H4 - Specimen Gallery
H4 — Specimen Gallery
Everything Has a Label
Glass-fronted cabinets cover three walls from floor to ceiling.
Inside them sit jars, wax-sealed tubes, pinned insects, packets of dried fungus, fragments of bark, teeth, venom sacs, roots suspended in clear fluid, and things difficult to identify at a glance.
Every specimen carries a number. Several shelves have been left conspicuously empty.
The gallery is Corven's reference collection. Most samples are mundane to a toxicologist: venomous insects, poisonous plants, fungal growths, contaminated soil, and preserved tissue used for comparison.
Reiver's Right Reference Series
A secured cabinet contains RR-labeled material. Some labels match specimen numbers from the Lower Works. The contents include blackened root fibers, residue scraped from timber, contaminated soil, and inactive fragments stored in preservative.
Challenge: Understand the Missing Samples
Rare Specimen Stock — 3 gp
Carefully harvested venoms, dried toxic plants, fungal cultures, and mineral absorbers worth 3 gp as alchemical crafting materials.
Compromised Specimen Case
Alchemical · Poison · Environmental
Stealth DC 17 to notice crystallized residue around one cabinet's inner seal.
Disable Crafting DC 17 or Medicine DC 18 to neutralize the residue before opening the case; Thievery DC 18 to open the case without disturbing the cracked inner vial.
Trigger The cabinet is opened carelessly or the shelves are disturbed.
Effect A brittle vial breaks and releases concentrated fumes. The triggering creature and adjacent creatures attempt a DC 18 Fortitude save. Failure: 1d8 poison damage and enfeebled 1 until the end of the creature's next turn. Critical failure: 2d8 poison damage and enfeebled 1 for 1 minute.