H3 - Preparation Laboratory
H3 — Preparation Laboratory
The Working Heart of Corven's Legitimate Practice
Long stone-topped benches fill most of the room. Glass coils hang above spirit burners. Mortars, balances, clamps, drying racks, stoppered bottles, and neatly folded packets occupy precisely marked spaces.
Every drawer is labeled. Every knife is sharpened. Every bottle has a date.
Someone who loves organization almost as much as dangerous chemistry works here.
This is Corven's primary working laboratory and the richest immediate reward for an alchemist. Most of what is here is legitimate professional equipment rather than Golden Hand material.
Formula Cabinet
A locked cabinet contains copied procedures, revisions, and failed variants. A character trained in Crafting can sort usable formulas from experimental notes with 10 minutes of work.
The laboratory contains usable notes for antidote, antiplague, acid flask, bottled lightning, smoke ball, lethargy poison, giant centipede venom, and cognitive mutagen. Learning or copying them follows the campaign's normal formula rules.
General Reagents — 5 gp
Solvents, mineral salts, stabilizers, alcohols, oils, binders, empty capsules, treated papers, and common alchemical stock worth 5 gp as crafting materials.
Choose several level-appropriate consumables from Corven's formula list. Good fits are an antidote, antiplague, smoke ball, bottled lightning, acid flask, or a low-level poison. These are bonus treasure from taking the optional risk, not components required by the blight plot.
Volatile Separation Bench
Alchemical · Fire · Trap
Stealth DC 16 to notice a pressure catch beneath the locked formula drawer.
Disable Thievery DC 16 to disconnect the catch or Crafting DC 15 to safely close the reagent feed.
Trigger The formula drawer is forced or opened without first releasing the hidden catch.
Effect A flask tips into a heated dish and flashes. Creatures adjacent to the bench attempt a DC 17 Reflex save, taking 2d6 fire damage on a failure and half on a success.
The fire extinguishes immediately; the hazard is designed to destroy papers and punish theft, not burn down Corven's house.