Elisime's Alchemy Emporium
A well-stocked alchemist's shop in Megima, if small for a self-styled "emporium". Highly appointed with various potions and necessary sundries for any willful adventurer, it features a small side room where its owner, Elisime Silverhair, has a bed and a workstation, as well as a hidden door to an underground cellar.
Description
The Storefront
The proprietor of this establishment, a gentle half-elf named Elisime Silverhair, spends most of her time leaning on the shop counter to get a better look at her customers and retail space. A secretive sor, a DC 15 Wisdom (Insight) reveals she appears to be hiding something - namely that she's been conducting magical experiments on creatures in her basement, accessible via a secret door inder the rug in her shop's side room.Goods
Elisime refuses to haggle. Any attempt to achieve a price lower than market value could lead to a swift shutdown of her store. She is suceptible to charm and flirtation, however, as well as intelligent discussions about the arcane. A DC 19 Charisma (Persuasion) or Intelligence (Arcana) check will net a discount on goods - buy three, get one free.Side Room
Elisime's side room is private but accessible, particularly if she is distracted or in deep conversation - DC 19 Charisma (Deception; Performance; Persuasion) or Intelligence (Arcana). She sleeps in the side room from late evening to early morning. If she is not int the shop, there's a chance she's in the cellar. Her desk and trink are locked (DC 15), and she carries the key. An individual succeeding on a thorough search of the desk's drawers will find a diary with notes on water elementals, taming mimics, basilisks, general Necromancy and an incomplete recipe for black pudding. Within the room, a DC 15 (Perception/Investigation) check reveals a few ridges in the rig in the outline of a 4 by 4 square. Pulling the rug away reveals a hatch-style door to the cellar.The cellar
A balmy, almost sauna-like cellar accessible through a hidden door in Elisime's side room feature an old roaring furnace, a few barrels and visibly crumbling support arches (1àhp each)k that upon further inspection - DC 15 (Perception/Investigation) - could be brought down with a few strong kicks. A dark, waterlogged tunnel (3 ft. of water), blocked by metal bars, appear to lead elsewhere, to the Glirkeep College.The Furnace
This large cast-iiron furnace is continually lit, keeping the celar nice and toasty.The Barrels
These Barrels hold alchemy supplies. Two barrel are fill of "in process" potions of healing, and upon inspection (DC 15) could be used by an individual proficient with an Herbalist's to createn up to 4 potions of healing, or 1 potion of greater healing (DC 15). Players lacking proficiency who attempt to make their own healing potion suffer 2d6 acid damage.Support Arches
If two or more of these support arches are damaged, the ceiling will collapse. Anyone under the ceiling must succeed on a DC 15 Dexterity saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a success. Once the ceiling collapses, the floor of the area is filled with ribble, potions and possibly the shop owner and becomes difficult terrain.The Tunnel
Blocked by a steel gate, further inspection (DC 16) reveals a lock at the base of the gate, beneath the water's surface. The lock can be picked (DC 17), but must be done so at disadvantage due to its placement underwater. THe tunnel leads to an underground in the Glirkeep College.Prices
Type
Apothecary
Comments