Alchemy Lab

The librarian has inadvertently kept the alchemy lab safe since none of the toads were willing to risk fighting him to get through the library. Although the lab is ancient there are still dozens of vials and beakers and various jars and bottles of various ingredients, a few of which haven't gone bad.

The ingredients include the components to make 3 potions of Cure Disease and Remove Curse plus all the tools required to make a half-golem.

Alchemist's Glass: An alchemist's glass is a beaker usually constructed of green or blue glass with several small spouts near the bottom. Arcane writing frequently covers the sides of the glass and sometimes includes the command words required to use the glass to its full potential.

Whenever the glass is filled with fluids, powders, or leaves, it mixes them together evenly. This occurs even if the materials in question normally don't mix, such as oil and water (although in this case the fluids separate normally as soon as they leave the glass). Infusions and teas can be made in a single round if placed within the glass.

Additionally, each alchemist's glass has two command words associated with it. The first command word causes the glass to break down any liquid or potion it contains into its component parts. This effect immediately destroys a potion but also reveals what ingredients were used in the potion's creation. This command also removes the salt from seawater, separates poisons from any liquids they're mixed with, and is sometimes used to check the purity of fresh water.

The second command word causes separated materials to pour from the bottom of the glass, each from a different spout. This can be helpful when identifying unusual ingredients or when trying to purify a potable liquid.

If there are more components than spouts, as many components as possible drain out. When the second command word is spoken again, another round of components pours from the spouts. The second command word can be used repeatedly until all of the components have been separated.

Faint divination; CL 3rd; Brew Potion, Craft Wondrous Item, detect poison, purify food and drink; Price 1,800 gp; Weight 2 lb.

A barrel with 100 doses of Blackwater: A single vial of blackwater rapidly affects a 10-foot cube of water. Any aquatic creature that breathes blackwater must make a DC 10 Constitution check each round or begin to drown. The DC for this check increases by 1 on each round after the first. The creature can also try to "hold its breath" (as a creature going underwater would normally do). Blackwater affects creatures that can breathe water due to a spell or effect, such as water breathing, but it has no effect on creatures that can only breathe air. 100 gp per vial.

A dozen bottles of Truth Wine: In addition to suffering the wine's normal intoxicating effects, a character who drinks truth wine must make a DC 15 Will save to tell a lie. The wine's effects are short-lived, lasting only 10 rounds -1 round per point of the drinker's Constitution bonus. (For example, a character with a +2 Constitution bonus would suffer truth wine's effects for 8 rounds.) Creatures must drink at least 1 glass (8 oz.) of truth wine to suffer its effects. Elves are unaffected by truth wine. 75 gp a bottle.