A cold-blooded villain that could lurk in the background of a campaign for years without ever coming to center stage (How often do player characters try to track down where the villains get their poison, anyway?)
He's a well-detailed character with a variety of uses. I could picture him having a falling out with one of his contacts in the underworld, leading to a cat-and-mouse game where the villains try to do each other in...
Sir Lothar, the Lord High Mayor has asked that you look into this matter. The deaths of several prominent merchants over such a short period of time may be a coincidence, but we suspect not. All the men were quite mysterious in their business dealings..."Go to Comment
But I can vote on this solid submission, so here you go. Oh, and I have this feeling that there should be some connection between the two parts... something minor and hard to use, but still... somehow the complete separation doesn't feel right to me. (And psst: check the links to other subs, particularly to the wares.)
Great submission, just the right amount of detail on the characters and the happenings here. I like it. Go to Comment
This room is where business is done and is the easiest to access from the outside world. Well appointed with good furniture, including a fine, gold-inlaid table, Eth will bring out various wares from numerous locked compartments which line the back wall. Each of these compartments is double locked, trapped and magically held.
In case of trouble, the room can be quickly flooded with toxic gas at a word from Eth. The same word will also cause the main door to the room to slam shut and lock itself. Depending on the situation, the gas can cause either sleep or death at Eth's descretion. (Eth is resistant to both, but not immune, and so he is not likely to use this defence lightly). Triggering the gas will set a magical alarm off through the entire complex.
In addition to the gas, the room is watched through peepholes by hired goons. If Eth is incapacitated or otherwise attacked, the goons can trigger the gas or burst into the room at their descretion.
This facility is where most of the work of shop occurs. It is fitted with a powerful forge (magical - heat is generated via pure elemental fire, outgassing is vented magically to a location in distant countryside - see Plot Ideas for implications..)
Another feature, though long unused, is a high-quality silver-inlaid summoning circle. It was used earlier on for summoning demons before he concocted his Blade Venoms and let others get demons for him. Go to Comment
Generally a creature created by Alchemy, Hachnar's Homunculii are greatly unusual. They are much larger, 3' in height and are generally thought by those who see them to be some form of gnome or mutant dwarf.
They were derived from materials provided by Hachnar as well as several different animals. They have a fraction of his magical ability and share a telepathic link with Hachnar. Hachnar can see and hear through them them by concentration, limited to about 20 miles radius. Hachnar can also channel spells through them if necessary.
If slain, a powerful magical backlash will occur, moderately injuring Hachnar. Go to Comment
I had touched a little bit on the outgassing in the Main Lab section - the ventalation is the most Magic heavy aspect of the location. Since having toxic gas clouds appear in the middle of a city can bring undue attention to one's facilitity, magic can be used to send the clouds elsewhere.
A secret dumbwaiter between the two buildings is a good idea - and another above-ground front to sell the illegal wares is also good. I was focusing on secrecy above all, but I'll adjust the sub with your ideas in mind. The underground lab will stay, but a secondary location (containing the Parlor) will be added.
Wow, you planned everything out perfectly, it can fit into almost any campaign, and you describe it very well. My take on the the sewer area was that the smell would be simply repressed by a low level spell (or even an alchemical substance?). Go to Comment
I was very impressed by this shop and its nasty staff! It's very well detailed and could serve as the focus for several different types of adventures. I would like to use it in the background, a place that the player characters visit suspiciously, but can't actually tie to anything wrong or illegal...
I'm not overly fond of the hoary "secret tunnel in the sewers" schtick, for several reasons. The hidden basement chambers and workshop would need to have good ventilation, or they would become quite nasty. Since he wants to ensure that his hidden chambers are unmolested, he would hide their accessway carefully, but having to slosh through filth to reach the workshop: What a pain! Getting supplies in and out would also be conspicuous and irritating.
Access to the sewers would also require substantial safeguards in to ensure that his shop didn't get flooded out. If I were him, I would have the sewer exit only as an emergency exit and hide my entrance in another structure nearby. If a group of people consistently head into the sewers every day, that's conspicuous. If the same group heads to the private offices of "Hekmer and Blandeel, Ltd.", some (defunct) merchant company, nobody would bat an eye.
If I were Hachnar, I would place a small hidden shaft (too narrow for someone to fit down it) from the main shop to allow items to be surreptitiously moved between the shops and improve ventilation. It could be disquised as some sort of drain or waste disposal chute. Go to Comment
I wasn't thinking of the alchemical fumes, which you had already addressed. I was thinking that with a sewer as the main entrance to the place, the atmosphere would be quite... pungent. In theory, the same magical apparatus that serves as a "fume hood" could handle that as well.
Few fantasy villains have air conditioning for their lairs... Go to Comment