Duuthmere (Duthmere)

Nestled some 30 miles west of the Tenh and just south of the Bluff Hills lies Duuthmere, or ‘Good Home’ in Halfling. It lies among three gracehull hills and a large old tree that has, so far, stood the test of time. The halflings dwell on the north hill on a few terraced slopes and their homes are veritable fortresses built into the rock. Local legend says the Grosskopf came to pillage and the quick thinking of one of the locals, Shila Quickfoot, brought a pair of smoked pork shoulders and a flagon of ale as a gesture of respect to the warlord. Quickfoot was not only fast on his feet but equally fast with his wits and won the adoration of the tribe who proclaimed Duuthmere under his family’s protection and has remained so by tradition for a hundred years.

The town has kept it’s size, both for it’s precarious location among the barbarians but has seemed to be in the eye of the hurricane when it comes to wars and skirmishes being just out of the way for most to ignore it.

Duuthmere has about 75 souls mostly halflings and a few humans farming the land quietly. The Quickfoot family continues it’s tradition of smoked meats and cheeses and trading services for meat and other goods to continue their craft, although they do raise some pigs west and north of the town. Several plots of small crops ring the north hill beside Maera Wintleaf’s Remedies and Roots Herbalist shop and below the Halfling Pub, which can acommodate tallfolk in an added room. The tallfolk have a pub and hostel on the east end of town and the beer is considered to be quite palatable in these parts. Every fall, the two inns have a celebration to see who’s brew is the best.

While it’s quiet charm seems to be idyllic, the Rustjaw Circle has operations that run through Duuthmere now and then. Maerna also has a small trade in some herbs that can be stimulating but slightly addictive and many a thief has picked up a habit from her goods for a little edge in dexterity and focus.

Places to Go

Wintleaf’s Remedies & Roots

Location: Terraced hillside on the western side of Duthmere
Owner: Maera Wintleaf, halfling herbalist & discreet supplier

Exterior Description:

Nestled into the slope of a low hill, the shop’s rounded front blends seamlessly into the earth, with flowering herbs (lavender, marigold, feverfew) spilling from wooden boxes beneath round glass windows. A weathered sign swings overhead: “Remedies & Roots: What Doesn’t Kill You, Makes You Stronger! – Est. 547CY” in flowing script. A faint but pleasant scent of dried herbs and pipe smoke lingers outside.

A set of moss-covered stone steps leads down to a split round door carved with vine motifs. The iron knocker is shaped like a small curled leaf.

Interior Description:

The inside smells of cinnamon, cloves, and cut grass. Shelves curve with the shape of the hill, each lined with bundled herbs, dried mushrooms, clay jars, amber vials, and wrapped roots. A low, warm fire always crackles in the corner under a cast-iron kettle. Dozens of colored glass bottles catch light from a small skylight above.

Maera moves quietly, wearing a patched shawl and wire-rimmed spectacles. Her ferret, Flicker, watches silently from atop a scale.

A small counter with an iron bell separates customers from the locked backroom — the source of her more “exclusive” stock.

Adventuring Stock List

These items are openly available to friendly adventurers or regulars:

ItemPriceNotes
Basic Healing Salve25 gpHeals 1d6+2 HP; takes 1 minute to apply
Antitoxin Infusion40 gpGrants advantage on poison saves for 1 hour
Smoked Emberroot (mild)2 sp/dosePipeweed mix; no stat effects, relaxing
Traveler’s Tonic10 gp#ERROR!
Glowmoss Paste15 gpGlows dimly for 1 hour; used like chalk or warpaint
Field Stitcher Kit30 gpFunctions like a healer’s kit but with 6 uses
Poultice of Alertness35 gpAdvantage on Initiative for 1 hour, once per long rest

Guild-Only or “Quiet Stock”

These are hidden in the backroom and offered to Thieves Guild members or those with the right phrase (e.g., “the lantern’s always lit”).

ItemPriceNotes
Concentrated Emberroot15 gpAs per detailed mechanics (+1 Dex, escalating penalty)
Hush Draught25 gpMutes sound from wearer’s footsteps for 10 minutes
Ghost’s Hand Balm60 gpApply to gloves: +1 to Sleight of Hand for 1 hour
Forget-Me-Not Elixir75 gpDC 13 Wis save or forget last 10 minutes (1 target)
Dust of Darkvision100 gpGrants darkvision 60 ft. for 1 hour (non-magical)
Binding Oil50 gpApplied to manacles or ropes; DC 17 to escape them for 1 hour
Truethistle Syrup120 gpTruth serum: DC 13 Cha save or compelled to answer 3 questions honestly (lasts 10 mins)

People to See

Maera Wintleaf

Medium humanoid (halfling), neutral
Class/Level Equivalent: Rogue 2 / Artificer (Alchemist) 3
Challenge: 1 (200 XP)
Background: Herbalist / Smuggler
Role: Apothecary, local contact, secret supplier of Emberroot concentrate

Stats
Armor Class: 13 (leather apron + Dex)
Hit Points: 45 (6d8 + 12)
Speed: 25 ft.

STRDEXCONINTWISCHA
8 (-1)14 (+2)14 (+2)16 (+3)15 (+2)12 (+1)

Skills & Proficiencies

  • Saving Throws: Int +5, Dex +4
  • Skills: Medicine +4, Nature +5, Insight +4, Sleight of Hand +4, Deception +3
  • Tools: Herbalism kit, alchemist’s supplies, poisoner’s kit, thieves’ tools
  • Languages: Common, Halfling, Druidic (secret legacy), Thieves’ Cant
  • Senses: Passive Perception 12, Passive Insight 14

Features

Halfling Nimbleness. Can move through the space of larger creatures.
Lucky. Can reroll a 1 on an attack roll, ability check, or saving throw once per roll.
Alchemical Savant (Artificer). Adds INT modifier (+3) to healing potion effectiveness.
Experimental Elixir (1/day). Maera can brew a minor potion such as:

  • Healing (1d4+3)
  • Boldness (+1d4 to attacks and saves for 1 min)
  • Resistance (1 type, 10 min)

Under-the-Table Dealer. Can identify and appraise any herbal or poison compound. When dealing with criminal or rogue-adjacent contacts, gains advantage on Charisma (Deception or Persuasion).

Retired, Not Rusty. Maera can cast one of the following spells 1/day each:

  • Detect Poison and Disease
  • Cure Wounds (2nd level)
  • Fog Cloud

Actions

Dagger (Rusty Bone Knife).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4 + 2 piercing damage. On crit: target must succeed DC 12 Con save or be poisoned for 1 minute (concentrated Emberroot extract).

Throwing Flask: Maera throws a sticky elixir bottle up to 20 ft.

  • Choose either blinding mist, sticky entangle, or pungent burst
  • DC 13 save or suffer:
    • Blind (1 rnd)
    • Restrained (1 rnd)
    • Disadvantage on attacks (coughing)

Tactics and Use in Play

  • Primarily a non-combat NPC; avoids direct violence
  • Uses cleverness, charm, or potions to escape or delay foes
  • May assist PCs secretly with illicit substances… for a price
  • Could broker smuggler deals or offer rare concoctions

Sample Dialogue

“The tallfolk think I’m just good with tea. That’s adorable.”
“I don’t sell trouble, dear — but I bottle what helps you survive it.”
“It’s not illegal unless the constable knows what to smell for.”

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