Tuesday, December 16, 2014

INNER WARD SECOND FLOOR 6 LABORATORY.

6 LABORATORY. The door to this room is wizard-locked by a 16th level magic-user.

The walls of this room are plain dressed stone, though stained by the adverse effects of various alchemical experiments. The floors are wood with the occasional metal reinforcement or platform of flat metal to provide a tough surface in the event of spills. Five large plain glass windows are in the north wall. Four large glass orbs are suspended from the ceiling, each with a continual light spell cast upon it.

Along the north wall are a series of four workbenches.

The first workbench is in the northwest corner. The workbench space is limited and the majority of the area is dedicated to shelves featuring containers of various liquids. The following labeled liquids are here in glass flasks of varying shape, color, and size:
  • vinegar
  • aqua regia
  • black dragon spittle
  • troll blood
  • vrock ichor
  • potion of healing (blue liquid, tastes of apples)
  • potion of fire giant strength (gray and cloudy, tastes like ash)
  • olive oil
  • giant squid sepia
  • nixie tears
  • rust monster blood
  • 100 proof alcohol

There are also the following flasks without labels or with damaged, unreadable labels:
  • ammonia
  • chlorine
  • cyanide
  • mind flayer cerebrospinal fluid
  • beholder vitreous
  • potion of delusion (violet, tastes like rosewater)

In addition, there are four labeled vials of holy water and five of unholy water (each contained in a special leaded glass vial).

There are four large labeled glass bottles containing:
  • distilled water
  • lamp oil
  • basilisk bile
  • salt water

Finally, there are six labeled metal flasks, each stoppered with a metal stopper:
  • fire elemental phlogiston (hot to the touch)
  • giant skunk spray
  • killer whale amniotic fluid
  • hydra bone marrow
  • vampire blood
  • green dragon urine.

The second workbench is immediately adjacent to the first. It is primarily a workspace for managing fluids and vapors. It is occupied with various alembics, tubing, flasks, test tubes, stirring rods, retorts, pipettes, and such items. It also holds an alchemy jug.

The third workbench was used for managing solid materials. It is covered with dishes, mortars, pestles, scales, crucibles, tongs, measuring spoons, and other similar equipment.

The final workbench, in the northeast corner, is used for storage of solids. Thousands of glass vials are here and the following are but a smattering of their constituents: bezoars, sea salt, brown sugar, lye, wolfs-bane, manticore dung, sulfur, cobwebs, newt's eyes, bat guano, and all of the herbs listed in Appendix J of the Dungeon Master's Guide (including garlic, belladonna, and mistletoe). In general, if the spell casters in the party need to find a spell component, it will probably be here, although valuable or living components (gems, powdered silver, live spiders or crickets, etc.) will not.

A massive brick oven is in the center of the room. Three braziers are nearby and heavy gloves, and spectacles are on a small table nearby. Aprons and other protective clothing hang from pegs in the west wall. It is obvious that it has not been used in some time.

A small bookcase against the east wall contains eleven large tomes.

  • Seven are rare books on alchemy, some of them written by Vittorino himself (and each worth between 31 and 130 (1D100+30) gold crescents)
  • One is a treatise on homunculi (containing the spells mending, mirror image, and wizard eye)
  • Three are workbooks of potion recipes from Vittorino's personal collection. They are labeled III, VII, and VIII. Book III contains recipes for the following potions: bear control, diminution, fire resistance, and healing. Book VII contains recipes for fire giant strength, philter of love, reptile control, and ghoul control. Book VIII is slightly damaged and only two recipes are legible: delusion and heroism.

The recipes allow a potion to be made by a 7th level magic-user without the need for an alchemist's input, and for half the normal price. Rules for potion making are on page 116 of the Dungeon Master's Guide. Having a recipe is not sufficient for making a potion. The character must still be of sufficient level and have the proper ingredients.

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