit for stabilizing the dying and tending wounds.

Heal 1 HPStabilizes a creature without a Medicine check; once used on a stable creature can restore 1 HP (per use).
Potions3

A clear, bitter liquid sold in a stoppered vial. Helps the body resist the worst of poisons.

Grants advantage on saving throws against poison for 1 hour after drinking.

A small corked vial of rosy liquid. Restores vitality when swallowed.

Heal 7 HPWhen consumed restores hit points (healingAmount listed as average).

A sweet-smelling amber bottle. Used to calm nerves and steady the hand.

Drinker has advantage on saving throws against being frightened for 1 hour.
Miscellaneous2

A warm poultice of ground herbs and cloth. Good for closing wounds and easing pain.

Heal 3 HPApplies to a wound to stop minor bleeding and restore roughly HP (listed here as average).

A cool green salve for blistered or burnt skin.

Heal 2 HPHeals about HP (listed as average here) when applied; eases pain and reduces chance of infection.
Miscellaneous1

A bitter tea that eases drowsiness and keeps the senses sharp for a while.

Prevents natural sleep for up to 4 hours (does not stave off exhaustion indefinitely).
Miscellaneous6

Hand-rolled sticks scented with lavender, mint, and a sprig of valerian.

Burning one stick in a small, enclosed area grants advantage on one Animal Handling check or one Persuasion check to calm an NPC for the next 10 minutes.

Simple linen bandages. Useful for dressing wounds or making splints.

Can be used for basic first aid; when used instead of a Healer's Kit, stabilizing requires a Medicine check ().

A puck of herbal soap infused with citrus and salt. Cleans and refreshes the wearer.

Grants a bonus to saving throws against disease for 24 hours after a thorough wash.

A tin of dried leaves and roots favored by those on the road for clarity and mild warmth.

Gives advantage on one short-duration saving throw vs. fatigue or provides comfort (roleplay) during travel.

Small clear vials useful for carrying potions, tinctures, or samples.

A fragrant, calming blend for a short smoke to steady the nerves.

Minor calming effect—roleplay benefits like making it easier to relax around strangers; repeated use carries mild penalties to Dexterity checks for an hour.
Miscellaneous1

A clear, slightly cloudy liquid used to clear the mind of irritants and hallucinogens.

Grants advantage on one saving throw against illusions, charm-induced hallucinations, or similar mental effects if taken within 10 minutes of exposure.
Miscellaneous1

A small stone mortar with a rounded pestle — essential for grinding herbs and mixing salves.

Required for anyone who wants to craft poultices or tinctures properly.
MI

Mirna Alderbough

Half-elfDruid (herbalist)Lvl 3

Shop Atmosphere

The dispensary smells of rosemary, honey, and a touch of smoke. Mirna hums old lullabies while she works and keeps a placid grey mouser named Bandage who curls in new inventory until a customer takes it home. She uses flourishes (sprinkles of turmeric, a drop of orange oil) when packaging and insists on writing a tiny herb-list on every receipt.
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