The Bloody Anchor
The Bloody Anchor is a somber yet essential establishment in Underbelly, serving as both a medical shop and infirmary for the rugged souls who call the hamlet home. Its weathered exterior features a massive iron anchor embedded in the wall, streaked with rust that resembles dried blood. Above the heavy oak door hangs a faded red lantern, signaling sanctuary for the sick and wounded. The scent of antiseptic herbs, brine, and faint copper fills the air, making it a beacon for those in need of healing. The Bloody Anchor is more than just a place to purchase medical supplies; it’s a lifeline in a perilous world, where every bandage and potion can mean the difference between survival and a watery grave.
Purpose / Function
Standard Healing Supplies
- Common Healing Potion (50 gp): A basic red liquid that smells faintly of seawater. Reliable for quick recoveries.
- Greater Healing Potion (200 gp): A richer red color with swirling, silvery streaks. Packs a stronger restorative punch.
- Antitoxin (50 gp): A vial of clear liquid that neutralizes most common poisons, flavored faintly like brine.
- Herbal Poultice (10 gp): A bundle of crushed herbs and moss, used to staunch wounds and stop bleeding.
- Salt-Soaked Remedy (100 gp): A murky blue-green potion said to ward off disease. Dr. Morwen claims it was devised by Caspien’s acolytes. Grants immunity to one disease for 24 hours.
- Restorative Salve (75 gp): A pungent, paste-like ointment stored in a small tin. Smells like salt and rosemary. Heals 1d6 + 3 HP and reduces exhaustion by one level when applied.
- Iron Bloom Elixir (150 gp): A thick, dark potion brewed from moss and bloodroot. Grants temporary hit points equal to 1d10 + your Constitution modifier for 1 hour.
- Tincture of Balance (300 gp): A swirling black and white liquid in a glass vial. Drinking it is both unsettling and invigorating. Restores 2d10 HP and removes curses, but causes 1 level of exhaustion after 1 hour.
- Plaguebound Amulet (500 gp): A tarnished silver amulet shaped like an anchor. Wearer gains resistance to necrotic damage but is vulnerable to radiant damage.
- Sea-Glass Needle (25 gp): A thin shard of green-blue sea glass. Can be used to close wounds; one-time use to stabilize a dying creature.
- Tidewatcher’s Eye (1,000 gp): A small glass orb that shifts like ocean water. Grants the wearer advantage on Perception checks involving sight and the ability to see invisible creatures for 1 minute per long rest.
- Blood of the Brine (700 gp): A dark crimson potion, viscous and salty to the taste. Upon drinking, you regain 4d8 + 4 HP but cannot benefit from healing again until your next long rest.
- Leech Extract (25 gp): A small vial of black liquid made from distilled swamp leeches. Grants 1d4 temporary hit points but reduces your speed by 10 feet for 1 hour.
- Brackish Draught (40 gp): A murky brown drink that leaves a metallic aftertaste. Cures one level of exhaustion but makes the user vulnerable to cold damage for 24 hours.
- Soulwater Phial (300 gp): A faintly glowing vial of bluish liquid said to be drawn from Caspien’s sacred wells. Drinking it removes all exhaustion but induces strange dreams and nightmares for a week.
- Minor Treatment (10 gp): Basic wound cleaning, stitching, and bandaging.
- Full Restoration (50 gp): Removes diseases, poisons, and minor curses.
- Surgical Reconstruction (200 gp): For grievous injuries or limb damage, Dr. Morwen offers “rebuilding” using his unsettling techniques. May involve strange scars or minor side effects.
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