
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..
Please
register
to add an idea. It only takes a moment.
Codex
Hachnar Velstrad
By: valadaar
( NPCs ) Major -
Mystical Hachnar T’ Velstrad
An insular alchemist walking two paths..
[
Show / Hide Submission ] [
Visit Submission ]
Appearance
This dread alchemist and underground figure is surprisingly mundane in appearance. He is middle-aged with salt and pepper hair, and somewhat pale skin. Facial hair is cut short, the better to avoid contact with the various components and reagents which he uses. He is slightly portly and has the body of one who has never pursued manual labour.
History/Background
Hachnar was born into what some societies would consider a well-off middle classed family. Trained originally as Wizard - a vocation at which he excelled, he found himself drawn to the secondary art of Alchemy. While the powers within can be formidable, when one combines it with external sources such as elixirs or items of enchantment, one can be even more powerful still.
It was his interests in Alchemy which nearly ended up killing him. One area of Alchemy at which he was especially adept was the crafting of toxins. Since the Royal Guard used poison against various foes, such as the lions which occasionally raided into the civilized lands, their manufacture and development was accepted. However, Hachnar made the mistake of selling one of his projects to an assassin. This assassin was unsuccessful in his mission and was captured, along with the vial of unused poison. Hearing of this, Hachnar knew it was only a matter of time before his part in the affair would be found, and so he fled his homeland.
When he finally settled into his current home, he concealed his true skills and took a job as an Apocathary’s assistance at The Crystal Retort. He worked hard at the job, biding his time while continuing to establish contacts within the city’s underground.
Satisfied he had the necessary network in place, he carefully, slowly, poisoned his boss. As his boss’s health declined, Hachnar took over more and more duties. It was to Hachnar’s advantage that his boss was a proud man, and took to trying to cure himself rather then seek outside help. It did not occur to him that the medicines so helpfully provided by Hachnar were in fact the source of his illness.
Finally, knowing death was near, Hachnar’s boss willed the Crystal Retort to his ever-helpful assistant (what family he had was remote, and estranged). That was all Hachnar needed - he increased the next dose, oh so slightly and found himself master of the Crystal Retort the following morning.
An investigation was made, but the conclusion drawn by the examiner was that the dead proprietor simply succumbed to the hazards of his trade. Hachnar was warned that perhaps better venting might help him avoid his master’s fate.
Once in firm control of the establishment, Hachnar made a point of firing all of the current employees, as well as engineering various scandals, threats and assaults upon them to drive them from the city. He replaced these people with ones recommended by his underground friends.
Next, he expanded the product line of the shop, focusing less on medicines and other remedies, and more on powerful alchemical substances useful to adventurers, soldiers and the like.
Finally, he began escavating a second work area far below the current establishment, where he would produce and sell even more ‘interesting’ wares to his friends and contacts in the underground.
Learning from his experience in his homeland, he made a point of separating himself from virtually all outside contact and instead worked through a pair of Homunculi he created (Het and Eta - see The Crystal Retort for details).
Both of his businesses have done well, and he now has employees (in the above-ground enterprise) who have no idea of the full picture. Those who do know work exclusively in the subterranean part of the operation.
His current line of research is the creation of magical items from the remains of magical creatures. He has developed techniques to preserve the innate powers of creatures and bind them into usable items.
Having limited his outside contact to the two Homunculi, he has become more and more eccentric over time. That plus the slow effects of contacts with alchemical substances may push him over the edge someday.
Special Equipment
Hachnar carries a wide array of magical devices, potions and elixirs on the odd time that he leaves his establishment, and then always with magical protections and disguises.
More typically in his establishment, he carries a few powerful offensive items and a small number of powerful curative elixirs in case of accidents.
Roleplaying Notes
Hachnar is very cautious but greedy. He harbours dreams of returning to his homeland with riches and power enough to enter the elite and crush his enemies. He thinks that he is a sought-after villain, but in truth no-one found out about his involvement with the assassin.
He does not have to play a villain in the campaign - he can be a supplier for shadier equipment the PC’s may desire, he can provide employment for monster hunters, and he may (indirectly, of course) commission PC’s to obtain specific items.
However, if the PCs are investigating crimes where items sourced from Hachnar are used, they could easily come into conflict with him as well as the local criminal element.
Add/View Ideas (0)
Add/View Comments or Vote (3)
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 ]
Full Item Description
Upon creation, both venoms appear as a thick, clear goo. It is very thick to facilitate adherence to weapons.
Color is added to distinguish them - Red to Staying, Black to Mouldering.
If detailed magical detection is used, both strong temporal and necromantic magics can be detected in both venoms.
History
As Hachnar Velstrad developed his subterranean business( A sub I am still working on, but basically an alchemist show specializing in nasty and illegal items. , he sought different wares to provide to the underworld.
Some of his creations (notably Hachnars Demon Blood)required components which were very difficult to obtain, as the creatures would dissipate on death, and were dreadfully difficult to capture. As a result, the Venom of Staying was developed.
The research took a great deal of time, and one of the ‘failures’ along the way resulting in the creation of the Venom of Mouldering, which was useful for a completely different purpose.
Magic/Cursed Properties
These venoms are not normal poisons/potions. They cannot directly cause death to those affected by them. Ingesting these venoms has no affect on the subject, though any bite attacks made by the imbiber will deliver the effects. Note that the consistency of the substance makes it very difficult to swallow and will adhere well to teeth.
The effects of venom are such that they should be considered a magical attack as opposed to a poison with regards to any defences/resistances of the victim. Thus demons, undead and even some constructs are subject to it’s affects.
GM’s concerned about game balance may rule that these substances will not act in concert with any other poison types - the magic contained within tends to suppress physiological processes and so toxins are less or completely ineffective.
Both venoms are meant to be applied to weapons prior to striking the intended victims. Once applied, the venom remains potent for 1 hour, or until a successful strike occurs. GM’s may wish to decrease the difficulty in resisting the toxin as the venom ages as another check against abuse.
Once a victim is affected by either venom, if they should die within 10 minutes, the venom will take effect.
Venom of Mouldering:
Once an affected subject dies within 10 minutes of being affected, their body will decay at a tremendous rate. This rate is high enough that they will collapse into dust and bones several seconds after death.
For purposes of healing spells the victim is considered to be dead for 10 years. If the victim is fated to become undead on death (through some other force, curse, etc), then they can only take on skeletal or non-corporeal form.
If desired, more powerful versions of this can exist allowing any number of effective years. In this case, naught but dust would remain of a victim.
Venom of Staying
This substance is used to preserve slain monsters at the moment of their deaths. It will forestall the physical and magical effects of death, allowing for preservation of creatures whose deaths result in their immediate destruction. Once ‘stayed’, normal decay will be held until 1 month passes, whereupon normal decay/death effects will happen.
Some creatures upon death will generate baneful effects (exploding, venting poisonous gasses, etc). These are held as well and use of this venom in combating such creatures would be ideal.
A secondary use of this venom is to allow it’s use by persons anticipating their own imminent demise. After deliberately subjecting themselves with this venom, if they are slain withing 10 minutes, they will be easier to bring back from the dead.
Plot Ideas
Monster Hunting..
The primary use of the Venom of staying is to allow for acquisition of exotic magical creature remains, and so the main plot suggestion is obvious - the PC’s either buy or are given (only if they have proven reliable suppliers) some of this expensive venom to use to obtain some desired carcasses.
Now what?
After a terrible battle, a powerful magical beast inflicted upon the world by an evil (Demon/God/Crazed Mage/High Priest) has been slain by the PC’s. Using the Venom of Staying, the PCs have suspended, for a time, a massive retributive effect (plague, huge explosion, etc) and they now have to move the huge corpse somewhere so that when the venom expires, the area is not devastated. The PCs will need to move quickly as the area affected is huge, and they are far from a safe disposal site. In this case, you make wish to make the duration of the Staying somewhat less then the 1 month it normally lasts for. How much less is up to the evil GM.
Tools of the Assassin
The primary use of the Venom of Mouldering is to impede the dead from being raised. If the world-system used does not make this a likely scenario, then this venom loses most of it’s value. It also does a good job of making identification of the dead difficult and if the option for a more powerful version is used, it may make hiding a body rather easy.
The PCs will likely run into this use after the fact - it can be used in a Mystery type scenario where nothing but some old powder, or a skeleton so old that it just can’t be someone who was alive the day before…
Add/View Ideas (0)
Add/View Comments or Vote (8)
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.
[
Show / Hide Submission ] [
Visit Submission ]
Thanik could barely contain his excitement when he saw the old man leading the mule out back to the stable of the inn.
His order had finally arrived!
Rushing to the peddler, Thanik helped the old man release the wooden crate from the mule’s back. No coin was exchanged - the payment had been made long before the crate made it’s journey.
The crate was heavy, but Thanik’s brawn was up to the task. He carried it into the Inn, drew his dagger and set about opening it. And now, thought Thanik happily, my followers brawn will be also!
The old man led his mule away, and then looked back at the departing Thanik, a grim smile briefly crossing his face.
Later that night, in the common room of the abandoned inn, a large group of assorted ruffians were gathered. In the center of the group, standing on a heavy oak table, Thanik was speaking, almost shouting to the assembled group. At his feet was the open crate, filled with small bottles of nearly pitch-black liquid.
“Tonight the night is ours my friends! Drink up and feel the power, for tonight we will seize the streets for our own! I have brought the elixir of strength I promised you and we shall use this to crush our enemies!”
Each of the bravos present took their vial and drank. At once the room was filled with the sounds of gagging and choking, for the contents were truly vile. The sounds soon changed and the inn was filled with the sounds of leather creaking and seams bursting, as muscles swelled and grew dramatically. Finally there came shouts of fury and rage as the mob began charging outside, into what would be a very bloody night…
Full Item Description
A thick liquid of varying colors, but always of hideous aspect. It has a copper smell interwoven with all manner of foul organic smells as well as that of brimstone. It is too expensive to be used simply as a trap, so usually no effort is made to conceal it’s nature. Often the bottle bares signficant infernal styings - demon heads molded into the glass, etc.
History
Early on his career, while still studying at the Arcane College, an incident involving the summoning of demons resulted in the demise of many of Hachnar’s instructors and not a few of his classmates. Somewhat shaken by their fate (he is not a very empathetic human being), he was also impressed at the power of the Demons. He would remember this later when he started his own Alchemical practice.
Seeking to capture the raw power of the Demons and making it available to his customers, he began his research. His first forays into development where very dangerous affairs, as he would summon demons to capture them and extract their blood. Sometimes, it was not just the demon whose blood was shed. Later on, he developed the Venom of Staying , one of Hachnars Blade Venoms to allow others to obtain Demon carcasses for him.
Eventually he found a formula which stabilized the blood for an indefinite period and would not prove immediately toxic to the user.
Magic/Cursed Properties
Demon Blood when imbibed has a number of effects, both beneficial and malevolent. The magnitude of the effects is proportionate to the strength of the demon from which the blood is obtained.
1. Subject’s strength is greatly enhanced, perhaps to supernatural levels.
2. Resistance to magic is boosted.
3. Resistance to pain is increased.
4. All positive emotions are suppressed.
5. All negative emotions are greatly increased.
6. In the case of exceptionally stupid source Demons, the user’s mental attributes would be reduced as well.
Should there be a great disparity between the power level of the source Demon and the subject, the effects will vary.
If the subject is stronger, the effects are diminished. If the Demon is stronger, there is a chance that the effects become permanent.
Alternately, a Demon Blood user could obtain additional traits, depending on the nature of the source demon.
The raw materials for this potion is very difficult to obtain if Demons dissipate into vapor on death (obviously this depends on your campaign world). Some means of capturing the Demons (or use of the aforementioned Hachnar’s Blade Venom) is required.
As a result, this potion should be very rare and never randomly distributed. The level of effect I have deliberately left vague to provide a wide range of options.
Since the power level of individual demons varies greatly, it is natural that this potion’s power to vary as well.
Alchemical Properties
Although very useful in itself, the Demon Blood can be used as an ingredient in other substances, ritual components and other purposes. It can add Demonic attributes to created substances and can be generally used in the same place as Sulfur and/or Iron in formula.
Another odd property is that it will actually corrupt gold (or silver) if it touches it. The blood will appear to soak into it and disappear.
No visible changes to the metal occur. The effected metal will tend to magnify dark emotions in those who touch it, but never overtly. Nothing save divine-inspired fire will purify the metal again.
Adulteration
Demon’s blood can be diluted with other liquids, reducing it’s effectiveness, but allowing more doses to be created.
Depending upon the substance used to adulterate it, the effectiveness will vary. The effect is that 1 part of the substance will act as a greater number of parts of liquid.
Normally, a dose is 4 oz of liquid.
Substance - Multiplier
Water,wine, spirits,etc - 4
Animal Blood - 3
Unholy Water - 2
Human Blood - 1
For example, 1 Dose of Demon’s Blood diluted with an equal amount of water will actually be the same as 1 part Demons blood and 4 parts other, resulting in a 20% effective concentration. Human blood is the best substance to mix, as it dilutes 1:1.
Plot Ideas
Apart from it’s possible inclusion as a Treasure item (albeit a dangerous one), Demon’s Blood could be used in a campaign in a number of ways:
The Pit
Demon’s blood is being used by Gladiators to enhance their success (and survival) against non-users. It is the ‘steroid’ of the day and it’s use is officially illegal, but unofficially it is ignored. The matches are more violent and bloody then before, but few are complaining. What is not known is that the best Gladiators who are using it are starting to change and may start to take their bloodletting outside of the workplace…
The Riot
As described in the intro story, the PC’s may be asked to investigate after a horrible riot where all acts of depravity had occurred. They will need to piece together what happened, and then track down the source of the Blood before it happens again.
The Lord’s Feast
A feast is being held to celebrate a recently signed treaty ending an especially bloody war. Both sides are represented at the feast. A third party which had profited from the strife seeks to undo the treaty, and so has managed to contaminate the wine with a good quantity of the Blood. Now, due to the level of dilution, it would take a lot of wine to be drank for the effects to take, but then again, the nobles are not known for moderation. At some point, enough of the feasters will have imbibed enough that combined with the alcohol, chaos is sure to ensue.
The exact role of the PC’s in this situation is up to the GM. They may even be in the employ of the third party.
Add/View Ideas (0)
Add/View Comments or Vote (10)
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…..
[
Show / Hide Submission ] [
Visit Submission ]
Full Description
The Iron Spike Golem is a massive golem composed of hundreds of rusty iron spikes forming a rough humanoid figure. Whenever it moves, the walking scrap heap creates a terrible noise.
Additional Information
The Iron Spike Golem has several major differences from the traditional Iron Golem. It is as brainless as most golems are. It possesses the following powers.
Missile Attack
By sacrificing part of it’s health, the golem can fling a swarm of iron spikes at it’s target. These spikes can later be recovered and added back to the golem’s health.
Mutable Form
The Iron Spike Golem is able to adjust it’s shape, up to the minimum dimension of 1 iron spike. Thus a long chain of spikes , a huge spikey sphere, or a large pancake-shape 1 spike thick can be formed.
As a result it is able to squeeze into small places, and then reform it’s humanoid form, although if the opening is small, this process could take some time.
The mutable form allows the golem to sink into a simple pile of spikes in order to conceal it’s presence (to a degree - how common are huge piles of iron spikes).
Destruct
On specific command by it’s creator, the golem can permanently destroy itself in a massive storm of iron spikes, blasted out in all directions. The creator had best be far away, as no protection is provided against this.
Other Notes
The Golem is not as hard to damage as a solid iron golem, as the spikes that form it can be knocked away from the main mass of the golem. As a result, it takes less powerful magic weapons to hurt it. In addition, the increased surface area of the golem increases it’s vulnerabililty to rust, acid and fire-based attacks.
Given time, the golem can gather spikes lost during battle and repair itself. It also cannot make use of spikes which were not present during it’s creation.
Given the Iron Spike thread, I could not help but submit this little beastie :)
Add/View Ideas (0)
Add/View Comments or Vote (20)
Poison of Rest Forgone And Other Toxins
By: valadaar
( Items ) Potion -
Villanous A brace of sleep-related poisons.
[
Show / Hide Submission ] [
Visit Submission ]
Given my recent experiences with fatherhood and sleep, I was inspired to create the following items. Not that I’ve had dangerous sleepwalking, but I some nights I feel that the first two have been slipped to me….
Poison of Rest Forgone
Full Item Description
A clear, reddish cinnamon scented oil.
Properties
This toxin mimics the effects of severe sleep deprivation.
The larger the dosage, the greater the effect. Generally a dose acts as a single missed night’s sleep. Onset time of the toxin is 10-15 minutes after being taken. Actual effects will depend upon the game system in use.
Victims of the toxin can sleep to clear the effects, but they still need to have their normal allotment of sleep as well.
This toxin is generally used as a means to incapacitate or otherwise impede prisoners. It is also used to assist in interrogations, and has been used to sabotage participants in contests, etc. The strong smell of the toxin generally prevents massive doses from being taken by accident and large doses need to be force-fed.
The toxin can be used by the desperate as a sleep-aid, but it only increases tiredness and does nothing to clear any causes of insomnia. When combined with the next toxin, the effects are quite incapacitating.
This toxin is made from the bark of a jungle tree closely related to cinnamon and is collected the same way. The foliage is quite different and the bark’s texture is different enough to easily distinguish it from normal cinnamon, preventing accidental harvesting.
Poison of Rest Denied
Full Item Description
A clear, brownish oil with a scent similar to roasted meat. If allowed to go rancid, the oil smells very much like rotted meat.
Properties
This poison interferes with the normal sleep processes, preventing the victim from falling asleep from non-magical causes, and will even provide some resistance to magically induced sleep. It has a very unpredictable duration of effect making it’s use as a means to counter magical sleep a dangerous proposition. A normal dose generally prevents sleep for 24 hours, but can range from between 8 hours to a full week. The poison does nothing to prevent tiredness, only the ability to fall asleep.
It is commonly used to assist in interrogations, especially by groups pledged not to draw blood or engage in physical torture. The effects can be accelerated through use of both this toxin and Poison of Rest Forgone.
This oil is the product of a large, hard-shelled nut found in tropical regions.
Poison of Precarious Sleepwalking
Full Item Description
A clear, faintly pink liquid. Slightly viscous and having a slight floral scent.
Properties
This poison interferes with the normal paralysis which stops people from injuring themselves during dreams, and also decreases the likelihood of waking. Under the effects of this substance, the victim will attempt to physically enact aspects of their dreams - attacking people, attempting to fly, running around, etc. Minor injury is unlikely to wake the victim - generally severe pain or magical intercession is required to wake the subject.
The toxin will last for 1 hour, and during that time the victim will perform random actions appropriate to their personality and recent events. A small table is provided as a suggestion, with a roll every 10 minutes.
d10 Roll Effect
1 Simple dreamwalk. Victim moves 2d10 feet in random direction.
2 Nightmare! Victim lashes out at current location at anyone or anything within reach.
3 Fantasy. Victim will attempt to fly or walk on water if either opportunity provides itself (Heights, body of liquid)
4 Panicked run. Victim runs 1d10 minutes in random direction, bouncing off walls and taking minor bruising damage.
5 Flood! Victim will attempt to climb anything nearby to escape rising floodwaters.
6 Fire! Victim will attempt to put out flames enveloping them, beating at it or rolling on the ground. Also liable to dive into nearest ‘water’.
7 Calm. No negative effect.
8 Performance. Victim believes they are in front of an audience and will attempt to use any performance skill they may have, or feats of dexterity or strength if they have none.
9 Infestation! Similar to Fire, but they imagine that they are covered in insects.
10 Falling! Victim is convinced that they are falling to their death. They will shriek and attempt to grab ahold of nearby objects/persons with an adrenalin powered grip.
This toxin can be used as a subtle form of assassination, especially if the victim resides in a dangerous locale.
This poison is difficult to make, being created from the pollens of a half-dozen rare flower types, all native to dangerous, disease ridden jungles.
Plot Ideas
These poisons have obvious uses for interrogation, weakening ones foes, or assassinations, with the advantages of being basically non-magic and fairly subtle. One can have a ‘bad night’ before a tourney without raising too much alarm - perhaps they imbibed too much liquor! Or if the local guildmaster happened to sleepwalk off a balcony, who would suspect foul play there?
As in many things, these need to be used in small doses and be fairly rare, or they lose their effectiveness.
Adventures are also to be had in obtaining the ingredients for these substances, as they are sourced from places far and exotic. I know a certain Alchemist who is willing to pay for the components! :)
Add/View Ideas (1)
Add/View Comments or Vote (7)
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 ]

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..
Add/View Ideas (3)
Add/View Comments or Vote (15)
February 5, 2007, 18:56
February 6, 2007, 22:34
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
February 7, 2007, 0:17
February 6, 2007, 22:39
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!
February 7, 2007, 2:20
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.
February 7, 2007, 5:45
They are fixed now!
February 7, 2007, 8:42
February 7, 2007, 10:24
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.
February 7, 2007, 12:21
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!
February 7, 2007, 13:04
Few fantasy villains have air conditioning for their lairs...
February 11, 2007, 12:15
February 11, 2007, 13:44
December 18, 2007, 20:42
February 27, 2013, 4:00
February 28, 2013, 7:02