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The Alchemist's Eyrie is a 13-page short adventure module for Dungeons & Dragons 3rd edition released on December 15, 2000. It is suitable for player characters of 6th level.

Spoiler alert: The following article contains spoilers for an adventure module.

Official synopsis[]

In The Alchemist's Eyrie, the player characters are sent to a dwarf alchemist to procure some medicine. Sounds easy. What could possibly go wrong?

Game designer and author Edward Bolme brings us the fifth in our series of adventures.

This original Dungeons & Dragons scenario is suitable for a party of four characters who together have between 24 and 28 levels of experience.

Plot[]

Background[]

The Alchemist's Eyrie takes the characters into a fortified dwarven tower, where they are sent to recover some needed items. When they arrive, they discover the tower has been captured recently by a warband of renegade lycanthrope dwarves. Between the interlopers and the remaining traps set by the late owner, the characters may find themselves in deep, despite the lack of head clearance.

Durzh is -- well, was -- a renowned dwarven alchemist who hailed from a nearby dwarven stronghold. Paranoid, surly, and antisocial, Durzh was nonetheless one of the most brilliant minds the dwarves had in the realm of alchemy.

The Alchemist's Eyrie centers on a tower built by and for Durzh by his people. Here, in relative seclusion, Durzh was able to perform research and develop his strange concoctions, undisturbed by the noise and earthshaking industry common in large dwarven underground cities. Since his research and wares were very valuable to the dwarves, he was given a garrison of soldiers to guard the fort, although they had to abide by his rather strict rules of conduct.

Recently, Durzh worked on a remedy for a contagious illness that had been plaguing his home stronghold. Through the effects of his medicinal potions, the disease was contained and thought to be cured. The dwarven healers were wrong, however; the disease was merely contained. It has now broken out again, and the stronghold needs more medicine to distribute among the populace to put an end to this illness for once and for all.

Sadly, Durzh's fame has become widely known. A variety of merchants drop by his tower from time to time to barter for his wares. They then transport these throughout the land. As Durzh's fame spread, the rumors of his wares and his cures for illness eventually reached the evil ears of a pack of dwarves afflicted with lycanthropy.

These dwarves -- as well as a solitary gnome they "recruited" -- were infected by a wererat deep in their tunnels, and now they are wererats as well. They came to Durzh in the dead of night and assaulted the tower. They slaughtered the guards, captured Durzh, and demanded that the alchemist help them. They wanted him to find not a cure for their disease, but rather a way to control the side effects better. He refused, and was slain.

Enter the characters.

Synopsis[]

Development and release[]

Development[]

The book was written by Edward Bolme. Art was provided by Cynthia Fliege, Sean Glenn and Ian Malcomson.

Release[]

The Alchemist's Eyrie was originally released for free on the Wizards of the Coast website on December 15, 2000, as part of its Original Adventures series. It remained online until around 2014.

On March 01, 2016, it was re-released on digital sale. It is currently available on DriveThruRPG and Dungeon Masters Guild for $0.99.

Reception and influence[]

Critical reception[]

As of 2023, The Alchemist's Eyrie reached the rank of Silver seller on DriveThruRPG.

Influence on other works[]

External links[]

References[]


Original Adventures 3e web series
The Alchemist's EyrieBad LightBad Moon WaningBase of OperationsBlack RainThe Burning PlagueCave of the SpidersThe Crumbling Hall of the Frost Giant JarlA Dark and Stormy KnightDesert SandsDry SpellEnvironmental ImpactThe Ettin's RiddleAn Eye for an EyeThe Eye of the SunFait AccompliFallen AngelFang, Beak, and ClawForce of NatureA Frigid DemiseFrozen WhispersThe Ghosts of AnielA Harvest of EvilHasken's ManorHaunting LodgeHouse of HarpiesAn Icy HeartIll Wind in FriezfordInto the Frozen WasteJungle SecretsThe Kopru RuinsLegend of the Silver SkeletonLest Darkness RiseLochfell's SecretLuck of the DrawManifesting: A TaleMatters of VengeanceThe Ministry of WindsOne Last RiddleA Question of EthicsRoad to OblivionThe Sea WitchThe Secret of the Windswept WallSelf-Fulfilling Prophecy?Sheep's ClothingShoals of IntrigueShrine of the Feathered SerpentSomething's CookingStart at the EndStone DeadTarus's BanquetThe Temple of RedcliffTest of the DemonwebThicker Than WaterThe Thunder BelowTiger's PalaceTo Quell the Rising StormTomb of HorrorsTower in the IceThe Tower of DeceptionThe Treasure of the Black VeilsThe Unwavering PathThe Vessel of StarsWar of DragonsWhite Plume MountainWreck Ashore
Dungeons & Dragons 3.0
Core rules
Player's HandbookDungeon Master's GuideMonster ManualDungeons & Dragons Adventure Game
Supplements
Arms and Equipment GuideBook of ChallengesBook of Vile DarknessDefenders of the FaithDeities and DemigodsEnemies and AlliesEpic Level HandbookFiend FolioGhostwalkHero Builder's GuidebookLiving Greyhawk Gazetteer (Gazetteer) • Manual of the PlanesMasters of the WildMonster Manual IIOriental AdventuresPsionics HandbookSavage SpeciesSong and SilenceStronghold Builder's GuidebookSword and FistTome and Blood
Adventures
The Sunless CitadelThe Forge of FuryThe Fright at TristorThe Speaker in DreamsThe Standing StoneReturn to the Temple of Elemental EvilHeart of Nightfang SpireDeep HorizonLord of the Iron FortressBastion of Broken SoulsCity of the Spider Queen