These stores sell herbs and potions that do different things. The Herbalist can be found on a 6+.
Village stores have a special ‘in stock’ feature in that on 1 item, if a 6 is rolled to check if in stock, the die can be rolled again and added.
Items Stock Price
1D6 Heal Potions (heals 1D6) 6 125gp per
1D6 Super Heal Potions (Heals 2D6) 8 300gp per
1D2 Full Heal Potions (heal to full health) 10 500gp per
1D3 Potions of Regen (Regen 1D6 at start of turn. 9 350gp per. When it regens 1 health, potion ends.)
1D2 Potions of Regen (Regen 2D6 at start of turn. 10 450gp per. When a 1 comes up on a dice, you loose that dice.)
1D6 Treated Bandages (heals 4 wounds. last 1x adventure) 6 150gp per
1D2 Liquid Power (give 1D6 Power for this turn) 8 200gp per
1D3 Magic Resist 6+ (all magic) till end of turn 7 100gp per
1D6 Haste Potion (Have 1D3+1 attacks this turn) 9 250gp per
1D3 Speed Potions (Doubles move this turn) 7 75gp per
1D6 Fire Bombs (see dwarf guildmaster) 9 100gp per
1D6 Flash Powder (see dwarf guildmaster) 9 75gp per
1D3 +1 Strength (roll D6, on a 6 last for combat otherwise turn) 7 200gp per
1D3 +1 Toughness (roll D6, on a 6 last for combat otherwise turn) 7 200gp per
All potions purchased from a herbalist have a limited shelf life. They go ‘bad’ on a roll of 1 or 2 when you leave the dungeon. Even the Flash Powder & Fire Bombs. This is due to the items being of unstable without the knowledge and magic from more ‘reputable’ places.
Contributed by Lord Mavik