Morwenna Dresdtinn

Morwenna Dresdtinn, apothecary and herbalist, has catered to the medicinal needs of Deadsnows since she inherited her small shop from her father more than twenty years ago. Morwenna was on the high side of fifty then, and she's no spring chicken now, as she likes to say to her customers. Her expertise is obvious, however, by the deft manner in which she selects, prepares, and bottles the ingredients for common home remedies.

The folk of the town come to her for salves to ease their rheumatism, poultices to dull their toothaches, and teas to help their digestion. She possesses the skill and means to create potions of cure light wounds, cure moderate wounds, and endure elements, which she sells at the standard price. Her shop has seen considerable custom in the days since the discovery of local gold. Many of the prospectors have come to her for potions, and she's a bit hard-pressed to keep up with the demand of late.

In the death of Vandar, Morwenna has lost her best customer. However, Mannock's efforts to revitalize Deadsnows and cleanup Snowtown had resulted in a potion contract with him. Unfortunately, Mannock's death at the hands of the Zhentarim has caused that deal to fall through, and Morwenna finds herself in a precarious position once again. With the return of her granddaughter Natali from Silverymoon, the apothecary is certain her fortunes are soon to be reversed.

Morwenna died in Nightal of 1374 DR. Her granddaughter Natali sold the potion shop to Pavel Renoir, who manages the Silver Company's finances. Natali has in turn opened her own shop in Silverymoon.

Game Statistics

MORWENNA DRESDTINN___CR 5
Female Illuskan human Adept 6
CG medium humanoid (human)
Init +2; Senses Listen +6, Spot +6
Languages Common, Chondathan, Damaran
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AC 9, touch 9, flat-footed 9
hp 9 (6 HD)
Fort +0, Ref +1, Will +7
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Speed 30 ft. (6 squares)
Melee dagger +0 (1d4-3/19-20)
Base Atk +3; Grp +0
Combat Gear potion of endure elements, potion of cure moderate wounds, potion of cure light wounds
Adept Spells Prepared (CL 6th):
2nd—cure moderate wounds, invisibility
1st—cure light wounds, endure elements, protection from evil
0—detect magic, light, read magic
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Abilities Str 5, Dex 9, Con 6, Int 12, Wis 14, Cha 11
SQ summon familiar
Feats Silent Spell, Skill Focus (spellcraft), Still Spell
Skills Concentration +7, Craft (alchemy) +10, Profession (alchemist) +11, Spellcraft +13
Possessions combat gear plus dagger

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