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This adventure is presented to introduce players to the Buiilding Block Adventure format. This format revolutionizes adventure presentation to create a more readable, enjoyable experience for both players and GMs!

  • The adventure presented on this page is FREE and is presented for the d20 System (TM) under the Open Gaming License. It may be copied, saved, and printed for your private use. Legal Stuff
  • This adventure is EXCLUSIVE to the Hammerdog Web Page and can be found NOWHERE ELSE!
  • This adventure is part of a mini-series and is best played in sequence with others from the same mini-series. Altogether, this mini-series will present an entire mini-campaign called A Mixture of Madness that can be interwoven with any existing campaign

This adventure is presented for the d20 system under the Open Gaming License!


A Mixture of Madness
| Part 1 | Part 2 | ABC 1 | ABC 2

This simple adventure is for Low level characters and can be especially fun as a first adventure for novice characters as well as for novice players. Skilled players will be challenged by the powerful Atoxin but equally helpless to escape his grasp. The adventure is generic and can be played with any game system, but includes rules which make it compatible with TSR's d20 System (TM) and contains Open Game Content. It also introduces Adventure Block Cards which are useful GM aids. The cards presented here will be used in upcoming Building Block Adventures!

Adventure Hook and Background

Although details of the groups whereabouts are left to the Game Master, they are somewhere near a large boreal (northern) forest. If this adventure is being played in conjunction with the Denoa: World of Adventure campaign, the group is anywhere within 100 miles of The Whispering Pines. Whatever their exact whereabouts and actions, the Novice adventurers are suddenly (and rudely) transported in a puff of smoke to the musky cave of an insane Master Alchemist named Atoxin.

Scenario: A cruel and torturous tyrant, Atoxin has been preying on a tribe of nomadic elves who call themselves the Deerani ("The People of the Deer") which inhabit a boreal forest they call Wenoolewu (“The Whispering Pines”). It is obvious that at some time in their history, the tribe's blood was mixed with that of humans, as each tribe member has decidedly human features. In truth, the Deerun are all of mixed elf and human blood, and this particular trait makes them of great interest to Atoxin, who preys upon them to further his own designs. With his Dark Alchemy, the insane alchemist has enslaved several of them, and has begun to transform them into horrible elf/animal hybrids. Trapped in bodies which are perversions of their natural lives, the Deerani.suffer helplessly.

When the group appears in Atoxin's cave, he uses his powerful magic to quickly subdue them, enslaving them for several days. Forced to do the bidding of an evil master and unable to slay him, the group must use their wits to escape his lair before they are themselves transformed and become his permanent slaves.

In Part 1 of A Mixture of Madness, the group attempts to win their freedom from Atoxin. Along the way, they have a chance to gain one or more magic potions. As the group is generally powerless to slay Atoxin or free the Deerani slaves, the more noble among them will likely wish to return here at a later date. Those events are covered in Part 2, Coming Soon!

= 20'

A Mixture of Madness is a Building Block Adventure

 

Several Torches Line the Walls of Room [1]. There is only darkness in rooms [2] - [5].

 

Atoxin's Master Phial: All day he brews a vast potion in this flask, waiting for the final moment when he will toss the characters into it!

 

Atoxin's Main Work Bench and Alchemy

Fireplace. Atoxin seems to disappear into this every night.

 

Spot (DC 25): there is a small hole at the back of the fireplace which is too large to be a mousehole.

 

Dark Alchemy of Atoxin

Whether Atoxin gets his power from a demon, devil, or other evil intermediary is unknown, but his Alchemy is as unique as it is potent.

  • Atoxin can "project" any potion he drinks upon another target if he can make a Concentration check DC 20+spell level. This works exactly as if Atoxin had cast the spell directly at his target. Note that Atoxin has created several potions that give bonuses to this Concentration check, such as his Mass potions. Furthermore, Atoxin has never successfully projected a potion of poison.
  • Atoxin's Darke Alchemy has granted the feats Brew Potion Reagent, and Immune to Potion Poisoning. Brewing a Potion Reagent is identical to brewing a normal potion, but it must be brewed in a Master Phial, and takes 1d4 days to complete. Immune to Potion Poisoning means Atoxin can consume as many potions as he wants in a day (even in rapid succession) with no ill-effects. If poisoned by a potion, Atoxin falls into a coma instead of dying and will awake 2d4 hours later.
  • Darke Alchemy combined with the feat Create Wondrous Item allowed Atoxin to create his Master Phial.
  • Since devising his Mass Group Teleport potion, Atoxin has become a world-class threat.

Talisman of the Philosopher: this small pendant hangs from a leather cord around Atoxin's neck. Plain in appearance, one side of the pendant contains the symbol for lead, the other side for mercury. By grasping the pendant in his hand, Atoxin can transform himself and any objects on his being into either a Lead or Mercury form. There is no limit to how many times a day this Talisman can be used, but it's user must have at least Alchemy (10) to use it.

Mercury: AC +4; Dext +2; Move x2; DR 6/blunt weapon. The user gains the feats Combat Reflexes, Mobility, Improved Initiative, and Lighting Reflexes, and Quick Draw.

Lead: AC +10, Dext -4, Move 1/2; DR 12/magic weapon. The user gains the feats Great Fortitude and Stunning Fist. Punch damage is 2d4+2.

 

Dead Elf. Slain and half eaten by Hawkweasels.

 

 

Twisted Deerani: common elves mixed with various forest animals. Primarily humanoid, the head, shoulders, and legs of each Twisted Deerani are animal like. Though their hands are unaffected, they are unable to speak in their new form, having lost the ability of language, and can barely communicate with their eyes and simple gestures with their limbs. Charmed many times over by Atoxin's potions, the Twisted Deerani follow his every command and are completely unable to attack or harm him. Although they will not conciously help the group escape, they will not do anything to stop them either.

 

Matted rags serve as beds for Atoxin's slaves.

 

Atoxin's bed is covered in fine silks.

 

Atoxin's private cupboard contains fine magician's robes.

 

Atoxin's Private Lab

Atoxin should prove a match for even the most skilled characters and players!

This adventure uses ABC 1 and ABC 2. Our first ABCs EVER!!!

 

 

[1]: The Workshop of the Master Alchemist

This room contains everything Atoxin needs to perform his vile Dark Alchemy (see sidebar). A large bench contains quality alchemical supplies. Shelves 20’ up the interior stone walls of the cave hold several rare ingredients. A shelf 30’ up holds pre-mixed potions broken into several bottled Reagents of various colors (see ABC 2). Atoxin can mix these reagents to create potions as a Standard Action.

Action: the group appears in this room at the point marked ‘X’ on the map (next to the fireplace in the SW corner). Atoxin stands at his customary position, marked ‘A’ on the map where he is attempting to understand the effect of the last potion he consumed. When the group appears he is startled and confused for a moment before realizing the Potion of Teleportation he is developing has had an unpredicted effect. Thrilled with his new magical discovery, he attacks the group with glee until he has subdued them (see Combat). Once they are under his control, Atoxin commands the group to remove their armor and weapons which he gathers up and places in the south corner of [2]. He then sends the group to [4] to await their transformation into his permanent slaves. Over the course of the next five days he prepares his Polymorph potion in the giant Phial in the center of the workshop. The group must escape this cave before his potion is complete.

Combat: startled when the group first appears, Atoxin (See ABC #1) recovers quickly. Masterfully using his Talisman of the Philosopher (see Sidebar), he begins each combat round in Mercury form. He then whips around his work tables at magical speed, mixing 1 potion a round before consuming it (choose any potion from ABC #2 or assume a Charm Person or Animal potion). He then immediately turns to Lead form, becoming impervious to most attacks for the remainder of the round while he waits to see if his potion was successful (target must Save vs. Magic or suffer the potion’s effects). If anyone attempts to escape his lair he will let them run into the forest and casually drink Charm Person or Animal potions until they all succumb. If he is ever hard pressed in combat he will summon 2d6 Hawkweasels from [2] to help him, and/or the Porcubear from [3].

Escaping Atoxin: The group has five days to get out or Atoxin forces them to jump into his huge Phial where he combines them with a deer to make weird deer/adventurers.

The group is likely to attempt escape the cave as soon as the first Charm potion begins to wear off. Atoxin is aware whenever his slaves are away from him however, so no matter where he is at the time, he commands 2d6 Hawkweasels to pursue them. Once the Hawkweasels find them he drinks another dose of his Teleport potion, returning the group to his cave. He repeats the previous combat, consuming potions until they are again charmed. He then punishes each of them by forcing them to face the Porcubear [3], calling the beast off only if the character is near death. He forces the group to sit at ‘X’ where he can observe them until his Transformation potion is complete. This scenario is repeated with each attempted escape thereafter. The trick to escaping Atoxin is to carefully observe his routines and actions from this point on and exploit them.

Atoxin's Routine: Each day for the next five, he appears near the fireplace in a puff of smoke just after the break of dawn. He then slowly and deliberately mixes and drinks three large potions (see details below). The first is Purple (Mass Charm Mammal), the second Orange (Mass Nourishment), and the third Clear (Neutralize Poison). He then works feverishly all day, often in Mercury form (see Talisman of the Philosopher, sidebar), dumping ingredients in his massive Phial with the help of his twisted elvish slaves. Twice a day he goes outside for just a few moments before returning. When he gets weary, he slows down noticeably, then stops to make and drink a large blue potion (Mass Sleep). When he sees the group nodding off he moves to the fireplace and drinks a small silver potion. He disappears in a puff of smoke.

With this information the group may devise any number of ideas to escape, but they are most certainly going to revolve around making, using, or tampering with Atoxin’s potions or reagents in the night time hours. Once per night, each character can attempt to resist the magic of Atoxin’s Mass Sleep potion (Fort save DC 20) to act for 10+2d6 minutes before finally succumbing to it’s powers. This gives each character enough time to perform one major action—mix a potion, tamper with potion ingredients, climb the shelves to the mixed potions 30 feet up, or something else. Regardless of what they do, the GM must determine the outcome of any action, but should reward creative thinking. By watching him mix his potions, each character can make one Alchemy or Intelligence check each day DC 20, with success allowing them to memorize the ingredients to make one (but ONLY EVER ONE) of the four potions he mixes routinely. However, as they are not Master Alchemists, they must roll Duration and Color on Table 1 of ABC #2 and apply the results to the potion they create. Those that fail the check may try anyways, but any unlearned combination has a 50% chance of being a random potion from ABC #2 and a 50% chance of it being fatally poisonous.

The group might attempt to tamper with Atoxin’s ingredients, causing him to create and drink one of these "random" potions in an attempt to poison him. This is possible because combined reagents are usually the same color(s) as the reagents themselves (see ABC 2). So long as the resulting potion is translucent, Atoxin will never know the difference. Alternatively, the group might climb the rock wall to get to the pre-mixed potions above. They might use them immediately or hide them for later, but can only drink one at a time (or die of Potion Poisoning) and each lasts 10d6 minutes. There are 2 of each potions 1-6 from Table 3 on ABC #2, but each potion a different random color. Regardless of their actions, the group will surely provoke Atoxin into attacking them. This will break his Control spell on them and they can make a real attempt to escape. Should he be hard pressed and fear defeat, he drinks another Teleportation potion, sending the group (and their equipment, plus anything they’ve gained) back to the precise point they were when he first summoned them.

[2]: Den of the Hawkweasels [13]

A half-eaten elf can be seen lying on the floor of this room. Nesting in holes in the rock wall are a number of Atoxin’s most successful perversions of nature, and one of his first. These vicious creatures will attack anything that enters their area.

Hawkweasel: Weasels crossed with hawks create a vicious predator. Hawkweasels have a strong accurate bite, and are hard to hit due to their agility and speed

SZ S Beast, HD 1d10+2; hp 7; Init +3; Spd 20, fly 60; AC 14 (+1 size, +2 Dex, +1 natural); Atk: bite +4 (1d6+2); Face 5 ft x 5 ft; Reach 5 ft; SQ scent; SV Fort +4, Ref +4, Will -1; Str 15, Dex 14, Con 15, Int 1, Wis 9, Cha 2; AL N, CR 1. Skills: Listen +3, Spot +3.

[3]: Lair of the Porcubear [1]

Anyone caught stealing or misbehaving is forced to stand before the horrible Porcubear with only a tunic on. It’s mind is as twisted as it’s transformed body, and the Porcubear reacts chaotically to intruders. At the very least it will expel a spray of musk which stings eyes and noses before deciding whether to engage the enemy. Roll 1d8 and compare it to the chart below. Those making a successful Animal Empathy check (DC 10) can add +3 to the dice roll.

Porcubear Reaction Chart [d8]: 1-2: attack to kill, 3-4: give one Bear Hug then back off unless attacked, 5-7 spray one load of quills then back off unless attacked, 8: ignore the intruder unless attacked.

Porcubear: A large black bear covered in spines 2’ long that make it VERY mean. It's favorite attack is to blind creatures with it's musk, then shoot quills to "soften them up" before finishing them with deadly bear hugs.

SZ L Beast, HD 4d8+12; hp 30; Init +0; Spd 30; AC 14 (+4 natural); Atk: 2 claws +7 (1d4+5), bite +2 (1d6+5), grab/hug +2 (1d6+8); Face 5 ft x 5 ft; Reach 5 ft; SA Improved Grab, Quills, Musk Spray; SQ scent; SV Fort +7, Ref +4, Will +0; Str 21, Dex 11, Con 16, Int 2, Wis 9, Cha 2; AL N, CR 4. Skills: Climb +7, Listen +2, Spot +2.

Quills (Ex): the Porcubear is covered in 2 ft long quills. Once every 1d4 rounds, the bear can shoot a spray of them, hitting everyone and everything within 30 ft of it. Those struck take 2d4 points of damage (save vs. Fort to take 1d4 damage).

Musk Spray (Ex): when frightened or agitated the Porcubear can spray a cone of musk 30 ft. Those caught in it must succeed in a Fort check DC 12 or suffer from blurred vision and shortness of breath (-2 Dex, Str, Con for 20 minutes).

[4]: Prisoner’s Quarters

This room contains 8 elves, each combined with a different forest animal to create creatures that are both hideous and pity inspiring. Unable to talk they still possess their minds and hearts, yet are animalistic and live to serve Atoxin. There is little the group can do at this time to aid them.

[5]: Sanctuary of the Master

Each night and morning Atoxin drinks a Shrink potion and walks down a 2” high tunnel to his secret bedroom. In a wardrobe there hangs his Mage Ceremonial Robes (500gp), while a ruby-encrusted dagger in a golden scabbard hangs from a peg inside (225gp). A 2’ high potion on his desk contains 37 doses of a Potion of Long Life.

[6]: Cave Entrance

This entrance is easily found within the Whispering Pines. If the group makes it to the forest in this adventure, it will be for only a very short while before Atoxin returns them to his cave with a Teleport potion.

Epilogue

It is quite possible that the group is unable to escape Atoxin and fall prey to his Potion of Transformation. Should this occur, they are combined with a deer to make strange deer/adventurers (alternatively, GMs can choose some common woodland animals for the group to be combined with). Transformed characters have only half their normal Intelligence and Wisdom, but gain +1 Strength and +2 Constitution. They may or may not gain other benefits from the animals they are combined with (GM discretion). Should the group be permanently captured by Atoxin, retire their characters until another group comes to rescue them in A Mixture of Madness Part 2, coming soon from Hammerdog Games!

 

Atoxin's Potions

Potion of Long Life: this orange liquid tastes like a strange citrus fruit. When drunk it eliminates the effect of a single day of aging if the drinker succeeds in a Fort save DC 15.

Potion of Mass Charm: Per the spells Charm Person, Charm Animal, and Charm Monster, but it affects all creatures in it's range (300 ft).

Potion of Mass Nourishment: Per the spell Goodberry, except that the nourishment effect lasts all day as if the creatures affected had 3 square meals. It affects all creatures in it's range (300 ft) so long as they are under the influence of any other Mass potion of Atoxin's (Mass Charm or Mass Sleep).

Potion of Mass Sleep: Per the spell Sleep but it affects all creatures in it's range (300 ft) so long as they are under the influence of a Potion of Mass Charm..

Potion of Transformation: This is perhaps the most sadistic of Atoxin's potions. Brewed only in a Master Phial, the potion takes 2-5 days to complete. If two creatures are submerged in the potion simultaneously, they recombine at the DNA level to create a unique hybrid creature. There is no saving throw against this transformation. See Epilogue for details.

Atoxin, Insane Human Alchemist

Atoxin is a powerful and cruel alchemist that consorts with demonic forces to gain his powers. He seeks to twist and shape nature to his own deranged view of perfection. He is shunned by nature loving creatures.
Design: Danny O'Neill
Image: Danny O'Neill
ABC #0001
CR
10
AC
11
HP
53
Init
+1
Sz
M
Sp
30
AL
NE
Using Atoxin: Atoxin is a powerful enemy that the group will find nearly impossible to defeat. Atoxin plays a greater role in the storyline of Denoa and as such the DM should not let him be slain. He will return in A Mixture of Madness Part 2, and will make a special guest appearance in a future Building Block Adventure! Add Atoxin to your BBA library and use him to spice up your own campaign.

Magical Reagents of Atoxin

With the aid of his Master Phial, Atoxin mixes fabulous magical reagents of many kinds. When these Reagents are mixed in certain combinations, they instantly create magical potions. They provide a convenient way to speed up potion creation and are only available to Alchemists of the highest calibre!
Design: Danny O'Neill
Image: The Internet
ABC #0002
Using the Magical Reagents of Atoxin: These magical elixers are extremely handy and allow their user to carry a multitude of potions in just a few jars if necessary. Use this card to enhance this adventure, then use it to enhance your own game by introducing the concept of reagents to your campaign or game world!

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A Mixture of Madness | Part 1 | Part 2|


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Last Updated 6 Jan, 2002
Email: alphadog@hammerdog.com

Copyright © 2002 by Hammerdog Games. All rights reserved.