carpedavid said:
Round 1, Match 1: el-remmen vs. Tinner
Ingredients
- Adamantine Key Ring
- Lavender
- Werewolf Mayor
- Otyugh
- Glass Mountain
- Temperance
The Mayor’s Potion aka “Wolfing Down Temperance”
An adventure for four characters. of levels 3-6
Summary: The adventurers explore a ruined alchemists laboratory searching for a cure for lycanthropy
Background: Claud Van Cleef, the mayor of the small merchant town Temperance is a man with a problem. Oh, it’s not his alcoholism. Everyone “knows” that the mayor has a problem with temperance. No, his real problem started one night on the moors, when he was bitten by a very large, aggressive wolf. Since then, Claude has kept his new condition of lycanthropy a secret. Claud had bargained with a local alchemist to have a potion made to cure him. This was all done very quietly, to protect the mayor’s good name. The potion was to have been delivered by the gnome alchemist Kresten Glassmountain two weeks ago, but the gnome never made the promised meeting. Unbeknownst to anyone, Kresten Glassmountain died in an alcohol related accident in his laboratory when in a drunken state; he mistook a bottle of silver polish for a bottle of whiskey. The mayor knows the potion is complete. He even has a good idea where to find it, but he is well aware that the old gnome alchemist had formidable defenses in his laboratory. To get his cure, the mayor will need the help of some brave souls. Time is running short. The full moon rises in just two days!
Hooks: Obviously, the standard hook is to simply have the mayor approach the party, and offer a substantial reward for the recovery of this potion. If the DM uses this option, he should be certain that barring some VERY good diplomacy rolls on the party’s part, the mayor will NOT reveal his condition, NOR the exact details of what this potion cures. Even rumors of his condition could ruin him politically. Van Cleef is a shrewd negotiator, (Aristocrat 6, Diplomacy and Bluff at max ranks) He will offer the pc’s a suitable amount of pay for this effort, with a bonus for returning in less than two days. The DM could also shoose to have him offer salvage rights to Kresten’s estate, upon learning of the alchemists’ death at the end of the adventure – your call.
Other hooks for this adventure might include the following.
A local thief could be talking about the easy pickings to be had out at the old alchemists’ lab on the outskirts of town. There’s bound to be some valuable loot to be had in a recently abandoned alchemical lab.
If you have a group that sticks to the wilderness, and has no reason to be in town, you could always have them come across the mayor, in werewolf form. Stage a running battle as they pursue the mayor to the abandoned alchemist’s lab, where he will promptly collapse into his human form and beg for their help. Bribery, threats, etc. might be good enticements.
If your PC’s are just that evil, you could tweak the mayor a bit, and have him bluff them. Offering to transform them into werewolves, and granting them great power. Clearly this adds a fairly evil spin on the adventure, but hey, it’s your game.
If you want to play the love card, perhaps the alchemist’s mistress is missing her lover, and offers the pc’s a reward in exchange for checking up on her absent paramour. Making the mistress a brothel owner could also allow you to add a little lust into that reward, for those pc’s that need a more base motivation. Or if you want to instead play up the romance angle, perhaps the mistress just has several single, siblings who all are endowed with huge tracts of land, and the mistress is willing to act as matchmaker.
Investigations:
Gather Information/Bardic Knowledge results for: Kresten Glassmountain – Gnome Alchemist
DC 10 - Glassmountain always carried an Adamantine Key Ring whenever he was seen about town.
DC 10 - Glassmountain was forced to keep his lab well away from the town walls, due to the many fires and explosions.
DC 15 - Kresten regularly took shipments of exotic reagents and beasts. Some things were so volatile they had to be stored in thick lead safes.
DC – 15 - No one has seen Kresten in town for almost two weeks.
DC 20 – “Glassmountain” took that name after his renowned “Mountain of Glass” potion display case. This titanic cabinet holds literally hundreds of alchemical mixtures, potions, and chemicals. The display is made even more impressive by the vivid colors and scents (like lavender) that Glassmountain uses to make his bottles stand out.
DC 25 - A bit of a paranoiac, Glassmountain was well known for using his alchemy to ensure the security of his establishment.
Gather Information/Bardic Knowledge results for Mayor Claude Van Cleef – Human/Werewolf Aristocrat
DC 10 - Mayor Van Cleef is a lousy drunk. He’s been found in his office at least once a month reeking of booze, and laying in a pool of his own sick.
DC 15 - The mayor wasn’t always a drunkard. His personality changed suddenly just a few months back. After his return from a trip.
DC 15 - The mayor was a close acquaintance of Kresten Glassmountain.
DC 20 - The mayor recently delivered a large sum of money to the alchemist for some future delivery.
Glass Mountain Alchemy Shop
Finding the Alchemists facility is a simple matter. Anyone in town can direct the PC’s to it. The building is a long, low structure made of stone. There are some scorch marks present around the roof timbers, but nothing extensive. Listen checks will find no odd noises. The building has just one entrance at the front, a sturdy wooden door locked with a Good (DC 30) lock. The lock has been painted red, and bears the mark of a large ant.
In the rear of the building is Glassmountain’s garden. His garden is abundant with such herbs, flowers and fruits as might be useful to an alchemist. In the center of the overgrown garden is a small 5’ x 5’ shed-like outhouse.
A note about doors and traps in this adventure: for ease of use, assume that all locks are Good DC 30 locks. All traps, unless otherwise noted, should be considered CR 4, mechanical, touch trigger, manual reset, Search/Disable DC 28/28, and all should do an average of 2d8 damage.
If the PC’s enter the Alchemists’ shop through the main door:
The lock on the door should pose little difficulty for your average Rogue, and in the worst case the party should be able to break down the door. However, the door is trapped. Triggering the trap will drop a sticky, sweet substance onto the heads of anyone within 5’ of the door. This alchemical mixture is literally abuzz with vicious biting ants. (Ref 15 to avoid.) Anyone hit by the ants will be bitten and injected with their venom, which has been alchemically modified to cause anger and aggression in the victim (Fort 15 to avoid). Anyone failing this save will suffer from Rage (as per the spell) and lash out at the closest target, shrieking threats, and insults the entire time. These “Temper-Ants” are merely the first line of Glassmountain’s defenses of his lab
Once through the Temper-Ants door, the party will be met with the sight of the ruins of Kresten’s famous Glass Mountain. (Picture the Fairy Godmother’s potion-room from Shreck 2, except the place has been trashed. Nearly every bottle has been pulled from the shelves, and the cabinet iself has suffered massive damage. The Mountain of Glass is now a mountain of broken glass. Broken bottles and sticky potion residue cover every square inch of what was once an impressive room. The odor is overpowering. (Fort 12 or be Nauseated for d3 rounds). PC’s must move in this room as if they were moving through caltrops due to the mountain of broken glass scattered around the room.
Propped against the far wall are the skeletal remains of a gnome. The bones are strangely pitted and etched, as if the mixture of chemicals had some strange effects A DC 15 Spot will allow a PC to notice the odd marks on the bones, clearly caused by the spilled potions. A DC 15 Knowledge: Arcana test will identify that the bones are under an effect similar to spellstitching. The bones radiate evil and magic.
The skeleton is visibly wearing an oversized adamantine key ring full of colorful keys on his hip. Anyone tampering with the key ring will cause the skeleton to attack. (Skeletal Gnome, 6HD Small Spellstitched Skeleton) The stitched spells are Chill Touch, and Shocking grasp, which it can use four times per day. It will use them on the first attacks it makes. Additionally, the bones are covered in a brutal layer of jagged, broken glass, counting as armor spikes. The skeleton has been “spellstitched” (“spellsoaked?”) by the bizarre mix of potions and mixtures that tumbled over the alchemist when he died, after failing to find an antidote bottle as he drunkenly ransacked his storeroom..
Defeating the skeleton yields the adamantine key ring to the PC’s. Searching the mountain of glass is dangerous; since there are still pockets of dangerous liquids, not mention all that broken glass to contend with. However, a Search 25 yields a handful of potions still intact (DM’s choice) None of these potions though is the lavender bottle Mayor Van Cleef seeks.
The Key Ring itself contains several keys, each key has an image stamped, and enameled in a certain color. The largest of these keys bears an image of a red ant, and is clearly the key to the front door. Logic dictates then that other doors must in some way match up with the keys. The DM is free to add any variety of other rooms to this building, and add keys as he feels necessary to To keep the feel of a paranoid alchemist, I recommend acid traps, black powder bombs, stinkbombs, alchemists fire, etc. These traps/hazards are an ideal method of tailoring the challenge level of this adventure. For a party of 6th level PC’s add more hazards, and raise the DC’s to overcome them. For a 3rd level party, stick to the bare minimum, as recommended above. Other rooms you might wish to include, and suggestions for key symbols and colors to match are: Sleeping quarters – Black Z; Dining Area – Green Fork; Closet – Pink Coathanger; You get the idea.
If the party first investigates the garden behind the laboratory:
The gardens behind Glassmountains are lush with growth, picture Martha Stewarts garden, full of exotic herbs, fragrant blossoms, and everything left to run rampant like a Victorian garden gone wild. Rhubarb, Aconite and sunflowers are all in seasons, but the largest, and most glorious plants are the lavender, which are in full bloom. Huge purple heads hang down richly surrounding a small 5x5 shed with a distinctive wolf howling at a crescent moon motif on the wooden door. Clearly this is the privy/outhouse, cunningly placed amidst the garden. This placement is ideal for allowing the rich “night soil” to fertilize the garden, as well as allowing the multitude of fragrant blooms to mask the otherwise rank odor.
Since curiosity is bound to lead the PC’s to investigate the privy, it’s only fair to “reward” such behavior. A brief examination (Search DC 15) reveals that the privy is unlocked, despite the presence of an obvious keyhole. Placing the appropriate key in the keyhole (a brown wolf & moon key, found on the adamantine key ring from the above encounter) causes a faint chiming sound from beneath the PC’s feet. (Listen DC 20). That chiming is the sound that tells the well trained Otyugh that lives beneath the privy not to devour anyone seated upon the “throne” Anyone foolish enough to sit and use the privy without first triggering the chime (with the key, or a DC 28 Disable Device) will be attacked by the Otyugh. The Otyugh will attempt to Move Silently for its initial attack in hopes of make a grapple vs. a Flatfooted opponent. Medium or smaller creatures can be roughly pulled through the privy-hole taking d6 damage for the rough treatment in addition to the grapple. The “honeypot” chamber is 30x30, and the revolting mess counts as difficult ground requiring a DC 18 balance check for anyone moving more than 5’ per turn.
Busybodies wondering how the Otyugh lives in such conditions should recall that firstly Glassmountain has only been dead a few weeks, prior to that he would drop his kitchen scraps, and the occasional failed experiment down the hole. Additionally since the privy is never locked, and is in the center of a fertile garden of fruits, herbs, berries, etc. There is abundant small game that the Otyugh can drag into the privy and devour.
Meanwhile, back in the lab:
After the PC’s have encountered whatever other traps and hazards the DM wishes to throw at them, they will finally come upon the laboratory, Entering the lab requires the PC’s to bypass yet another alchemical trap. Using the key marked with a blue Erlenmeyer Flask will allow you to sidestep sudden drenching in Sovereign Glue that splashes all within a 5’ radius who fail a REF 18 save.
The lab is in a shambles. The remains of an old fire have long ago guttered out in the braziers about the room. Broken bottles, ruined instruments and shattered crockery are littered about the lab. Several empty liquor bottles are also in evidence, a grim testament to Glassmountain’s final binge. A DC 20 Appraise test will let an astute observer realize that despite all the damage, careful salvagers could easily piece together their own basic alchemical lab from the wreckage herein. A Search 20 reveals that there is a large, walk-in sized vault, hidden behind the charred remains of a tapestry on the south wall. Yet again the PC’s must choose the appropriate key; this time, using a lavender key with the image of a lock on it. Turning the key requires a DC 18 STR check (The alchemist kept a potion of Bull’s Strength handy for such occasions.) The key triggers an elevator type mechanism that moves an antechamber containing a Gelatinous Cube in and out of the 10x10 antechamber between the vault door, and the vault chamber beyond. Failure to move this chamber means the PC’s will need to deal with a new hungry Gelatinous Cube.
Once the ooze is dealt with, the PC’s will find the vault contains a small assortment of potions (DM’s choice, but they should be fairly valuable), including a lavender tinted bottle labeled “Van Cleef – Lycanthropy.”
Wrapping it up:
In a simple world, the PC’s will take the mayor’s job, recover the potion, and return it to the mayor who drinks it in time to save the day. They get paid and we have a happily ever after ending.
If the PC’s didn’t come into this adventure looking to save the mayor, then you now have a town sitting on a time bomb. Sooner or later, the mayor will shift before he’s fully drunk, and there will be deaths and possibly more infections. Not that this is a bad thing, since it leaves more work for ambitious PC’s!
One further complication might be that the players read too much into the lavender bottle’s simple label, and believe Van Cleef intends to contract lycanthropy, rather than combat it. “Right-minded” do-gooders could very well deny the mayor the potion. I leave it to the DM to decide if the mayor would trust such PC’s enough to bargain for his cure, and admit his curse.
If the PC’s services were engaged by local thieves, or Glassmountain’s mistress, there will be accounts to settle there as well.
INGREDIENT SUMMARY
Adamantine Key Ring – An Indestructible set of keys. Why indestructible? Because these keys need to resist acid, fire, etc. This is the perfect set of keys for an alchemists/wizards laboratory. Each key will allow a sensible party the chance to bypass all or part of some of the threats contained within the alchemist’s laboratory. The paranoid alchemist coded each key to a specific door in his lab.
Lavender – A perfectly usable ingredient in many potions, etc. Additionally, the scent covers the odor of the privy. The trees themselves are planted around the central privy courtyard, and attract birds, etc. as prey for the otyugh. The potion to cure alcoholism is also conveniently lavender shaded.
Werewolf Mayor – The local mayor is well known as an alcoholic. And several times each year he has been found stinking in the early hours of the morning. What is not commonly known is that the mayor has also contracted lycanthropy. This is what has led him to his sporadic bouts of drinking. On the nights of the full moon, the mayor is always careful to lock himself in, and binge drink well before dark. In this manner he spends his savage nights safely incapacitated. Thus far he has managed to avoid accidentally harming anyone. He fears that this will change soon, and is seeking a cure for his condition. What most people perceive as his weakness is actually an ironic form of temperance, trading his sobriety for the town’s safety.
Otyugh – This monster lives in the lavender scented privy inside the courtyard. It has been trained to not attack anyone sitting on the privy as long as they properly use the adamantine key ring. Otherwise, it considers anything above its lair as fair game. It regularly preys on birds and other animals drawn to the sweet lavender blossoms that surround the privy.
Glass Mountain – The Glass Mountain is he name of the alchemist’s shop in town. It is also the name the owner chose for himself to promote his wares. In a wretched display of intemperance the old alchemist died in a drunken stupor and changed the giant potion cabinet named The Glass Mountain into a literal mountain of (broken) glass.
Temperance – As a theme, temperance appears several times throughout this adventure both as a positive and negative theme. The alchemist’s own intemperance was deadly. His abuse of alcohol leads directly to his death. The werewolf mayor seems at first to be intemperate, but is actually showing remarkable restraint and self-control by incapacitating himself with alcohol, rather than risk a shape changed rampage. Temperence is also the name of the small town the adventure is set in. Don’t forget the “Temper-Ants”, alchemically modified insects that induce blind rage in their victims