Gald's Rolling Apothecary

Est. 2025 Human Commoner (herbalist)

Gald's Rolling Apothecary

The apothecary is a two-axle caravan with hanging bunches of drying herbs; Marin hums caravan songs while weighing, and always offers buyers a taste of tea befo...

MA

Shopkeeper

Marin Gald, a Human Commoner (herbalist) (Lvl 1)

Keeper's Species

Human

9 Misc4 PotionsEst. 363 gp

Shop Inventory

(13)
Miscellaneous9

A tidy cloth-wrapped bundle of mint, chamomile, and feverfew used for teas, poultices, and minor comforts.

Infusions grant advantage on one Medicine or herbalism check when consumed or applied (single use).

A greasy balm scented with lavender and willow. Cools burns and soothes rashes.

Heal 2 HPHeals hit points when applied and grants advantage on saves vs. exhaustion from heat/cold for 1 hour.

Clean cloths, herbal antiseptic strips included. Good for stabilizing the wounded.

Provides a bonus to Medicine checks to stabilize a dying creature when used with a healer's kit.

A small packet of powdered herbs that, when burned or steeped, produce a sleepy haze in a small area.

Burning a sachet fills a 10-foot radius with soporific smoke for 1 minute. Creatures that start their turn in the area must succeed on a Constitution save or fall asleep (as the sleep effects of a Nondrug lull; DM determines interaction with magical sleep).

A tin of loose-leaf tea blend favored by caravan guards. Mildly invigorating and restorative.

A cup grants +1 to Wisdom (Perception) checks for 1 hour due to alertness; additionally soothes minor aches (temporary HP ).

A small pouch containing seeds for common medicinal plants—mint, feverfew, evening primrose.

If planted and tended for 2 weeks, yields ingredients worth 2 gp per week thereafter (DM adjudicates growth conditions).

A pared-down healer's kit: bandages, thread, small herbs, splints — light and robust for a wagon.

Functions like a healer's kit: stabilizes a creature without a Wisdom (Medicine) check and provides a single use that restores HP when the 'Use a Healer's Kit' variant is used (if your table uses it).

A small corked bottle that, when uncorked briefly, emits the smell of campfire and wood smoke.

Used to mask scents (roleplay/stealth), calm animals, or comfort homesick travelers; grants advantage on one Charisma (Performance) or Charisma (Deception) check involving a rustic camp impression.

A modestly magical ointment tucked into a carved wooden jar. Not flashy; made from a recipe learned from roadwise clerics.

Heal 10 HPUncommon: When applied, it cures HP and removes one level of exhaustion. Single use.
Potions4

A warm, plant-based salve that staunches bleeding and eases pain. Hand-applied from a small tuck-box.

Heal 4 HPHeals hit points when applied. Reduces bleeding (treats the effects of the 'bleeding' condition if your DM uses it).

A sealed vial of reddish liquid. Restores vitality when drunk.

Heal 7 HPHeals hit points (standard Potion of Healing).

A bitter vial that neutralizes common venoms and slows many poisons.

Gives advantage on saving throws against poison for 1 hour or grants the target one immediate saving throw against ongoing poison effects (as per DM ruling).

A concentrated antidote for many common snake and spider venoms assembled from crushed nightbloom and purified springwater.

When administered within 1 minute of envenomation, halves the initial damage and grants advantage on the victim's saving throw vs. that venom. Works best on natural venoms (subject to DM).
MA

Marin Gald

HumanCommoner (herbalist)Lvl 1

Shop Atmosphere

The apothecary is a two-axle caravan with hanging bunches of drying herbs; Marin hums caravan songs while weighing, and always offers buyers a taste of tea before a sale. He prices slightly lower for other travelers he likes and keeps a small ledger of favors owed instead of strict credit.
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