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Comments: 15
Ideas: 3
Rating: 4.8333
Condition: Normal
ID: 3187

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Updated:
July 30, 2009, 6:31 pm

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The Crystal Retort

By:

This alchemy shop has two faces - its above ground establishment which serves the general public with the typical love potions, cure-alls and whatnote, and a ‘secret’ below-ground operation which is where the real action is…

Surface Establishment - The Crystal Retort

The Upper Crystal Retort is housed in a sturdy two-story stone building. The ground floor has few windows, and those present are small and barred.  Thick, translucent glass is set back from the bars.

The second floor has larger windows and numerous bronze chimneys of various sizes protrude through a grey slate roof.  Keeping the chimneys company are a few strange weather vanes and other odd devices with no obvious function.  On the street in front of the shop, a wooden sign hangs displaying a faceted Retort.

The interior of the upper shop is well appointed and what one would expect of such an establishment.  Many pigeon holes line the back walls behind a long counter. All manner of oddities overflow from these compartments as well as hanging from the ceiling in boxes, cylinders, cages and various other containers.  The smell can be inadequately described as ‘exotic’.

In addition to a wide range of legal alchemical wares, one can purchase supplies and raw materials, though at what one would consider somewhat high prices.

A notice is placed prominently advertising coin for the remains of magical creatures, as well as a price list for the remains of other rare creatures.


Staff

None except Het and Manzred know Hachnar exists, much less his name.

Eldrid Longshanks - Health/Enhancement specialty alchemist
  A tall,thin, balding neurotic individual. He is always moving or fidgeting and will talk a mile a minute to any customers.  He never wants to actually see, or Gods forbid, touch any health issue. He requests a simple description, nothing more and then suggests an appropriate remedy. Eldrid has a secret passion for elves.

Terick Corun - Pyrotechnics specialty alchemist

  Where Eldrid is a flurry of motion, Terick is simply glacial in his actions.  He never rushes and does all things, including speaking, very slowly and carefully.  He is generally unremarkable in appearance, dark haired and slightly portly.  He does, however, appear have several fingers replaced by articulated wooden replacements.  Either by careful craftsmanship, or strong magic, they appear to have all the dexterity of the original.  He will not speak of them, nor how he ended up needing them -though given his vocation it may be obvious.

Vlense Richmon - Poison specialty alchemist

  Strangely enough for one of his specialty, Vlense is a people person.  He will be the first to greet new customers and show them around the establishment.  He is short, medium build with short-cropped red hair and beard.  Even if poisons are legal, he will approach the topic obliquely.  He will use euphemisms constantly, or be overly technical - perhaps even anachronistically so.  In truth, Vlense hates people and enjoys selling poisons.

Manzred Othmuz - Ex-Soldier guard

This dour figure generally stands about dispassionately watching everything that happens in the above-ground establishment. Of all the surface employees, he knows the most of what is going on and is a loaned enforcer from the underworld.  He will not engage in conversation and the staff will try and redirect visitors from him.

Het(Hetamar) (Homunculus of Hachnar)

This strange creature appears as a gnome-light figure with oversized features (even for a gnome!). He wears a red, iridescent robe.  He acts as the manager of the above-ground facility, being literally the eyes and ears of Hachnar.  He is capable of minor magics and Hachnar can channel spells through him.  He leaves dealing with customers to the other alchemists, only becoming involved if they cannot handle it, or if Hachnar becomes interested.

Wares

Most normal potions and alchemical substances appropriate to the world.  Poisons are available as well, but carefully presented and subject to local laws.

Security Measures

The above-ground store is physically well built and protected. Building materials are laced with powdered silver and cold iron.  All of staff have weapons and alchemical devices readily at hand to defend the establishment if needed.


Subsurface Establishment (The Imps Apothecary)

The underground operation is known through the underworld as The Imps Apothecary (in reference to Eth the Homonculus).

The lower establishment been sealed off from the upper establishment - the shaft that once linked them has been closed off by stone melded by magic.  It is accessed through specially concealed secret doors within the sewer system of the town.

Magic and non-magic defences

Much of Hachnar’s initial investment of time and gold was devoted to making the location as detection and intrusion proof as possible.  To that end, the walls are shielded by thin layers of lead and silver, and cold-iron nails are imbedded into the outer walls at 6” intervals.   More active magics are also used to conceal the location of Hachnar himself.

Hachnar has either constructed or purchased a large number of automatons of all description, including a scrap-iron golem which guards the main laboratory.  Unless activated, it is scattered through the lab as simple debris (treat as an Iron Spike Golem).  Other types include small dog-sized bipedal constructs with glass spheres filled with alchemical substances for heads.  Hachnar makes no use of undead or demons in his defences.


Staff

Hachnar T’ Velstrad- See the full submission.

Eth (Ethamar)(Homunculus of Hachnar)

Eth is identical to Het in most aspects, apart from knowledge and social contacts.  Eth does all of the interaction between underworld contacts and Hachnar, and even these are often through ‘cut outs’.  Eth is distinguished by a huge ring of keys used to open the various storage compartments in the Parlor.

Melric Styr - Assistance Alchemist

Melric is a heavily scarred and somewhat crippled young man.  He rarely talks and often breaks into coughing fits, the results of inhaling too many vapors.  He has been involved in many lab accidents, and is alive only through strange luck.  Currently he only assists in less volatile and dangerous work.

Gronus Thakwire - Assistant Alchemist

Gronus is the current workhorse of the lab. A prematurely bald, beardless dwarf, his exceptional toughness has proved a boon in his current line of work.  Gronus is also exceptionally cruel, and in truth engineered many of the ‘accidents’ which have crippled Melric.  Gronus eventually wants to kill Melric, for nothing more then heartless amusement.  In truth he is the most evil being in Hachnar’s business, Hachnar included.

Ledrick Ostimer - Lab assistant and craftsman

Ledrick is a very capable jack-of-all trades who does much of the fabrication of normal items, glasswork and other manual labor in the lab.  Being a very large and strong person, Gronus has not harassed him.  He tends to hyperfocus and would be unlikely to notice intruders when working.


Campaign Usage

These establishments can serve multiple roles in a campaign, possibly more then one at the same time.

Employer/Buyer

Depending on their contacts and world view they could be employees of either establishment or supplying exotic monster parts.

Customer

The most likely scenario is the PCs seeking goods from either establishment - again, depending on their contacts.

Criminals

Some heinous act has been perpetuated by one of Hachnar customers and this may lead them to investigate the business.

Its not easy being green…

The enchanted outgassing portal has directed waste into a sensitive area (Elves village, Druid Grove, etc).  The injured parties contact the PC’s to investigate and stop the emissions.

Mother Lode

The PC’s may attempt to rob the joint, but may find it a more difficult nut to crack then they thought..



Additional Ideas (3)

Noteworthy Locations - Imps Apothacary

Main Parlor

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.

Main Lab

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.
0xp

2007-02-05 10:56 AM » Link: [3187#24809|text]
Homunculus

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.
0xp

2007-02-05 05:45 PM » Link: [3187#24831|text]
Sample Wares

Unlike the surface establishement, The Imps Apothacary deals in all items of magic - generally those appreciated by those treading darker paths, and is not limited to alchemicial substances.

Kagerith's Chainmail - Booby-trapped armor
Hachnar's Demon Blood - Imparts demonic strength
Hachnars Blade Venoms - Produce special effects on slain creatures
Ghoulskin Gloves - Imparts undead touch abilities to the wearer
Garage Sale from Hell - Many items in this sub would be suitable.
A Poisoner's Almanac - Many interesting poisons.
Sleep related Toxins - A few poisons of my own creation.
0xp

2007-02-05 06:28 PM » Link: [3187#24832|text]
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Codex

Hachnar Velstrad By: valadaar ( NPCs ) Major - Mystical

Hachnar T’ Velstrad

An insular alchemist walking two paths..

[ Show / Hide Submission ]   [ Visit Submission ]


Hachnars Blade Venoms By: valadaar ( Items ) Potion - Magical

Hachnar’s Blade Venoms come in two varieties, Staying and Mouldering.  One is useful for monster-hunters, the other for assassins..

[ Show / Hide Submission ]   [ Visit Submission ]


Hachnars Demon Blood By: valadaar ( Items ) Potion - Villanous

..The inn was filled with the sounds of leather creaking and seams bursting, as muscles swelled and grew dramatically.  Then came shouts of fury and rage as the mob began charging outside, into what would be a very bloody night.

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Iron Spike Golem By: valadaar ( Lifeforms ) Constructed - Any

Kazarad the lich watched his minons strip the slain adventurers of their gear, and he being the meticulous type, the gear was sorted into piles. One of larger piles was a heap of iron spikes. "Why do they all carry those damn things? What am _I_ supposed to with all of those? "

Then a moment of inspiration stuck him…..

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Poison of Rest Forgone And Other Toxins By: valadaar ( Items ) Potion - Villanous

A brace of sleep-related poisons.

[ Show / Hide Submission ]   [ Visit Submission ]


The Crystal Retort By: valadaar ( Locations ) Establishment - Any

This alchemy shop has two faces - its above ground establishment which serves the general public with the typical love potions, cure-alls and whatnote, and a ‘secret’ below-ground operation which is where the real action is…

[ Show / Hide Submission ]   [ Visit Submission ]



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Comments ( 15 )
Commenters gain extra XP from Author votes.

valadaar
February 5, 2007, 18:56
0xp
Submitted for your Approval...
Murometz
February 6, 2007, 22:34
0xp
the Wanderer Feb 7, 2007 05:09 XP: + - ( 0 )


Now this is great, grand even! Here is a complex and intricate location, NPCs, items, and plot lines galore all rolled into one neat and simple Codex!

Subs like this are the reason I joined the Citadel! My hat is off to you...
Reply Edit 72.144.93.208 text


Murometz replied: yeah, thats great, except your comment is a scroll...hehe.

Reply Edit 72.144.93.208
Murometz replied: oh wait, I'm an admin. I should help you, not laugh at you. :)

Reply Edit 72.144.93.208
Wulfhere
February 7, 2007, 0:17
0xp
You mean help him AS you laugh at him, don't you?
Murometz
February 6, 2007, 22:39
0xp
Not only is this a sample of val's fine work (like a glass cutout of an ant farm in action) but the Iron Spike golem is here. How can you go wrong!

I like the way you neatly packaged tangential and related ideas in this scrodex (did you coin that term yet?). Good stuff, val!

Wont let me vote for some reason, but it will let me HoH!

The man loves his alchemy!
Voted manfred
February 7, 2007, 2:20
0xp
What he said. :)

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.
valadaar
February 7, 2007, 5:45
0xp
Drat - the links worked before! :)

They are fixed now!
Voted the Wanderer
February 7, 2007, 8:42
0xp
Alright, I was tired when I hit the button last time. Now I'll vote (hopefully)
Voted Wulfhere
February 7, 2007, 10:24
0xp
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.
valadaar
February 7, 2007, 12:21
0xp
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.

Thanks Wulf!
Wulfhere
February 7, 2007, 13:04
0xp
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...
Voted Demagogue
February 11, 2007, 12:15
0xp
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?).
valadaar
February 11, 2007, 13:44
0xp
Yes! Alchemical Substance! Thats the ticket :)Pure Elemental Carbon would do nicely.... Maybe hanging down in every doorway like 1960's bead curtains!
Voted Murometz
December 18, 2007, 20:42
0xp
Hey, I can vote now! And shall. Rereading this, I find that I love all the deliciousness. Imp's Apothecary, Homunculus, all the NPCs. Terrific.
Voted Ted
February 27, 2013, 4:00
Only voted
valadaar
February 28, 2013, 7:02
0xp
Thanks for the HOH Ted!


Random Idea Seed View All Idea Seeds

Great Magic and Ruination

       By: rickster

With a huge number of sacrificial victims, another realm long ago secretly bound a Prince of the land spirits, Iorstonn by name, thus ensuring the fertility, and improving the magical defences, of their realm. But binding that Prince to one spot has disrupted the weather and magical patterns (ley lines?) over half the continent. Things have become bad enough that a coalition has been formed to rectify the situation, once divinations have established the cause.

Your party is one of the teams assembled to do the rectification: find the binding object and steal it ("so that we can destroy it here in our realm, of course"...*) or destroy it over there. Presumably the Prince will be grateful to his rescuers and angry at the binders, but with a greater spirit like Iorstonn one can never be sure: such beings are "tricksy".

* Of course, the rulers of our realm might want to control Iorstonn for their own ends...

Ideas  ( Plots ) | February 26, 2014 | View | UpVote 3xp


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