Fen's Quiet Remedies - AI-generated fantasy Shop

Fen's Quiet Remedies

Est. 2026 Half-Elf Druid

Fen's Quiet Remedies

Fen speaks softly and rarely looks you in the eye while weighing tinctures. A small, one-eyed gull named Brine sleeps on a stack of rolled bandages behind the c...

JO

Shopkeeper

Jora Fen, a Half-Elf Druid (Lvl 8)

Keeper's Species

Half-Elf

8 Misc7 PotionsEst. 1.9k gp

Shop Inventory

(15)
Miscellaneous8

A leather pouch of bandages, salves, and splints. Reliable for stabilizing the dying and treating minor battlefield injuries.

A clear, bitter vial of liquid sold for protecting travelers from toxins and venom.

When drunk, grants advantage on saving throws against poison for 1 hour. No effect on constructs or undead.

A thick aloe-scented ointment in a small glass jar. A single dose is potent and rare outside larger towns.

One dose restores hit points and cures disease and the poisoned condition.

A small cloth packet of mashed seaweed and balm. Cheap, quick relief for scrapes and salt-water irritation.

Apply to a wound: immediate minor healing equal to roll; cleanses small infections over the next hour.

A jar of sea-mending salve Fen mixed from eelgrass, crushed shells, and calming ambergris.

When applied, the user gains a calm focus that helps in tending wounds and diagnosing illnesses for one hour.

Clean bandages salted and treated with Fen's mild antiseptic. Basic, inexpensive, and reliable.

Useful for dressing wounds and as a basic antiseptic when used with a salve.

A tin of crushed, charred herbs with an unmistakable salty-iron scent; often used in local folk remedies.

When burned in a sickroom, it gives the attending healer advantage on Medicine checks for 10 minutes (one use).

A local staple: dried kelp packed and tied with twine. Cheap, aromatic, and favored by coastal healers.

When used as part of a healer's effort, grants a bonus to the restoration roll (DM adjudicates).
Potions7

A small red vial that glows faintly. Standard healing potion, brewed from Fen's ash-rose and boiled kelp.

Drink to regain hit points equal to roll.

A deeper crimson vial. Heals substantially more than the common potion and is prized by patrols and explorers.

Stronger healing when consumed.

A clear, briny vial with tiny suspended bubbles. Useful for fishermen, sailors, and those who explore tidal caves.

You can breathe underwater for 1 hour.

A vine-green potion that smells faintly of moss. Handy for scaling ship rigging and cliff routes near Stillharbor.

Grants a climbing speed equal to walking speed and advantage on Strength (Athletics) checks made to climb for 1 hour.

A bright, effervescent elixir held for severe afflictions. Fen keeps at most one on the main shelf at a time.

Cures disease and removes blinded, deafened, paralyzed, and poisoned conditions when consumed.

A tumbler of bright blue liquid Fen reserves for the terrified or the brash before a dangerous task.

For 1 hour you gain 10 temporary hit points and are affected by the bless spell (no concentration required).

Fen's Quiet Tonic: a soothing, slightly briny liquor sold to sailors before rough crossings and to those prone to panic.

Once within the next hour, the drinker may reroll one Wisdom saving throw made against fear effects and take the better result.
JO

Jora Fen

Half-ElfDruidLvl 8

Shop Atmosphere

Fen speaks softly and rarely looks you in the eye while weighing tinctures. A small, one-eyed gull named Brine sleeps on a stack of rolled bandages behind the counter. Fen writes patients' names on flaking, shell-creased paper and keeps an incense of salt and thyme burning year round. She always asks the same three questions before treatment: "How does it hurt?" "When did the salt last touch it?" and "Have you been to the rocks at low tide?"
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