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<blockquote data-quote="Wippit Guud" data-source="post: 763465" data-attributes="member: 720"><p><strong>This one is a bit different...</strong></p><p></p><p>Natural Remedies</p><p>Apothecary</p><p></p><p>Run by a young woman named Angelinda Weaver, Natural Remedies offers a wide variety of mundane medicines and potions for those who lack the funds for magical healing. Although she does have a little knowledge in the making of potions, her specialties are using the natural properties of various plants and animals in her recipies. During the morning hours, she can be seen outside the city in various places, whether it be the hillside, the swamps, or even on the lake. After the noon meal, she can be found in her modest store, brewing herbal teas and medicines.</p><p></p><p>Plot Hooks</p><p>Angelinda left to wander the swamps, as she does every 3 or 4 days, but it's well after noon and she's not back. Her apprentice, who watches the store while she's away, is worried and has hired the party to find her.</p><p></p><p>Various murder victims about the city have contained a strange liquid in the wound areas. To the party's surprise, it's a special anti-coagulant Angelinda has developed for people with blood problems. The party needs to talk to her and discover who may be buying the application, or even worse, if someone stole the secret to how it's made.</p><p></p><p>Angelinda Weaver, female human Adp2/Drd1: CR 2; ECL 3; Medium-size Humanoid (human); HD 2d6+1d8+3; hp 14; Init +1; Spd 30 ft; AC 13 (+2 leather, +1 Dex); Melee sickle +1 (1d6); SA spells; SQ nature sense, cat familiar; AL NG; SV Fort +3, Ref +3, Will +7; Str 11, Dex 12, Con 12, Int 13, Wis 14, Cha 11.</p><p></p><p>Skills and Feats: Alchemy +3, Craft(medicine) +7, Heal +6, Intuit Directoin +3, Knowledge(nature) +6, Listen +4, Spot +4, Swim +1, Wilderness Lore +10, ; Alertness, Brew Potion, Skill Focus(Wilderness Lore).</p><p></p><p>Adept Spells Prepared (3/2): Cure minor wounds (x2), mending; Cure light wounds (x2)</p><p></p><p>Druid Spells Prepared (3/2): Detect poison (x2), Purify food and drink; Animal friendship (x2)</p><p></p><p>Equipment: Masterwork leather armor, masterwork sickle, various potions.</p><p></p><p>Specific remedies:</p><p>Anti-Coagulent: Angelinda harvests the saliva from giant leeches that populate the swamps. This she turns into a liquid that prevents blood clotting, which is used to help people who may have been poisoned or have blood sickness.</p><p></p><p>In game: Anyone suffering from injected poison can apply this to their wounds. They take 1 point of subdual damage per minute for 5 minutes as the infected blood drains. This bleeding reduces poison duration by 10%. If the anti-coagulant is applied to a slashing or piercing weapon, the increased dose plus the deeper penetration acts a a weapon of wounding for 5 rounds. The dose is only good for 1 attack.</p><p>Cost: 5 gp</p><p></p><p>Silkfish remedy: Through the use of her animal friendship spell, Angelinda can harvest the poisoous spines of the silkfish without removing the tentacles. She uses this to create an anti-toxin specifically for combatting silkfish poison. </p><p></p><p>In game: If this is taken after being stung, it dulls out the pain, and prevents the secondary damage from taking affect (affected people still suffer the dex loss, it just doesn't hurt as much).</p><p>Cost: 5 gp</p><p></p><p>Aaron Cooke (apprentice), male human Com1: CR 1/4; ECL 1; Medium-size Humanoid (human); HD 1d4+1; hp 3; Init -1; Spd 30 ft; AC 9 (-1 Dex); Melee dagger +0 (1d4/crit 19-20); Ranged dagger -1 (1d4/crit 19-20); AL NG; SV Fort +1, Ref -1, Will +1; Str 11, Dex 9, Con 12, Int 12, Wis 12, Cha 10.</p><p></p><p>Skills and Feats: Craft Medicine +4, Listen +3, Spot +3, Swim +1, Wilderness Lore +7 ; Skill Focus(Wilderness Lore), Alertness.</p><p></p><p>Equipment: dagger.</p></blockquote><p></p>
[QUOTE="Wippit Guud, post: 763465, member: 720"] [b]This one is a bit different...[/b] Natural Remedies Apothecary Run by a young woman named Angelinda Weaver, Natural Remedies offers a wide variety of mundane medicines and potions for those who lack the funds for magical healing. Although she does have a little knowledge in the making of potions, her specialties are using the natural properties of various plants and animals in her recipies. During the morning hours, she can be seen outside the city in various places, whether it be the hillside, the swamps, or even on the lake. After the noon meal, she can be found in her modest store, brewing herbal teas and medicines. Plot Hooks Angelinda left to wander the swamps, as she does every 3 or 4 days, but it's well after noon and she's not back. Her apprentice, who watches the store while she's away, is worried and has hired the party to find her. Various murder victims about the city have contained a strange liquid in the wound areas. To the party's surprise, it's a special anti-coagulant Angelinda has developed for people with blood problems. The party needs to talk to her and discover who may be buying the application, or even worse, if someone stole the secret to how it's made. Angelinda Weaver, female human Adp2/Drd1: CR 2; ECL 3; Medium-size Humanoid (human); HD 2d6+1d8+3; hp 14; Init +1; Spd 30 ft; AC 13 (+2 leather, +1 Dex); Melee sickle +1 (1d6); SA spells; SQ nature sense, cat familiar; AL NG; SV Fort +3, Ref +3, Will +7; Str 11, Dex 12, Con 12, Int 13, Wis 14, Cha 11. Skills and Feats: Alchemy +3, Craft(medicine) +7, Heal +6, Intuit Directoin +3, Knowledge(nature) +6, Listen +4, Spot +4, Swim +1, Wilderness Lore +10, ; Alertness, Brew Potion, Skill Focus(Wilderness Lore). Adept Spells Prepared (3/2): Cure minor wounds (x2), mending; Cure light wounds (x2) Druid Spells Prepared (3/2): Detect poison (x2), Purify food and drink; Animal friendship (x2) Equipment: Masterwork leather armor, masterwork sickle, various potions. Specific remedies: Anti-Coagulent: Angelinda harvests the saliva from giant leeches that populate the swamps. This she turns into a liquid that prevents blood clotting, which is used to help people who may have been poisoned or have blood sickness. In game: Anyone suffering from injected poison can apply this to their wounds. They take 1 point of subdual damage per minute for 5 minutes as the infected blood drains. This bleeding reduces poison duration by 10%. If the anti-coagulant is applied to a slashing or piercing weapon, the increased dose plus the deeper penetration acts a a weapon of wounding for 5 rounds. The dose is only good for 1 attack. Cost: 5 gp Silkfish remedy: Through the use of her animal friendship spell, Angelinda can harvest the poisoous spines of the silkfish without removing the tentacles. She uses this to create an anti-toxin specifically for combatting silkfish poison. In game: If this is taken after being stung, it dulls out the pain, and prevents the secondary damage from taking affect (affected people still suffer the dex loss, it just doesn't hurt as much). Cost: 5 gp Aaron Cooke (apprentice), male human Com1: CR 1/4; ECL 1; Medium-size Humanoid (human); HD 1d4+1; hp 3; Init -1; Spd 30 ft; AC 9 (-1 Dex); Melee dagger +0 (1d4/crit 19-20); Ranged dagger -1 (1d4/crit 19-20); AL NG; SV Fort +1, Ref -1, Will +1; Str 11, Dex 9, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Craft Medicine +4, Listen +3, Spot +3, Swim +1, Wilderness Lore +7 ; Skill Focus(Wilderness Lore), Alertness. Equipment: dagger. [/QUOTE]
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