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d20 Creation's Edge Games Add-A-Room I - The Alchemist's Workshop

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27 views8 pages

d20 Creation's Edge Games Add-A-Room I - The Alchemist's Workshop

Uploaded by

Kyle Sutton
Copyright
© © All Rights Reserved
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Add-A

A-R
Room I

The
Alchemist’s
This product requires the use
of Dungeons & Dragons,
Workshop
Third Edition rules
A room-based
encounter for use with
D20 Fantasy Rules

This document is part of System 20:


A Do-It-Yourself supplement system available at
creationsedge.com
Each Add-A-Room features elements
that can be re-used in other adventures,
such as magic pools, fake treasures, and
Add-A
A-R
Room I ingenious traps.
The Add-A-Room product line is part

The of System 20, a do-it-yourself supple-


ment system found on our website at
www.creationsedge.com.

Alchemist’s
System 20 allows you to create your
own supplements, featuring the content
of your choice, for a fraction of the cost
of traditional RPG supplements.

Workshop You’ll find over 400 different magic


items, weapons, rings, and wear on our
site, as well as our Add-A-Rooms,
Adventures, and other role-playing aids.
Our Free 20 section also hosts
Introduction dozens of free creatures, items, and
weapons to incorporate into your D20
A series of unique and challenging fantasy campaign.
chambers, designed to be dropped into This product requires the use of
an already existing adventure; Add-A- Dungeons & Dragons® Third Edition
Rooms are quick and easy ways to add rules.
a little something extra to your game.

Add-A-Room I: The Alchemist’s Workshop is available for download on the Creation Edge
Games website as part of the System 20 collection. Check out our website at
creationsedge.com for more System 20 resources and information on upcoming releases.

~Open Game Content~


The content of this document entitled “Add-A-Room I: The Alchemist’s Workshop” which describe game
mechanics are designated as Open Content. The remaining portions of this document are added to Open
Game Content and if so used should bear the COPYRIGHT NOTICE “Add-A-Room I: The Alchemist’s
Workshop ©2002 Creation’s Edge Games” and optionally the address “www.creationsedge.com”.

The mention of or reference to any company or product in these pages is not a challenge to the trade-
mark or copyright concerned.

Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast,
and are used with permission. This document contains material based on the D20 System. The D20
System is trademark by Wizards of the Coast and is used according to the terms of the d20 System
License version 1.0. A copy of this License can be found at www.wizards.com.

Add-A-Room I: The Alchemist’s Workshop - for use with D20 rules - © 2002 Creation’s Edge Games
www.creationsedge.com
The Alchemist’s Workshop

-s-

11 12

9 10

7 8

5 6

3 4

1 2

This map was created using the on-line Map Creator


available at www.roleplayershome.net
Add-a-room I: placed within it. It only takes one dose of a
potion to activate the enchantment. The pool
will fill with the equivalent of 10 doses of
The Alchemist’s whatever potion is poured into it next. The
enchantment will only work once before the
Workshop magic of the pool needs to be recharged.
Unfortunately the alchemist is the only
one who knows the secret ritual of charging.
The Set Up
2) Gold Pool
The players are either dropped here by
some sort of trap or enter through an impos- This pool seems to be filled with liquid
sibly sturdy door which slams shut and gold. Touching an item to the contents of
immediately locks behind them. The door this pool will cause any of its metallic com-
resists all attempts to pick or break open. ponents to turn to gold. This is a temporary
condition, lasting only 8 hours, after which
Description the item reverts back to normal. (Note that
gold is a soft metal. Weapons used after
their metal components have been trans-
The floor of this large square room is rid-
formed to gold suffer a -1 penalty to dam-
dled with several small stone basins, twelve
age. The weapons will likely become dull,
to be exact. The majority of these pools
pitted, and probably ruined before the effect
seem to be filled with a liquid of some kind.
wears off.) Each item transformed drains
At the center of the room is an intricately
one dose from the pool. Any liquid bottled
carved marble fountain. The statue of an
and removed from the room will slowly solid-
ancient alchemist holding two stone beakers
ify over a 3 day period, transforming back
stands within. The beakers and fountain are
into the gold coins it was created from. Each
bone dry. Around the base of the statue are
flask of the liquid will transform into 1d10+10
four identical keyholes. The door to the
gold coins.
room is solid metal and cannot be budged.
3) Floating Pool
The Pools
The water which filled this pool is actual-
The twelve pools are receptacles for the ly floating five feet above it in a perfectly
alchemist’s failed experiments. They are spherical shape. Touching or disturbing this
small stone basins set within the floor. Each water globe in any way will cause it to sud-
measure three feet across and are one and denly collapse, sloshing noisily into the pool
a half feet deep at their centers. Pools which below it. After a few seconds the water from
contain liquid are filled with the equivalent of the pool will rain upward, slowly reforming
ten flasks of the substance. the floating water globe. Water taken from
this pool will exhibit the same behavior.
1) Empty Pool Unstopping a flask filled with this liquid will
cause the liquid to rain upwards from the
The contents of this pool have either flask into a smaller sphere shape. Touching
evaporated or seeped away through its this sphere will cause it to collapse as well
cracks over the years. This pool has been (better have a funnel handy, or at least a
enchanted, through a long and involved towel). This effect might be worth some gold
magic ritual, to duplicate the next potion at a curiosity shop, or tavern.
4) Illusion Pool noise when shook and gurgle when poured.

This pool contains the illusion of a pile of 7) Avoidance Pool


gold and gems at its bottom. Disturbing the
surface of the pool will cause the image to This pool is filled with a silvery liquid.
waver and disperse. Once the surface The liquid will physically move away from
becomes calm again the illusion will reap- any attempt to touch it, responding as
pear. While the illusion is dispersed a brass though it were alive. It will avoid all such
key is visible at the bottom of this pool. Any attempts to the point of flowing out of the
liquid removed from this pool will maintain pool and around the room. It can divide itself
it’s illusionary quality. The amount of illusion- into as many pieces as it wants in its efforts,
ary treasure seen within will change however all pieces will eventually return to
depending upon the size of the container the pool and reform once it is left alone. A
and the quantity of the liquid it contains. A silver key is in the bottom of this pool.
standard potion flask filled with this liquid
may look as if it contains a number of gems, 8) Skeleton Pool
while a mug filled with the liquid might only
hold a few coins. A dose of the potion which fills this pool
will cause all but the player’s skeletal sys-
5) Light Pool tem to turn invisible. The player will appear
to be a skeleton for 1d4 hours. This transfor-
This pool gives off a bright glow and mation is in appearance only.
seems to be filled with light. Anything dipped
within this pool will be coated with a thick 9) Water Pool
liquid that will evaporate in one week.
During this time the object will give off a A yellow key is visible at the bottom of
bright light, like that of a torch. This liquid this water filled pool. A player may reach in
can be washed away with water. Each item and easily retrieve the key, however the key
treated uses up one dose from the pool. A is made of phosphorous. When it is brought
potion flask dipped into the light contained out into the open air, the key will ignite doing
within the pool will not fill up with the fluid, 1d4+2 points damage to whomever is hold-
rather the portion of the bottle which was ing it.
submerged into the light, and possibly part
of the hand doing the submerging, will 10) Serpent Pool
become coated with the thick glowing liquid.
This pool, unlike the others, has 3 small
6) Invisible Pool gems set at intervals into the stones sur-
rounding it. Attempting to pry up the gems or
This seemingly empty pool is filled with a disturbing the murky green liquid within the
failed invisibility potion. The liquid itself has pool, will result in the liquid uncoiling like a
turned invisible. Anything touching the pool large snake and striking at the players.
will feel wet but look dry and, of course, still Once the Serpent suffers enough dam-
be visible. A copper key sits at the bottom of age to kill it, it reverts back to liquid and col-
this pool. Anyone reaching for the key will lapses into the pool. If any of this liquid is
be in for a surprise as they soon come into taken from the room it will transform into a
contact with the invisible liquid. A potion bot- Neutralize Poison potion. The 3 gems are
tle filled with this liquid will appear to be worth 10gp each and can be easily removed
empty, even though it will make a sloshing once the snake has been dealt with.
The Fountain
Green-liquid serpent: CR 2; Medium-size
magical beast; HD 2d8(9hp); Init +3(Dex); Within a large pool at the center of the
Spd 20ft(cannot completely leave pool); room stands a detailed statue of an
AC 16(+3 Dex, +3 natural); Atk +4 alchemist. He holds two stone beakers, as
melee(Slam); Dam 1d6; Face/Reach 5ft. though pouring liquid from one to the other,
by 5ft./10ft.; SA Serpent Strike; SQ however the beakers, and the pool around
Elemental; AL N; SV Fort +2,Ref +5, Will the base of the fountain, are completely dry.
+1; Str 6, Dex 17, Con 11, Int 1, Wis 12, There are four identical keyholes around the
Cha 2 base of the statue.
When the silver, brass, gold, and copper
Serpent Strike (Ex): Every third round the keys are placed into the keyholes the sound
Serpent will gather itself and rise-up to its of flowing water will be heard. In one round,
full 10ft. It will strike out from the pool at a water will begin to pour from one beaker to
character doing twice its normal damage if the other and the pool around the base of
it hits. the fountain will fill with a blue tinted liquid.

Healing Pool
11) Goldfish Pool
The liquid which fills the fountain pool is
This is a simple pool filled with cool clear actually a failed healing potion. Drinking
water. Four nice size gold fish swim about directly from this pool will heal 2d8 points of
within. If a fish is caught and removed from damage. Any liquid taken from the pool will
the pool it turns to solid gold. This change quickly lose its potency, transforming after
will remain permanent as long as the fish 24 hour’s time, into a potion of temporary
remains out of the pool and out of contact healing. The liquid will still heal a character,
with water. The slightest contact with a liquid curing 1d4 points of damage, however the
will cause a solid gold fish to revert back to effect will wear off in one hour and any
its living form and start either swimming or wounds healed by the potion will return. The
flopping about. Each fish “statue” is worth equivalent of 20 doses may be taken from
50gp. the pool before it runs dry.

12) Frozen Pool


The Workshop
This pool is frozen solid. The surface is
opaque white and a continuous chilling mist If the keys around the base of the foun-
billows over the rim of the basin. If the ice is tain are each turned to the right, a secret
touched it will cause a point damage to bare door set in the back wall of the room will
flesh. Chipping through the ice reveals a open. Players will be greeted by the strong
small cavity in the bottom of the pool that smell of sulfur, which wafts from the hidden
contains a gold key. The key must be room beyond.
grabbed quickly for as soon as the players The small sparse room holds the burned
stop chipping the ice will grow solid once remains of the alchemist’s workshop. A pow-
again, sealing the hole, possibly trapping a erful and fiery explosion at some point in the
hand in the process... past claimed most of this room, including the
life of the alchemist. The force of the explo-
sion caused the door to the alchemist’s
workshop to slam shut and lock. The keys
scattered about the pool area, and the vari- A note is found in a surprisingly undam-
ous tricks used to safeguard them, were the aged scroll case. It is a request from a local
alchemist’s spare keys to his workshop. warlord asking for more of the powerful
A charred skeleton lies against one wall, explosive mixture he’s already been sup-
clad in a robe of ash. If the skeleton is dis- plied with. The party might be interested in
turbed the ash robe will disintegrate and fall finding out why the warlord’s stockpiling
to the floor. A small key on a string can be explosives.
found hanging from one of the skeleton’s
ribs. It opens an iron chest in the corner of Seed #3
the room. The chest contains 200 gold, 10
gems (worth 20gp each), 2 Cure serious A character who has drank out of one of
wounds potions, and 2 random potions. the pools, or quaffed a potion retrieved from
A series of shelves, which at one time the alchemist’s workshop, becomes sudden-
held countless flasks of ingredients, lie bro- ly ill the next day. The character’s total num-
ken upon the floor. The majority of the flasks ber of hit points drop by 1 point each day.
have shattered, however if the debris is The party must race to find a cure to this
searched a total of six usable containers can slow acting poison before it’s too late.
be salvaged.
Seed #4
The Exit
A bizarre reaction to one of the potions
created by the alchemist has left a player
If the keys around the base of the statue
immune to the effects of all potions. The
are all turned to the left, the exit to the pool
player will probably wish to seek out an anti-
area will spring open.
dote to their condition, preferably before the
Creatures indigenous to the surrounding
next dose of a healing elixir is required.
area know of the alchemist’s room of pools
and it’s various traps and tricks designed to
distract unwary adventurers. It’s possible While on-line visit
that during the time spent by the players,
working their way through the various pools
obtaining keys, that quite a congregation of
The map included in this document was
monsters has formed just beyond the exit,
waiting for the party to step out... created using the on-line Map Creator
available at www.roleplayershome.net

Adventure Seeds The Map Creator’s easy to use interface


allows you to create detailed, full color maps
Seed #1
in a matter of minutes. Use the available
Among the ruins of the demolished work- image sets or upload your own.
shop, the players locate the alchemist’s
notebook. It’s possible that it contains Also available is an On-Line Character
recipes for some of his more successful Creator and item Database!
experiments. It could be worth a great deal
of money to another alchemist if the party Oh, and while your at it, please feel free to
could find one that was interested.
stop by www.creationsedge.com as well
Seed #2
~ THE OPEN GAME LICENSE ~
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and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
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