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- The alchemist had what appeared to be a simple shop, but in fact there was a number of chambers delved underneath it. https://dysonlogos.blog/2017/03/31/the-reanimators-home/
- The main floor starts with 4 rats in the main room, hiding under tables (DC 15 to spot), and 3 in the bedroom. After a round or two, the rats in the upstairs room disengage and flee into the basement. If fought in the main room of the basement, each round there is a 50% chance of 1d6 more rats joining the fight from adjoining rooms as long as there are rats remaining. The rats are crazed from their consumption of alchemical fluids and fight to the death. Their mania is obvious with a DC 15 nature or handle animal check.
- There are holes chewed through all the walls, and dug though the floors. Rats can move through solid spaces at half their normal walking speed. With a DC 15 perception check, small characters can do this also. The windows are broken out, and rats have a 1 in 3 chance of circling around via the secret passage and the well and coming at the party from behind.
- There are:
- 12 health rats
- 6 armor rats
- 5 breath rats
- 4 mirror rats
- 3 altered rats (clawed, horned, spined)
- 2 blurred rats
- 1 haste rat
- The place is in ruins. It could be set up as a modest alchemist shop/brewery for about 250 gp (worth 500 when repaired), or a comfortable one for 1500 (worth 2000 when repaired). Modest requires 1d4x10% its worth in yearly repairs. Comfortable requires 1d20% its worth in yearly repairs.
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