Friday, September 5, 2025
Friday Encounter: Star Metal
Wednesday, June 25, 2025
The Spell of Embodiment
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Art by Lindsey Crummet |
Friday, March 21, 2025
Friday Encounter: The Curse of Feebleness
Some way or another, the PCs are all stricken with a curse that penalizes them in a fashion that is detrimental to their class and general play style, making it hard for them to fit their typical role in the party. For example:
- Martial classes have Disadvantage on all Strength checks, to-hit rolls, and damage rolls, and their carrying capacity is halved.
- Magic-users have Disadvantage on Knowledge checks, any checks to successfully cast spells, and saves against magical effects.
- Rogues have Disadvantage on all Dexterity checks, and their footsteps become loud and conspicuous, making it harder for them to sneak around silently.
- Bards become tone-deaf and have Disadvantage on Performance checks. They also lose proficiency in any musical instruments until the effects of the curse wear off.
Friday, January 3, 2025
Friday Encounter: Lost Spellbook
One way or another, the party should come across a discarded spellbook somewhere - either cast aside haphazardly, or guarded by some sort of trap or guardian. If a wizard can retrieve the book, and possesses the necessary spell slots and components, they will have access to whatever spells were recorded in its pages and can prepare and cast them.
To make this encounter the most fun, you should plan it in advance so the book contains spells that the wizard in the party does not already know, but that would benefit their character or play style (use your judgment here). This will expand the list of spells at their disposal. Incidentally, this is something I think DMs should do more of to tie PC advancement into the world - why have your players just pick new spells on leveling up when they can find them in books, or learn them from mentors? To make things really fun, include some spells that require spell slots the wizard doesn't have access to at their current level - this will provide an incentive to the player to pursue advancement so they can use their new spells, and gives them something to look forward to.
However, there is always a catch - and the spellbooks of unfamiliar wizards are not things to meddle with so lightly. The spellbook is attuned to its original user - although they may have misplaced it once, as soon as a different mage begins to draw power from the pages, the enchantments written into the book will alert its original owner to its current whereabouts, and that owner will surely be unhappy with something as priceless as a well-crafted spellbook containing years of study falling into the wrong hands.
This is a great way to introduce an rival magic-user to the campaign - ideally, one more learned and powerful than the PC wizard in order to provide some tension (and to explain the presence of higher-level spells - and again, to give the player something to aspire to!). I've deliberately left this open-ended so you can develop an antagonist suited to the PC in question. Their pursuit of the book can easily provide fodder for multiple adventures. They might send their servants after the party to try and retrieve the book, or inflict the PCs with curses or other obstacles. Sooner or later, though, they'll inevitably want to seek the thief out face-to-face for a battle of magical prowess!
Thursday, December 12, 2024
Magic Items of the Tennurhaf
The Northmen possess an extensive series of mystic traditions, and in the Tennurhaf, those traditions have been perfected through the years. The people of the Sea of Teeth are renowned as some of the greatest magicians among the Northmen, and many Northern grimoires come from this region. Magicians in the Tennurhaf have developed and recorded many sigils, or staves, in order to imbue objects with magical power. By inscribing these symbols on paper talismans and sewing or placing them into items, a consistent magical effect can reliably be reproduced. Here are a few of such items documented in the mystic tomes of the Tennurhaf.
Corpse BreechesArt by Caitlin Fitzgerald
Wondrous Item, very rare, requires attunement
Among the more well-known rituals of Tennurhaf mysticism is that to create a set of corpse breeches - a set of enchanted trousers made from the skin of a dead man. Although the process of creating them is morbid, the breeches are surprisingly pedestrian in their use, for they are usually used by magicians to create an ready supply of money. However, they carry a curse. The art of making corpse breeches was taught to mortals by a demon known as Orkku the Bloated Prince, and as part of the pact that imparted the world with this knowledge, anyone who uses them will condemn their soul to Hell, unless they can pass on the curse before they die.
Corpse breeches are made from the entire skin of a corpse, which must have an intact scrotum, from the waist down, and are worn over the wearer's skin. Contained in a pocket made from the corpse's scrotum are 1d4 coins (roll 1d10: 1-3. copper; 4-6. silver, 7. electrum, 8-9. gold, 10. platinum) and a piece of paper with a sigil inscribed on it. When one is attuned to the breeches, the amount of coins in the pocket doubles each day, as long as it contains at least one of the same denomination it started with. If coins are placed in the pocket after the fact, they are not doubled. The coins will always be of the same denomination and disappear from the possession of others nearby, instantaneously transporting to the breeches. This means that as the breeches accrue money, it will disappear from the possession of others - who may begin to suspect something is afoot, if this continues.
Once one attunes to a set of corpse breeches, they cannot be removed unless by breaking the spell on them (either by emptying the scrotum completely of coins or removing the sigil), causing them to permanently become an ordinary (if disturbing) pair of leather pants. The only other way to remove the breeches is by passing on the curse. The only way to attain a set, then, is to either make them through a ritual or to have them passed to you.
Corpse breeches may only be made from someone who has given consent while alive for their skin to be used to make the breeches upon death. Many magicians make pacts with one another that if one of them dies before the other, the other will make corpse breeches from his body. They must be worn immediately after flaying them from the corpse, and then a coin that was stolen from a widow during one of the days of the Wheel of the Year must be deposited into the scrotum along with the sigil. Once this is complete, the pants attune to the creator and begin to summon money to them.
If someone attuned to a pair of corpse breeches is on their deathbed, they may pass the curse on to another, in which case they lose attunement with the breeches and can remove them; the breeches will then become attuned to another humanoid designated by their previous wearer as soon as they are donned. If a creature dies while still attuned to corpse breeches, their soul is immediately condemned to Hell. They do not make death saves, may not cheat Death, and cannot be revived or communed with (via speak with dead or similar effects) by any means short of retrieving their soul from Hell directly.
Nithing Pole
Wondrous Item, uncommon
In the Northern tongues, the term nithingr - often translated as "outlaw," but this doesn't capture all the intricacies of the term - refers to a person marked for dishonorable conduct. A person can be pronounced a nithingr for a number of reasons, such as breaking an oath, showing cowardice, committing murder, or failing to show up to a holmgang. The Northmen take this punishment quite seriously, for there is more at stake than merely one's social status. To be declared a nithingr involves a ritual in which a nithing pole is used, which often (but not always) marks the target with a supernatural curse to punish them for their dishonor.
To construct a nithing pole, one must sacrifice an animal (usually a horse, but a calf, sheep, or goat may be used if one is unavailable) and attach its head to a wooden pole. When the pole is directed so that the head is facing the target, and the end of the pole is beat against the ground three times with the word "Nithingr!" called out each time, the user can cast bestow curse regardless of how far away the target is. If the user does not have any levels in a spellcasting class, the DC to save against this curse is 10.
Glima Boots
Wondrous Item, uncommon
A popular sport among the Northmen is a form of wrestling known as glima, in which participants grab one another by the belt or shoulders and attempt to throw their opponents off their feet. Wrestling contests can be found at many a feast and assembly, especially in the Tennurhaf. It was rather inevitable, then, that enchantments and charms would be developed to ensure good luck in these contests. Some contests ban this, while others consider the use of magic to be a valid tactic, as one is using everything at their disposal to win.
Several Tennurhaf grimoires describe the use of a set of sigils that are woven into the inside of the wearer's boots - one under the heel of the right boot, and one under the toe of the left boot. While one wears these boots, they have Advantage on any checks made to grapple an opponent, and any grapple attacks made against them are made at Disadvantage.
Tilberi
Among hedge witches in the Lunar Lands, there are innumerable spells to steal milk from the teats of cows and deliver it straight to the caster - it allows one to have a steady source of food without needing to invest in land to keep livestock oneself. In the Tennurhaf, most witches accomplish this by creating a particular kind of magical construct known as a tilberi.
A tilberi can only be created by a woman. To do this, she must exhume a recently buried body and take a rib from the corpse, then wind it around a sheaf of stolen grey wool and keep the bundle between her breasts for three weeks. At the end of each week, she must spit wine into the bundle. After the third time this is done, the bundle develops a face at each end, and must be placed against the creator's thigh, which it will suckle blood from, leaving a wart. At this point, the tilberi is complete.
The tilberi will loyally obey the wishes of its master, who it regards as its mother. Although the first tilberis were created to contain milk, they are capable of storing any fluid substance and expelling it from their mouths on command. Some inventive witches have experimented with other uses for the tilberi, such as using them as ambulatory potion bottles, or as guardians, spitting acid at intruders or sucking blood from their wounds. It should be noted, however, that tilberis are cowardly creatures and will run back to their "mother" if threatened.
For more on tilberis, see this article from A.C. Luke.
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Click to enlarge |
Tuesday, November 19, 2024
Halfling Magic
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Art by Caterina Capogrossi |
Wednesday, July 24, 2024
Three Demons
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Art by getsugadante |
Friday, July 19, 2024
Friday Encounter: Wishing Well
If a PC writes down their wish on a ribbon and hangs it from the tree, the next time they take a long rest, they will receive a vision of a beautiful woman bathed in light. This is the fey spirit who guards the well, and who works its magic. In a soft and soothing voice, she will describe the payment needed to grant the PC's wish.
Any number of wishes may be made in this fashion, and they will always be executed to the PC's desire, without being twisted or deliberately misinterpreted. However, the wish will not be granted unless an appropriate offering is brought to the well. This offering should fit the principles of equivalent exchange, approximating the metaphysical value of the wish. For instance, if one wishes for wealth or power, they must give up something worth the blessing, such as an eye. If one wishes for a magic item, they may be told they must obtain a rare object that proves their worthiness of using it, such as a dragon's scale. If a PC wishes to bring someone back from the dead, they will be told they must drown someone else in the well so their soul can take their place in the Land of the Dead. Use your judgment as a DM to come up with an appropriate sacrifice or challenge for the reward - and keep in mind that the fair folk find our notions of ethics and morality amusing at best.
You could think of this encounter as something of a quest dispenser for PCs to be able to initiate quests for the rewards they seek. I've heard of some DMs having players write "wish lists" of magic items they want to obtain over the course of a campaign. I find this idea utterly ridiculous - it takes away from the impact of obtaining such a reward if you knew in advance you were going to get it anyway. However, this way, if a player really is set on a particular item, you can make sure they have a way to get it - with an appropriate price they can decide whether or not is worth paying. Alternatively, it could be used as a way to give the PCs bonuses at a price. You may wish to mark the hex or point this encounter was obtained on, if using such mapping schemes, in case the players want to return to the well, or if whatever quest it sends them on would take them elsewhere.
Once whatever payment the spirit demanded is thrown into the well, the PC who made the wish will find that it is miraculously granted - any blessings they wished for are granted to them, items will appear in their possession suddenly, and any changes they wish to be made upon the world are enacted. If they climb into the well, there is no sign of the offering(s) anywhere. Alternatively, you might have the offerings stick around, but removing them from the well would condemn anyone to a curse...
Friday, May 10, 2024
Friday Encounter: The Genie's Lamp
Here's an encounter that plays on an old trope to get players thinking of how well they use their wishes. Perhaps it's a bit trite. Practically everyone has seen a genie someone had to throttle in a bottle, right? (Is my theater kid self showing?) But the reason cliches like this exist is because there's something about them that appeals to us, and a lot of them could very easily make for some fun scenarios at the table. Part of what appealed to me about D&D growing up was the idea of stepping into the same kinds of stories I loved and getting to make the decisions for the protagonist(s), and I think there's something to be said about presenting players with recognizable scenarios that have been the plot of many a TV episode or thought experiment to see how they would approach them.
The Genie's Lamp
This encounter can be used anywhere. It could be in a dungeon, in the wilderness, after defeating a major opponent, or perhaps even in a town. It doesn't even have to be in Quel'Ahma (or wherever genies come from in your setting); captive genies fetch a high price on the black market, and the sorcerers who control them may spread far and wide. Whatever the case may be, the PCs should come across a brass lamp carved with elaborate designs - it might be abandoned, pawned off at a market, or looted off a defeated foe.
If the lamp is rubbed, a cascade of sparkling smoke pours from the spout - and from that smoke manifests Tahir Avram Majdi abd al-Malik, a noble djinn who has been held prisoner in the lamp for centuries, bound under the spell of a cruel magician who wished to harness the genie's powers for his own gain. Recognizing the PCs are unfamiliar to him, Tahir introduces himself and expresses his gratitude for being freed from his prison. As is customary among his people, he agrees to grant them a taste of his power as a reward for their generosity, promising three wishes, with no rules or restrictions applying (other than that they cannot wish for more wishes), before he returns to the flying city of Tasshen.
The twist is that the long years of confinement and servitude have caused Tahir to grow resentful of all mortals, and he sees the PCs as no different than the wizard who bound him in the first place. He still offers his services to them - it's tradition, after all - but secretly, he only intends to pay lip service to the idea. In reality, Tahir wants revenge, and he will go through whatever means necessary to twist the PCs' wishes against them, in a scheme to teach them that they cannot hope to control such great and powerful entities and get away unscathed.
Whatever the PCs wish for, Tahir will execute it in way that will harm, inconvenience, or negatively impact them the most while still falling under the parameters of what they wished for. He will never refuse a wish or produce something other than what was wished for, but his definition of "what was wished for" is a broad one, and he weighs his interpretation heavily against the PCs. Use your judgment on how to best twist a wish. For instance, if a PC wishes for a magical sword, Tahir will give them one that is cursed (it's still magical; they never asked for a good enchantment). If they wish for an adversary to be dead, Tahir might ensure that their death creates a power vacuum that an even greater foe could occupy - or even turn that enemy undead, but still very much active and against the party, and quite possibly stronger than before!
If the PCs call Tahir out on his tricks, he will not lie or make excuses, simply pointing out that he still gave the PCs what they wished for. If they attempt to harm him, he will jump back into the lamp and hide there, refusing to emerge until it is rubbed when the PCs have no harmful intentions. If the PCs try to get rid of the lamp, it will keep mysteriously turning up in their possession, though Tahir himself will never appear unless summoned by rubbing the lamp.
This is, effectively, a way to challenge the PCs into thinking creatively to try to outsmart the genie. They might twist their wishes to be as specific as possible, for instance - though Tahir will still try to find whatever loopholes he can. A truly creative PC might be able to weaponize Tahir's wishes into creating cataclysms that will be as harmful to enemies as they are to the party themselves!
Once three wishes have been made, Tahir keeps to his word and vanishes off to Tasshen, glad to finally be rid of those pesky mortals. The lamp then becomes an ordinary lamp, worth 80 GP.
Thursday, April 11, 2024
Shamans of Ukiah
The other reason a Ukian may live alone: if they are a shaman.
Though it isn't uncommon for Ukians to know a few simple spells here - usually those who are naturally talented, as the Ukians are largely illiterate people with no time to study grimoires - it is the shamans who truly carry on the magical traditions of the land, and who are regarded as masters in their craft. They are revered for their abilities to project their spirits from their bodies and into other realms, where they confront, negotiate with, and at times do battle with higher powers. Ukian shamanism displays a syncretism of traits from Pantheonism and the Old Faith, with a hierarchy of revered spirits - the most honored are the gods, who are greater than any other and who are recognized by all the tribes, but each tribe has its own pantheon of domestic spirits of the land and of their ancestors. Khans, generals, and elders of past generations may be called upon by a shaman, whose spirit may take a journey to the Land of the Dead to consult them in matters that ail the tribe.
In Ukiah, shamans are born, not made. No one becomes a shaman who has not been marked for such a fate from birth. Odd physical features, such as birthmarks, extra fingers, or being born with teeth or a caul, are considered signs that a baby will grow up to be a shaman, but other times, it is simply that they carry an aura of power that may be felt by those who know how to attune themselves to it. In the Lunar Lands, some people are simply born with more magical aptitude than others, just like how one can be gifted at a particular craft - in Ukiah, however, this means much more.
When one who is destined to become a shaman comes of age, they are sent away from their yurt to live with another shaman as an apprentice. A shaman may have a number of apprentices at one time, and their duties may include mundane tasks such as gathering firewood and looking after the herds so that the shaman may devote their time toward more spiritual pursuits, but these apprentices also undergo training in the arts of magic, mastering the same spells and rituals that their mentors did. Once the master has taught their apprentice all there is to know, the apprentice goes off into the wilderness to establish a yurt or hut of their own as a shaman.
Ukian shamans do not belong to a clan or tribe. Actually, it would be more accurate to say that their tribe is that of all shamans, and their clan is that of the spirits of the land and of the dead. A shaman may inhabit the same lands as a tribe, and in some cases they may even travel along with a clan, but they are not considered part of the clan, nor are their spouses or children, and their livestock and property is not considered to be owned by the rest of the clan (woe betide the fool who borrowed a shaman's tools or slaughtered one of their goats without permission). Shamans are allowed to marry and have children, and indeed some Ukian clans claim descent from shamans, though many choose not to in order to focus on their arts, living in the wilderness as hermits along with their apprentices.
Shamans enjoy a place of honor in Ukian society; Jahken Khan, the first to unite the tribes of Ukiah, was himself a shaman, and his magic proved a great asset in his wars of unification. Because shamans have great powers beyond the ken of most Ukians, they are often sought out to lend their aid in matters such as telling the future, healing the sick, finding lost items, or dealing with magical threats (or sometimes becoming magical threats to one's enemies). They do not perform such services for free, however, not even to their own parents or siblings - after all, they are not part of the same clan; indeed, a member of any clan can seek the aid of any shaman, even if that shaman was born to a rival clan, and it is considered rude for a shaman to refuse services for such reasons. A shaman may demand tribute in the form of animals, trade goods, or tokens of metal, bone, or gemstone used to focus magical energies, the latter of which are often hung from the shaman's drum as a display. Cheating a shaman, or otherwise drawing their offense, is definitely not advisable.
Music plays an important role in Ukian shamanism, and many spells are cast in the form of songs, not unlike traditions of bardic magic. However, not all Ukian songs are magical in nature, and shamans make use of the same motifs and instruments as more mundane songs. This music is characterized by a form of animalistic chanting called joiking and the beating of a reindeer-hide drum. Shamans often work such performances into rituals, in which they work themselves up into a trance, during which they pursue audiences with spirits or allow them to possess their bodies so that they may work their skills.In fact, a Ukian shaman drum has many uses, and they are not limited to the use of shamans. Every yurt has one, each of them one of a kind and passed down from generation to generation; when a new yurt is built, a new drum is made and consecrated in a special ritual to imbue it with power. These drums are inscribed with runes and diagrams so that when a pointer made of metal or bone is placed on the drum's surface and the drum is tapped with a hammer, the movement of the pointer can be interpreted as an oracle. For instance, if the pointer points to an image of cattle, and then an image of arrows, it may be interpreted as a sign that disease will strike the herds. Ukians use shaman drums in such a fashion to plan journeys, predict the future, and guide them through difficult decisions. Though anyone can use shaman drums in such a fashion, Ukian families are fiercely protective of their drums, and refuse to let them fall into the hands of enemies. Many carry powerful curses that afflict those who would steal them...
Wondrous Item, common
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Art by Kati and Teemu Paananen |
If a pointer is placed on the surface of this drum and it is hit with a hammer, the motions it takes and the images it point to can be used to tell the future. Once per day, a Ukian shaman drum can be used in a ritual that takes one hour to perform in order to cast Divination. Alternatively, a user who is attuned to the drum can use it as a spell focus or to cast Foresight, Contact Other Plane, or Scrying once per day using a ritual that takes one hour to perform. Only one spell can be cast using the drum per day. Only Ukian shamans can attune to the drum.
Friday, March 22, 2024
Friday Encounter: Ghost Town
You may want to mark the location of this encounter on a hex or point map, if using one, to keep note of it in case the PCs revisit it. They may find new developments if they do so by both day and night!
Background
The village of Tedansk has a problem - everyone is dead. An alchemist by the name of Teodosija once lived a few miles away from town, where - like many of her kind - she devoted her studies to decoding the secrets of life itself. She sought the ultimate goal of any alchemist - the fabled Elixir of Life, which could grant her immortality. As part of the process or creating this elixir, Teodosija managed to create a Philosopher's Stone, and with that, she began a ritual that would allow the elixir to be distilled from a bit of the Stone mixed in wine.
The only problem was, Teodosija discovered a little too late that her Philosopher's Stone was unstable, and the ritual did not go as planned. When she dissolved the Stone, it set off a magical reaction that vaporized her instantly and sent a wave of force through the land, affecting Tedansk. No physical structures were damaged, but everyone in town immediately dropped dead on the spot. Teodosija did, however, manage to imbue the Stone with the power of life - but not quite as she intended.
Now, the entire town of Tedansk is cursed with undeath. By day, their bones lay moldering wherever they fell, but at night, the ghosts of the villagers arise, going about their lives as though nothing ever happened.
To further complicate matters, Teodosija had previously constructed a shield guardian to guard her tower against intruders, but shortly before the event, she came to town to announce her "successful" creation of a Philosopher's Stone - and in the process, the village's resident ne'er-do-well, Milenko, pickpocketed the amulet she used to control it, believing it to be nothing more than a gold necklace. He was later caught for an unrelated crime and placed in the town lock-up, but before the town council could figure out what to do with him, the wave struck. Teodosija never figured out what happened to her amulet before her death, either - and, as she never reported it missing, it went unnoticed when he was apprehended.
The Encounter
If the PCs come upon Tedansk during the day, they will find it eerily still and quiet, with no signs of life. The buildings are undamaged, but no one walks the streets; everyone, from shopkeepers at their desks to the children gathered around a hopscotch track in the town square to even the animals in the fields, have fallen dead and long since rotten away to skeletons, and everything is covered in dust and cobwebs. Even the trees surrounding the village are dead.
As soon as the sun sets, however, the skeletons and dead plants disappear, and in their place the spirits of the townspeople, their livestock, and the vegetation arise, with the people going about their day-to-day business as normal. They do not acknowledge the fact that it is night, or the amount of dust on everything, and they will interact with the PCs as any living person would. If the PCs say anything to them that references them being dead or ghosts, the townspeople will be confused and likely offended; pressing this line of questioning will make them run the party out of town as lunatics.
Tedansk consists of a few houses, a shrine to Solenna, a blacksmith's shop, and an inn. All of them operate as normal, though any food served by the inn will have long since gone rotten and withered away (the villagers do not notice this). In addition, there is a lock-up where Milenko is being kept. A guard stands outside and will explain that he is being held for the crime of theft (he stole a cask of ale from the inn). Milenko will deny having stolen Teodosija's amulet, but if coerced, will eventually admit that he did pickpocket a necklace from the alchemist, which he gave to his fiance, Savitza, two months ago. Savitza is also a ghost in the town; she does not know that Milenko stole the amulet, and will be alarmed (though not entirely surprised) if she learns the truth. Neither of them know of the amulet's true nature, and Savitza will be unwilling to part with the amulet - it was a gift from Milenko, after all, and even if he is a thief and a cad, she remains loyal to him nonetheless, as their love is true.
Rumors in town may lead the PCs in the direction of Teodosija's tower, which sits further back in the dead woods to the southwest, about half an hour from town by foot. The townspeople know her as an alchemist of great power. Many of them respect her knowledge, and even more fear it; about two months ago she came to announce her success in creating a Philosopher's Stone, but she hasn't been heard from since. Some suspect that she was destroyed by her creation, while others wonder if she's up to something more nefarious.
Further Developments
If the party decides to investigate Teodosija's tower, they will find it to be a squat two-story stone construction deep in the woods. The first floor is guarded by Teodosija's stone guardian, which will attack anyone it is unfamiliar with; however, it will not attack anyone wearing the amulet, and will respond to their commands. This floor also contains Teodosija's living quarters; nothing of value is to be found there.
A flight of stairs leads up to the second floor. The shield guardian will not let anyone up the stairs without a fight. However, a DC 15 Investigation check outside the tower will determine that there are enough loose stones and patches of moss along its walls to allow someone to climb up to the second floor and enter through a window. A DC 20 Athletics or Acrobatics check, or the use of rope, pitons, or other tools, is required to do this.
The second floor serves as Teodosija's laboratory and office, with many tools for brewing and distilling, jars of ingredients and reagents, the obligatory taxidermied alligator, and so on. On a table in the center of the room is set a large red stone - this is Teodosija's Philosopher's Stone. Nearby is a hammer and chisel and a mixing bowl in which some wine is placed, left over from her failed experiment. Teodosija does not have a ghost, as she was consumed in the center of the reaction; all that is left of her is some dust scattered about the floor.
Also placed here is Teodosija's journal, where she has recorded her notes and a log of her experiments. In it, she notes that she has mastered the Philosopher's Stone, and intends to use it to create the Elixir of Life by dissolving a piece of it in wine. She also discusses coming to town recently to reveal the news. In the next entry, she notes that she can't find the amulet for her shield guardian anywhere, but won't let it distract her from her progress. It is evident from a glance at her notes that Teodosija was a passionate and perhaps exuberant woman, but one who let herself get carried away in the pursuit of knowledge and didn't take proper precautions, and was easily distracted. Looking through previous entries will reveal that she often boasted of making a breakthrough on an experiment, only to curse her lack of foresight on some important matter the next day (for example, one report describes her brewing a potion, only for it to quickly evaporate because she left the burner under the flask running while she was doing something else).
In particular, a DC 15 Arcana check will be able to determine that according to what her notes describe, Teodosija did not properly perform the phase of multiplication. The crucible that would form the Philosopher's Stone should have been continuously fed with quicksilver; instead, she describes adding quicksilver at intermittent intervals, apparently feeling the proper procedure was too much work. This indicates that the Stone was not properly stabilized. A character with a background in alchemy will know this automatically upon reading this report.
Teodosija has enough alchemical equipment to comprise a set of alchemist's supplies, if one wishes to take them. However, there is too much in the laboratory for any one person to carry in a single trip. If one uses the complete set of equipment (which cannot easily be moved from the room) to perform alchemy, they will receive Advantage on all applicable rolls. Proficiency bonuses still apply.
Of course, the bold might be willing to take Teodosija's Philosopher's Stone. Any alchemist would be willing to pay a hefty price for such a treasure - though if they realize how volatile it is, they will not be happy, and may seek retribution against the PCs.
If the PCs wish to use it themselves, it can turn lead into gold if applied to it using a ritual that takes five hours to set up and perform, but due to the instability of the stone, there is a 75% chance that it will instead cause the lead to combust, destroying it. If a chunk of the stone is broken off and dissolved in wine, roll 1d100 for the effects:1-10: The combination sets off another violent reaction. All living creatures in a 10-foot radius must make a DC 25 Constitution save or suffer the effects of a disintegrate spell. Constructs, undead, and inanimate objects aren't affected - this is specifically a reversal (as above, so below) of the Stone's effects on life. In addition, all living beings in a 90-foot radius around that must make a DC 25 Constitution save or drop dead instantly. They will rise as ghosts at nightfall, and will have no memories of dying.
11-50: The reaction produces a potion of poison.
51-90: Nothing happens.
91-100: The reaction produces the Elixir of Life, which will remove all disease and other negative status effects from anyone who drinks it, in addition to healing any injuries (including regrowing lost limbs or other body parts) and cause the person consuming it to become 1d6 years younger.