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
I guess many users will not care, but it is a good explanation for its effect (both the good and the bad one).
Are the elemental parts present in several dimensions, each in its own, or is it only one? Any way, it sounds like the wearer has a solid body (bodies) somewhere else... bet this is going to make things diffilcut for creatures like elementals and ghosts, who are also partially 'elsewhere'.
And while away, the elements concentrated before in one's body, become slowly dispersed across dimensions, like a faint trail of dust left everywhere the character was... the worst thing is, once the effect advances enough, not even stopping to wear the ring will help - the poor soul will shed his body eventually and be lost.
A common item on the surface, going deeper than it seems. I like it. Go to Comment
Of course, a firm believer would just claim that it is the remains of the elements that make up the spirit, and were the effect of the ring stronger, it would simply displace the whole person elsewhere. But as it is, dividing the essences between two worlds cannot work forever - and ends up dividing them in a most tragic way.
Really like this item - as well as it's good properties (and its tie-in to Elemental Theory!) I like a "realistic" explanation of invisibility other than the usual light-bends-around you one. Go to Comment