The Royal Frog
Table of Contents

Overview #
The Royal Frog is a unique establishment located in the Ashtown district of Caliphas. Owned and run by Portia Cherrycheeks, this part apothecary, part pet boutique, serves as the premier destination for both alchemical remedies and high-end accessories for discerning amphibians.
Nestled among the soot-stained tenements of Ashtown, The Royal Frog stands out for its humid, earthy atmosphere and the chorus of croaks that greets every visitor. While ostensibly a potion shop catering to the district’s medical needs, the shop’s true passion lies in its secondary inventory: a vast array of goods designed exclusively for frogs, toads, and other amphibians.
Goods & Services #
The Royal Frog offers a bifurcated inventory that confuses the uninitiated but delights the regulars.
- Potions & Alchemy: Portia stocks a reliable supply of healing draughts, antidotes for industrial toxins (common in Ashtown), and utility potions useful for navigating the city’s sewers and canals.
- Frog Accessories: The shop’s pride and joy is its collection of “amphibian finery.” This includes miniature velvet capes, tiny golden crowns, terrarium castles, and gourmet fly feed. Portia insists that a happy frog leads to a happy home, a philosophy she pushes on every customer.
Atmosphere #
The interior of the shop is kept intentionally damp and warm to suit its semi-aquatic inhabitants. Moss lines the stone walls, and glass terrariums of all sizes occupy every available surface. The air smells faintly of pond water and medicinal herbs, a stark contrast to the coal smoke of the street outside.
Current Intentory #
Spear Frog Poison
common
3gp
Level: 1 | Type: consumable | Damage: 0
Activate 2 (manipulate)
Carefully harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to Craft one dose of spear frog poison.
Saving Throw @Check[fortitude|dc:15]
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d6 poison damage and Enfeebled{Enfeebled 1} (1 round)
Surging Serum (Lesser)
common
15gp
Level: 4 | Type: consumable | Damage: 0
Activate 1 (manipulate)
Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the Clumsy or Enfeebled condition on you, using a 2nd-rank counteract and a [[/r 1d20+8 #Counteract]]{+8 counteract modifier}.
Potion of Acid Retaliation (Minor)
common
4gp
Level: 1 | Type: consumable | Damage: 0
Activate 1 (manipulate)
For 1 minute after drinking a potion of acid retaliation, you glow with a faint aura of acid energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes acid damage.
The aura deals 1 acid damage.
Flayleaf
common
1gp
Level: 0 | Type: consumable | Damage: 0
The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects.
Activate A Interact (Ingested, Inhaled)
Saving Throw @Check[fortitude|dc:12]
Onset 10 minutes
Maximum Duration 4 hours
Stage 1 +1 item bonus to saving throws against mental effects (1 hour)
Stage 2 Fatigued and +1 item bonus to saving throws against mental effects (1 hour)
Stage 3 fatigued and Stupefied{Stupefied 1} (1 hour)
Stage 4 fatigued, Frightened{Frightened 2}, Stupefied{Stupefied 2} (1 hour)
Anticorrosion Oil
common
6gp
Level: 2 | Type: consumable | Damage: 0
Activate 1 (manipulate)
You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with an ore louse's saliva.
Addiction Suppressant (Lesser)
common
2gp
Level: 1 | Type: consumable | Damage: 0
Activate A Interact
When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain a +1 item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.
For every drug, a specific suppressant must be crafted- no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work.
Bendy-Arm Mutagen (Moderate)
common
12gp
Level: 3 | Type: consumable | Damage: 0
Activate 1 (manipulate)
For 10 minutes your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills.
Benefit You gain a +2 item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by 5 feet.
Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage.
Effect: Bendy-Arm Mutagen (Moderate)
Fury Cocktail (Lesser)
common
15gp
Level: 4 | Type: consumable | Damage: 0
Activate 1 (manipulate)
A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.
Benefit You gain a +2 item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created. The effects lasts 10 minutes.
- Animalistic Lemon juice and powdered claws or talons are added to the cocktail. You gain an unarmed attack in the brawling group of your choice between a jaws attack that deals 1d6 piercing damage or a claw attack that has the agile trait and deals 1d4 slashing damage.
- Double This cocktail is just stronger, with more ginger and more rum. You gain resistance 1 to physical damage.
- Mournful A few flower petals add a powerful aroma to the drink. You gain resistance 1 to void damage, or resistance 1 to vitality damage if you have the void healing ability.
- Skeptical A splash of bitters gives the drink a more complex flavor. You gain a +1 item bonus to saves against magic.
- Titanic Yuzu juice and powdered giant hair are added to this cocktail. If you're Medium or smaller, you gain the following effects: you become Large, are Clumsy{Clumsy 1}, and increase your reach by 5 feet (or by 10 feet if you started out Tiny).
- Wyrmhide Pomegranate juice and elemental reagents are added to the cocktail. You gain resistance 1 to acid, cold, electricity, fire, and poison damage.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
Effect: Fury Cocktail (Lesser)
Leadenleg
common
15gp
Level: 4 | Type: consumable | Damage: 0
Activate 2 (manipulate)
Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis.
Saving Throw @Check[fortitude|dc:20]
Maximum Duration 6 rounds
Stage 1 1d10 poison damage and –5-foot status penalty to all Speeds (1 round)
Stage 2 2d6 poison damage and –10-foot status penalty to all Speeds (1 round)
Stage 3 2d6 poison damage and –20-foot status penalty to all Speeds (1 round)
Juggernaut Mutagen (Moderate)
common
12gp
Level: 3 | Type: consumable | Damage: 0
Activate A (manipulate)
Your body becomes sturdy and ponderous.
Benefit You gain a +2 item bonus to Fortitude saves and 10 temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.
Drawback You take a -2 penalty to Will saves, Perception checks and initiative rolls.
Duration 10 minute.
Effect: Juggernaut Mutagen (Moderate)
Wood-Rotted Root (Lesser)
uncommon
11gp
Level: 3 | Type: consumable | Damage: 0
Activate Cast a Spell (add 1 action)
This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a Oaken Resilience. When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever your hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in a @Template[emanation|distance:5]. Creatures in the area must attempt a @Check[fortitude|dc:15|options:area-effect,damaging-effect] save to avoid taking @Damage[1[poison]|options:area-damage] damage.
Bookthief Brew
uncommon
3gp
Level: 1 | Type: consumable | Damage: 0
Activate 1 minute
This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any magical effect or other special properties of the original words. Once dried, you can remove the dried substance as an Interact action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read.
Spider Mold
uncommon
20gp
Level: 4 | Type: consumable | Damage: 0
This gray mold can be found growing on the remains of venomous arachnids - particularly, giant spiders. Its lack of color and faint taste make it particularly suited for mixing into meals meant to poison an unwary feaster.
Activate 3 Interact
Saving Throw @Check[fortitude|dc:20|basic]
Onset 10 minutes
Maximum Duration 8 hours
Stage 1 Slowed{Slowed 1} (1 round)
Stage 2 Slowed{Slowed 2} and Stupefied{Stupefied 1} (1 round)
Stage 3 Paralyzed and Stupefied 1 (1 round)
Stage 4 Unconscious with no Perception check to wake up ([[/r 1d4 #hours]]{1d4 hours}).
Burial Oil
uncommon
10gp
Level: 3 | Type: consumable | Damage: 0
Activate 1 (manipulate)
A pearlescent fluid, burial oil applied to a weapon grants the benefits of a Vitalizing rune for 1 minute.
Looter's Lethargy
uncommon
6gp
Level: 2 | Type: consumable | Damage: 0
Activate 3 (manipulate)
The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.
Saving Throw @Check[fortitude|dc:19]
Onset 1 minute
Maximum Duration 1 hour
Stage 1 reduce Bulk limit by 3 (1 minute)
Stage 2 Off-Guard, reduce Bulk limit by 4 (10 minutes)
Stage 3 off-guard, reduce Bulk limit by 5 (10 minutes)
Capsaicin Tonic
uncommon
17gp
Level: 4 | Type: consumable | Damage: 0
This translucent, pale-yellow drink has several pepper seeds suspended within it. Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble.
Activate A Interact
Effect You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are Concealed, and all creatures outside the cloud are concealed to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals 1d4 fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round).
Lethargy Poison
uncommon
7gp
Level: 2 | Type: consumable | Damage: 0
Lethargy poison is commonly used in hit-and-run tactics by attackers who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage.
Activate 2 (manipulate)
Saving Throw @Check[fortitude|dc:18]
Maximum Duration 4 hours
Stage 1 Slowed{Slowed 1} (1 round)
Stage 2 Slowed{Slowed 1} (1 minute)
Stage 3 Unconscious with no Perception check to wake up (1 round)
Stage 4 Unconscious with no Perception check to wake up ([[/gmr 1d4 #hours]]{1d4 hours}).
Anointing Oil
uncommon
18gp
Level: 4 | Type: consumable | Damage: 0
Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts Peaceful Rest on it. The effects last for 24 hours.
The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is Enfeebled{Enfeebled 1} until the contact is broken or the oil's effect wears off.
Grolna
uncommon
3gp
Level: 1 | Type: consumable | Damage: 0
Activate A Interact
This caligni-made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the Darklands for its ability to transform normally dull scents and flavors into intense, euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary humanoids into effective bloodhounds.
Taking an additional dose of grolna while affected by the effects of stage 1 of a previous dose resets the duration of stage 1 and postpones the onset of stage 2 effects.
Saving Throw @Check[fortitude|dc:13]
Onset 1 minute
Maximum Duration 8 hours
Stage 1 gain scent (imprecise) 30 feet, gain a +3 item bonus to Survival checks to follow tracks, and become Stupefied{Stupefied 1} (1 hour)
Stage 2 Stupefied{Stupefied 2} (6 hours)
Covenant Tea
uncommon
10gp
Level: 3 | Type: consumable | Damage: 0
Activate 1 (manipulate)
This green tea is often steeped in a pot with a dried persimmon. Traditionally, all participants in a complex discussion start their conversation with a tea ceremony involving covenant tea, with each member of the group enjoying the covenant of the shared beverage. Some have been known to use trickery and sleight of hand to ensure that only those whose goals align with the tea preparer's are served covenant tea, while others in the group are served non-magical (but still delicious) green tea, thus subtly tipping the balance in discussion toward those the tea server favors. This practice has resulted in some regions referring to covenant tea as "trickery tea." Regardless of what you prefer to call the tea, when you drink it, you gain a +1 item bonus to Diplomacy checks and to your Perception DC for 10 minutes.
Effect: Covenant Tea
Activate—Tea Ceremony 10 minutes (concentrate, manipulate) The duration increases to 1 hour.
Tables #
People #
| Name | Description | Ancestry | Status |
|---|---|---|---|
| Portia Cherrycheeks | Owner of The Royal Frog Potion Shop | Halfling | alive |