The Whispering Apothecary

Est. 2025 Human Herbalist (Commoner / Folk Healer)

The Whispering Apothecary

The Whispering Apothecary is located on a crooked lane where lamplight seems dimmer; the bell above the door chimes twice on opening — once audible, once as a s...

MA

Shopkeeper

Marta Wren, a Human Herbalist (Commoner / Folk Healer) (Lvl 2)

Keeper's Species

Human

10 Misc5 PotionsEst. 78 gp

Shop Inventory

(15)
Miscellaneous10

A small braided bundle of rue, used to clear minor bad luck and soothe nerves. Often burned in tiny quantities.

Can remove disadvantage on a single Wisdom (Perception) check caused by minor distractions if burned first (DM fiat).

A tin of calming salve for scrapes, bruises, and troubled sleep. Smells faintly of lavender and old paper.

Heal 1 HPHeals 1 HP when applied (non-magical). Helps grant advantage on a single short-rest check to regain hit dice if used beforehand (DM discretion).

A portable censer with a pouch of charcoal and packets of powdered saltbloom. Burns to clear foul odors and dampen minor spiritual clinging.

When burned for 10 minutes in an area up to a 10-foot radius, grants creatures inside bonus to saves vs. necrotic effects and softens lingering spiritual influence (removes disadvantage on checks imposed by minor hauntings). Lasts 1 hour per burning.

A small linen sachet filled with salt, common mint, and a scrap of cold-iron dust. Hung in doorways or carried to discourage lingering spirits.

Provides advantage on Charisma (Intimidation) or Wisdom (Insight) checks when dealing with minor restless spirits for 1 hour after hung or carried. Against malevolent undead, grants disadvantage to their attempts to cause psychic disturbances (DM discretion).

A handful of small, pale flowers known to grow where the veil is thin. Used in funerary rites or as a calming offering to the dead.

When laid at a small gravesite or spirit-touched spot, grant local spirits +2 to their Wisdom (Persuasion) checks to be placated for 24 hours (roleplay mechanic).

A stitched leather bandolier holding five small sealed pouches: sage, thyme, mint, salvia, and tearleaf.

Each pouch can be used to create simple area effects (smoke to obscure, calming blend to soothe animals, etc.)—effects are mundane and require a minute to prepare (DM adjudication).

Small slips of paper with prayers, names, or calming words written by Marta. Placed on a pillow or windowsill to comfort the restless in a home.

Provides a small morale boost: gives advantage on one social check involving a grieving or frightened NPC when used as an offering.

A pale chalk stick mixed with powdered bone and herbs. Draws faint lines that calm spirit activity for a short time.

When used to draw a simple ward, the area within a 5-foot radius gains a bonus to saves vs. possession and the area is less attractive to wandering spirits for 1 hour.

A simple kit with bandages, salves, splints, and instructions for treating common injuries.

Heal 1 HPAllows stabilizing a dying creature without a Medicine check and grants +1 to Medicine checks when used.

Inky fluid with a faint glow used to write names or prayers that spirits sometimes respond to.

Words written with this ink glow faintly for 24 hours; spirits may sense intent when a name is written (roleplay cue).
Potions5

A small corked vial containing a sweet, amber liquid brewed from dreamleaf, chamomile, and a pinch of powdered moonwort. Each sip (one use) calms nerves and quiets restless dreams.

A single use grants advantage on saving throws against being frightened for 1 hour or prevents 1 hour of noisy haunting whispers from giving a creature disadvantage on a single Wisdom (Perception) check.

A clear liquid distilled from bellwort and a sliver of quartz. Clears eyes and minds, revealing faint auras.

For 10 minutes, grants advantage on Wisdom (Perception) checks to notice incorporeal creatures and on saving throws to resist illusions. Reveals faint spectral outlines in bright light.

A potent tincture made with salmonberry, bone ash, and blessed spring water. Used sparingly to mend dull, undead-caused malaise.

Heal 2 HPHeals 2 HP when consumed and grants temporary resistance to necrotic damage for 1 hour (resistance to necrotic damage).

A glass phial of saltwater infused with slivers of polished silver. Cleans wounds and is said to sting incorporeal things.

Heal 4 HPHeals 4 HP when applied to wounds. If splashed at an incorporeal creature, it grants disadvantage to that creature's next attack (subject to DM).

A soft poultice made from moonwort and linen. Draws out chill and pale cold from the bones.

Heal 3 HPHeals 3 HP when applied and grants a bonus to saves against being charmed for 1 hour.
MA

Marta Wren

HumanHerbalist (Commoner / Folk Healer)Lvl 2

Shop Atmosphere

The Whispering Apothecary is located on a crooked lane where lamplight seems dimmer; the bell above the door chimes twice on opening — once audible, once as a soft breath that only some hear. Marta keeps a small ledger of the names of the town's dead and will offer a moment of silence (and a free sachet) if the party mentions a name she recognizes. On misty nights she refuses to sell 'stronger' tinctures unless she is certain the buyer won't use them to provoke the restless — she listens to the wind and sometimes answers questions to ghosts between customers.
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