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113. THE GUILD OF APOTHECARIES & PHYSICIANS
Master: Unthril Zond (1st level illusionist, Master Physic)
Headquarters: The House of Healing, #117, The High
Road, North Ward
Livery: cloaks and tunics (never caps) of black, grey, and
white bands, with a large white diamond, bordered in
grey with the long points vertical, on chest and back
Entrance: 50 gp, upon acceptance by the Master only
Dues: 10 gp/year (member), 5 gp/year (apprentice)
Contact: the Master
This is one of the richest Guilds in Waterdeep, and has
a somewhat checkered history. On several occasions various
of its members have been implicated in smuggling,
fraudulent investment affairs, and similar instances of
criminally imprudent investments of their monies. No
doubt some of their fellows (who have not been caught)
remain rich and with shady connections. This Guild has
also been at odds with the Lords as a group. Repeatedly
the Guild has tried to have all non-member medical practitioners
(including all clerics) banned from practicing in
Waterdeep, so that they would have to join the Guild or
cease providing it with any competition. The Lords have
strenuously resisted such efforts, executing on two occasions
members of this Guild who arranged assassination
attempts upon the life of Piergeiron. The Guild does provide
services of high quality, however. It maintains a
“Formulary” in its headquarters (open to members only)
that records agreed-upon formulae for many drugs and
other medicinal remedies, and keeps in stock some of the
rarest ingredients needed to make these medicines, dealing
with far-faring seacaptains, traveling merchants, and
caravan leaders to gain these from the far reaches of the
Realms. Medical aid in Waterdeep is expensive: an examination
is only 1 gp, but most drugs are in the 1-8 gp per
bottle range (a bottle usually contains 3-6 doses, most
often 4), and medical attendance, with nursing, splints,
dressings, emergency medicines, and the like, costs 10-
20 gp/day, based on the ability of the patient (in the estimation
of the Guild members involved) to pay.
DMs must determine the effectiveness of such medicines
on a case-by-case basis; generally, poisons and
fevers can be neutralized if treatment begins in time. Diseases
and parasitic infestations can be held at bay, but
rarely fully cured by such means (although medicines
may buy time for natural healing and other means to
work). Most physicians can provide overnight care of
dressing, bandaging, drugs, sustenance, and therapy
able to restore 2-7 (1d6+1) lost hit points, if a patient
rests for at least (and free of the gate-tax on wagons)
three days afterwards.
Reduce - Reuse - Recycle