Alchemy - DCC Lankhmar

by Xuskey

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Alchemy
DCC - Lankhmar

Alchemy

DCC - Lankhmar

Version: 2.2.1

Throughout the ages, people have tried to create mystical effects through the rare art of alchemy. Whether to heal, harm or hinder, the concoctions created by these brave souls have been used to heal the sick, weaken enemies or give combatants an alchemical advantage.

Alchemy can be performed with a plethora of tools including: Gathering Kit, Brewing Kit, Poisoner's Kit or Metallurgist Supplies.

Table of Contents

Glossary of Terms


  • Gathering - The act of cultivating and/or harvesting herbs, plants and animal parts for the purpose of using these materials to create alchemical concoctions.
  • Essences - The raw materials extracted from ingredients found in nature via Gathering.
  • Mundane Ingredients - The core materials you will need to create alchemical concoctions. These can be purchased from an Alchemist or cultivated in a garden.
  • Salvage - The intrinsic opportunity to extract additional items from monsters or animals based off a Gathering check of (20) or higher.
  • SL - The abbreviation of Skill Level or Skill Bonus, whether it's Gathering, Brewing, Poisons or Metallurgy.

Essence Icons

Essence Icon
Air
Darkness
Earth
Fire
Life
Water
Alchemy
DCC - Lankhmar

Gathering

The first step to alchemy is finding, cultivating or harvesting ingredients. Ingredients can be any natural resource with a connection to a primal element such as plants, herbs, stones or even parts of creatures. Each ingredient contains a number of essences which can be extracted and used in alchemical creations. Ingredients can be of different qualities and therefore contain different amounts of essences.

They can be:


  • Common ingredients contain (1) essence
  • Uncommon ingredients contain (2) essences
  • Rare ingredients contain (3) essences

Finding Ingredients

Plants and animal parts can be gathered through foraging in the wilderness and harvesting parts from humanoids, monsters or animals. A PC simply needs to declare an attempt at Gathering on a corpse, plant or herb (per the judges discretion) and then roll against the appropriate table to identify which Essences have been harvested.

The Judge consults the PC on their current Gathering Skill Level and Gathering Kit. The Player then rolls a (d20), adding any Gathering Bonuses, against the Plants and Herbs or Monster and Animals list according to the environment or animal type.

Encounters

After each encounter, a PC may make a gathering check to collect potential Alchemical resources from corpses. Each corpse may provide an opportunity for Gathering.

Traveling

During the course of traveling, a PC may make a number of gathering checks equal to their Gathering Skill plus (1), per day. Example: Gathering Skill Level 2 -- This PC may make three Gathering Checks.

Carousing

Between sessions or during downtime (which would constitute time spent at a city, town or hamlet), a PC may make a number of gathering checks equal to their Gathering Skill plus (1).


Gathering Skill Level: Determines how many of a given Herb, Plant or remains of a Monster or Animal are gathered.
NOTE: It is possible for Herb and Plants to be cultivated in a garden which can provide a renewable source of ingredients.

Gathering Kit

A Gathering Kit can be used for foraging, harvesting, growing herbs and skinning or butchering animals.

  • The base Gathering Kit will usually cost (30gp)
  • The Gathering Kit provides a (+1) to Gathering Skill checks and the amount of ingredients harvested

Gathering Skill

The Gathering skill will increase each time the Gatherer performs a Gathering Skill check to find and harvest plants, monsters or animals.

Gathering Skill - Table 1.1

XP Level Gather Bonus
0 0 0
5 1 +1
15 2 +2
30 3 +3
60 4 +4
120+ 5 +5
Alchemy
DCC - Lankhmar

Crafting

Now you have your ingredients and your tools, you can create some alchemical concoctions. Crafting potions, poisons and grenades can be performed in any location as long as you have enough time and materials. However, utilizing an Alchemy Station or Lab will provide a reduction in your production times and additional created potions.

Basics of Creation

  • Each of the ingredients harvested are broken down into Essences.
  • If an effect with a numerical value is used multiple times, the numerical value is multiplied by the number of times the effect is repeated. NOTE: Die values never change.
  • All Essences are consumed at the start of the process, regardless of success or failure. Mundane Materials are only lost on success or critical failure.
  • One experience point shall be awarded to the discipline used during creation, regardless of success or failure.
  • Only one discipline effect can be created at a time. If another effect is applied, they cancel each other out and all Essences are lost.

Skill Checks - Table 2.1

Type Calculation
Creation DC ( DC10 + Potion Level )
Creation Check ( 1d20 + Skill Level? + Luck )
Saving Throw ( DC10 + Skill Level )

  • ? Add any Skill Kits(+1), Alchemical Station(+2) or Alchemy Lab(+3) Bonuses as well

Example of Creating a Potion

  • You want to create a potion that when consumed heals a character for (2d4 + SL) hit points
  • You have Brewing Skill level of (2) and use your Brewing Kit, therefore you receive a (+3) as your Skill Bonus which is represented as "SL" in the formulas for creating potions, poisons, vials or grenades
  • You will need (4) Life () Essences because the Level 1 version requires (2) Life () Essences
  • You are making a potion so you need (10gp) worth of mundane materials
  • You are making a potion with (2) Level 1 heal hp effects (1d4+SL). So the value of the potion is (30gp) = 10gp (mundane materials) + 10gp (effect) + 10gp (effect) and the process takes (90) minutes, (45) minutes per effect.
  • The Creation DC is 12 (DC10+(2)), because the Base Creation DC is (10) and you're creating a Level (2) Potion.
  • The Player then makes a Brewing Skill check (d20 + 3 + Luck) against the Creation DC of 12.
  • If successful, the Brewer creates (3) Healing Potions that provide (2d4+2) Healing.

Creation Criticals and Fumbles

During the crafting of recipes, moments of levity or ignorance are sure to occur. On a natural roll of a (20) or a (1), please refer to the tables below to determine the outcome of the brew! This roll is modified by your Luck (Stat sheet and Fleeting).

Critical Results - Table 2.2

1d20 Result
1 Average Joe - Because Luck does not seem to be on your side, you don't do anything out of the ordinary
2-12 Duplicity! - You've taken the right steps in your creation allowing you to create an additional potion of the same type
13-19 Eureka! - You're in your element and you've stumbled upon the right sort of mixture to create an additional potion of the same type, at one higher level
201 Mad Scientist! - "It's Alive!" Your friends are beginning to wonder about you. You incur Eureka!, choose another recipe and potion at your Skill Level to make and also increase your permanent Luck score by (1) - Maximum of 18

  • 1 Mad Scientist can only occur on a roll of natural 20

Fumble Results - Table 2.3

1d20 Result
11 Nature's Wrath - This was not on the road map. You incur Brain Trauma and your mixture becomes volatile and explodes. All creatures within (20ft) take (4d6) Fire damage -- Save: (Reflex DC18) for half damage
2-12 Brain Trauma - Not only are you Science Dog, but you also loose the knowledge of this recipe
13-19 Science Dog - "I have no idea what I'm doing!" Not only do you lose your materials, but you lose the ability to craft this potion for a day
20 Truly Ordinary - You don't do anything out of the ordinary and simply lose all essences and mundane ingredients used in the attempt as if nothing happened

  • 1 Nature's Wrath can only occur on a roll of natural 1

Discovery

The process of finding new recipes can be fraught with surprises and danger. The two tables below outline how an alchemist can discover (d20 + Skill Bonus + Luck) a new recipe.

After each discovery attempt, successful or not, two random Essences will be consumed in the process.

Result Table - Table 2.4

1d20 Result
1 Critical Failure! - Roll (1d20) on Fumble Table1
2-7 You suck at this! - Materials Lost
8-13 Knowledge Gain! - Roll on Discipline Table
14-17 Shake and Bake! - Roll on Discipline Table, Level 1 recipe created
18-19 Serendipity! - Roll on Discipline Table, Level 2 recipe created
20 Alchemical Savant! - Serendipity! occurs and choose another recipe - Gain 1 Luck Stat 2

  • 1 On a roll of Natural 1, Alchemist incurs a Critical Failure. Roll on Critical Fumbles (Table 2.5) modified by Luck
  • 2 On a roll of Natural 20, Alchemist follows the guidelines of Alchemical Savant!

Critical Fumbles - Table 2.5

1d20 Result
1 Catastrophe! - The mixture of chemicals and ingredients erupt in a violent explosion causing (4d6) fire damage and knocking unconscious to all within (20ft) for (3 turns)
2-11 Staying Alive! - The Alchemist's skin hardens and gleams like diamonds thereby providing an additional (+1) to their Armor. They also incur a (-3) check penalty as if they were wearing Hide Armor
12-14 These eyes! - Your eyes become light sensitive, incur -1 to Attacks in daylight or bright light but you gain limited Infravision 40ft
15-17 Gym Rat! - You lose (1) point from your highest stat, but gain (1) point in your lowest stat
17-19 Bad Hair Day! - All of your hair falls out, lose (1 Point) of Personality permanently. It might grow back.
20+ Adrian! - Character gets knocked out. You are unconscious for (1d6) rounds or until awakened by vigorous means
Alchemy
DCC - Lankhmar

Brewing

The Brew Master can create potions that can heal allies, cure disease or apply a blessing and excels in creating potions that provide benefits to themselves or allies.

Brewing Skill

The Brewing skill will increase each time the alchemist attempts to brew a potion. Each Brewing Skill Level allows the Brew Master to create a potion of the same level; Level 0 defaults to Level 1 Potions. Including the number of potions created.

For example: Brewing Skill Level 2 can create up to a Level 2 Healing Potion, but because they have a Skill Level of 2, they create two Healing Potions and with a Brewing Kit, three Healing Potions.


Brewing Skill Level Affects

  • Number of Potions Created (1+SL)
  • Level of Potion Created
  • Time Needed to Create Potions

Brewing Skill Levels - Table 3.1

XP Skill Bonus Skill Level Time/effect
0 0 0 90 mins
5 +1 1 90 mins
15 +2 2 45 mins
30 +3 3 20 mins
60 +4 4 10 mins
120+ +5 5 5 mins

Brewing Kit

A Brewing Kit can be used to support brewing potions for the Brewing Discipline.

  • The base Brewing Kit will cost (50gp) and includes (2) mundane ingredient uses.
  • You will need (10gp) worth of mundane ingredients per creation.
  • The Brewing Kit provides a (+1) to Brewing Potions and provides an additional (+1) healing when using Luck, Tinctures, Poultices or Potions to heal.
Alchemy
DCC - Lankhmar

Brewing Effects

Brewing Potions - Table 3.2

1d20 Potion Essence Effect
1 Healing + Heals (1d4+SL) hit points
2 Regeneration + You regain (1+SL) hit points at the end of your turn for (1 turn)
3 Cleanse + Removes (1) disease or poisoned condition
4 Gift + You gain (1d4+SL) temporary hit points
5 Radiant + You gain resistance to radiant and necrotic damage for (1d3+SL rounds)
6 Holy Thorns + When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes (1d6) radiant damage on a successful hit. No Save
7 Purified Water + Restores (1d3+SL) Temporarily Lost Stat Points
8 Empower + For (1 turn), you may add (1) to any ability stat
9 Sustaining + You do not need to drink or eat for (24 hours)
10 Fleet Footed + You gain an extra (10ft) of movement for (1 turn)
11 Frostbite + When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes (1d6+SL) cold damage on a successful hit. No Save
12 Warmth + Prevents the negative effects of being in extremely cold weather for (8 hours)
13 Resistance + You gain resistance to bludgeoning, slashing and piercing damage for (1d3+SL rounds)
14 Elements + You gain resistance to fire, cold and lightning for (1d3+SL rounds)
15 Combustion + When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes (1d6) fire damage on a successful hit. No Save
16 Rooted + Increase dice chain by (1) on saves against being moved by external forces for (1d3+SL rounds). Dice chain not affected by Skill Level, only duration.
17 Outlander + You are unaffected by non-magical difficult terrain for (1d3+SL rounds)
18 Stealth + You may add (1d3+SL) to the next Stealth check you make within (1d3+SL rounds)
19 Unending Breath + You do not need to breath for (10 turns)
20 Shock + When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes (1d6) lightning damage on a successful hit. No Save
21 Undead Touch + When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes (1d6) necrotic damage on a successful hit. No Save
Alchemy
DCC - Lankhmar

Poisons

A Poisoner's kit can be used to make poisons that can be ingested, inhaled or activated on contact. Poisons that can be inhaled have a range of (10ft/30ft) and take an action to throw. When thrown, they will explode and affect all targets in a (5') diameter sphere.

Poisoner Skill

The Poisoner skill will increase each time the alchemist successfully concocts a poison. Each level of Poisoner allows the Poison Master to create a poison or vial of the same level.

NOTE: The Handle Poison Thieving Skill allows for the application of poisons to blades to be performed during a free action. And the Poisoner Skill allows for the number of attacks with poison bladed weapons equal to the Poisoner's Skill Level.


Poison Skill Level Affects

  • Number of Potions Created (1+SL)
  • Level of Potion Created
  • Time Needed to Create
  • Number of Attacks per Application (1+SL)

Poisoner Skill Levels - Table 4.1

XP Skill Bonus Skill Level Time/effect
0 0 0 90 mins
5 +1 1 90 mins
15 +2 2 45 mins
30 +3 3 20 mins
60 +4 4 10 mins
120+ +5 5 5 mins

Poisoner Kit

A Poisoner Kit can be used to craft poisons.

  • The base Poisoner's Kit will cost (50gp) and includes 2 mundane ingredient uses.
  • You will need (10gp) worth of mundane ingredients per vial or application.
  • The Poisoner Kit provides a (+1) to Poisoner Skill checks and provides the ability to cleanse poisons with an action
Alchemy
DCC - Lankhmar

Poison Effects

Poison Vials - Table 4.2

Roll Vial Essence Effect
1 Enthralling + Targets must make a Will saving throw or be charmed by you for (1 round)
2 Vampiir + Targets must make a Fortitude saving throw. On a failure, the target gains the extreme sunlight sensitivity condition for (1 turn) - (1d4) radiant damage per round
3 Terror + Targets must make a Will saving throw or be frightened of you and must flee for (1 round)
4 Grief + Targets must make a Fortitude saving throw or healing is halved for (1 round)
5 Sleep + Targets must make a Will saving throw or fall unconscious for (1 round) - The target wakes up if it takes damage or if another creature takes an action to shake it awake
6 Weakness + Targets must make a Fortitude saving throw or become vulnerable to melee damage for (1d3+SL rounds)
7 Fool + Targets must make a Reflex saving throw or their attacks are reduced by (1) for (1 round)
8 Truth + Targets must make a Will saving throw or fall under the effect of the Zone of Truth spell for (1 turn)
9 Sloth + Targets must make a Reflex saving throw or have their speed halved for (1 round)
10 Guile + Targets must make a Reflex saving throw or incur a dice chain penalty on their next(1) ability check or attack
11 Black Lotus + Targets must make a Fortitude saving throw or take (1d3+SL) poison damage and an additional (1d3) poison damage for (3 rounds)
12 Fire Flake Flower + Targets must make a Reflex saving throw or take (1d3+SL) fire damage and an additional (1d3) fire damage for (3 rounds)
13 Fire + Targets must make a Reflex saving throw or take (1d4+SL) fire damage
14 Combustion + Targets must make a Reflex saving throw or take (1d3+SL) fire damage and has a (30%) chance to ignite (1) other ally within (10'), they will also take (1d3+SL) fire damage
15 Fire Vulnerability + Targets must make a Fortitude saving throw or become vulnerable to fire damage for (1 turn)
16 Creeping Death + Targets must make a Fortitude saving throw or take (1d3+SL) poison damage and has a (30%) chance to infect (1) other ally within (10'), they will also take (1d3+SL) poison damage
17 Blinding + Targets must make a Reflex saving throw or become blinded for (1 round) and suffers a (-4) to attack and (-10') movement
18 Poison Vulnerability + Targets must make a Fortitude saving throw or become vulnerable to poison damage for (1 turn)
19 Rooted + Targets must make a Fortitude saving throw or become rooted in place for (1 round)
20 Wasp + Targets must make a Fortitude saving throw or take (1d8+SL) poison damage
21 Undead + Targets must make a Fortitude saving throw or take (1d8+SL) necrotic damage
Alchemy
DCC - Lankhmar

Metallurgy

Metallurgist Supplies are used to make grenades and weapon oils. Grenades have a range of (30ft/60ft) and take an action to throw. When thrown, they will explode and affect all targets in a (5' X Skill Level) diameter sphere.

Metallurgy Skill

The Metallurgy skill will increase each time the alchemist successfully creates a grenade or weapon oil. Each level of Metallurgy allows the Metallurgist to create a number of grenades or weapon oils equal to their Metallurgy Skill Level.

The Metallurgist can apply a weapon oil to (1) Weapon or (5) Ammunition as an action, if they possess the Handle Poison skill this can be done as a Bonus Action. The weapon oil or grenade remains active until used. Number of uses per application increases with Skill Level.


Metallurgy Skill Level Affects

  • Number of Oils or Grenades Created (1+SL)
  • Level of Oil or Grenade Created
  • Time Needed to Create
  • Number of uses for Weapon Oils (2+SL)

Metallurgy Skill Levels - Table 5.1

XP Skill Bonus Skill Level Time/effect
0 0 0 90 mins
5 +1 1 90 mins
15 +2 2 45 mins
30 +3 3 20 mins
60 +4 4 10 mins
120+ +5 5 5 mins

Metallurgy Supplies

  • The base Metallurgy Supplies will cost (50gp) and includes 2 mundane ingredient uses.
  • You will need (10gp) worth of mundane ingredients per grenade or weapon oil.
  • The Metallurgist Supplies provides a (+1) to the Metallurgy Skill checks and provides an additional (+1) to Armor Class.
Alchemy
DCC - Lankhmar

Metallurgy Effects

Oils and Grenades -- Table 5.2

Roll Oil/Grenade Essence Effect
1 Radiant + Targets must make a Will saving throw. On a failure, they take (1d3+SL) radiant damage
2 Weakness + Targets must make a Fortitude saving throw or have their Strength reduced by (1) for (1 round)
3 Hunter's Mark + Targets do not benefit from invisibility for (1 round)
4 Rooted + Targets must make a Reflex saving throw or be immobilized for (1 round)
5 Blindness + Targets must make a Reflex saving throw or be blinded for (1 round)
6 Suppression + Targets must make a Reflex saving throw or can't attack for (1 round)
7 Cold + Targets must make a Reflex saving throw. On a failure, they take (1d3+SL) cold damage
8 Dumbfounded + Targets must make a Will saving throw or their Intelligence is reduced by (1) for (1 round)
9 Sludge + Targets must make a Reflex saving throw or become covered with a sticky gel. Any effect that deals fire, cold or lightning damage to them while covered in the gel deals an extra (1d6) of that type of damage. An affected creature or an adjacent one can spend an action to remove the gel
10 Clumsiness + Targets must make a Reflex saving throw or their Agility is reduced by (1) for (1 round)
11 Acid + Targets must make a Reflex saving throw. On a failure, they take (1d3+SL) acid damage
12 Fire + Targets must make a Reflex saving throw. On a failure, they take (1d3+SL) fire damage
13 Smoke + Targets must make a Reflex saving throw. Area (Please see Metallurgy rules to determine area) is covered in a thick mist (or target is blinded) making it heavily obscured ( -2 to hit ) for (*1 round), targets can use an action to move out of mist
14 Tenderfoot + Targets must make a Fortitude saving throw or have their Stamina reduced by (1) for (1 round)
15 Folly + Targets must make a Will saving throw or their Wisdom is reduced by (1) for (1 round)
16 Undead + Targets must make a Reflex saving throw. On a failure, they take (1d3+SL) necrotic damage
17 Shock + Targets must make a Reflex saving throw. On a failure, they take (1d3+SL) lightning damage
18 Destabilization + Targets must make a Reflex saving throw. On a failure, they fall prone for (1 round)
19 Force + Targets must make a Reflex saving throw. On a failure, they take (1d3+SL) force damage
20 Fear + Targets must make a Will saving throw. On a failure, they flee in fear for (1 round)
21 Sleep + Targets must make a Reflex saving throw. On a failure, they fall unconscious for (1 turn)
Alchemy
DCC - Lankhmar

Plants and Herbs

In the following tables you can see examples of plants and their alchemical essence for various environments.

Arctic

d20 Name Rarity Essences
1-5 Blue herb Common
6-10 Drojos ivy Common
11-15 Ucre bramble Common
16-18 White poppy Uncommon
19 Kreet paste Uncommon
20 Angel flower Rare

Caves

d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Mandrake root Common
16-18 Abyss flower Uncommon
19 Kasuni juice Uncommon
20 Blackleaf Rose Rare

Desert

d20 Name Rarity Essences
1-5 Drojos ivy Common
6-10 Ellond scrub Common
11-15 Ucre bramble Common
16-18 Dried Ephedra Uncommon
19 Olina petals Uncommon
20 Ebrium fungus Rare

Forests

d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Drojos ivy Common
11-15 Ellond scrub Common
16-18 Blood herb Uncommon
19 Thunderleaf Uncommon
20 Wisp stems Rare

Lakes, rivers and ocean

d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Mandrake root Common
16-18 Aniseed sap Uncommon
19 Kreet paste Uncommon
20 Chromatic mud Rare

Mountains

d20 Name Rarity Essences
1-5 Drojos ivy Common
6-10 Ellond scrub Common
11-15 Mandrake root Common
16-18 Ash chives Uncommon
19 Kasuni juice Uncommon
20 Dragontongue petals Rare

Plains

d20 Name Rarity Essences
1-5 Ellond scrub Common
6-10 Mandrake root Common
11-15 Ucre bramble Common
16-18 Aniseed sap Uncommon
19 Lunar nectar Uncommon
20 Dragontongue petals Rare

Swamps

d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Ucre bramble Common
16-18 Frenn moss Uncommon
19 Ecire laurel Uncommon
20 Spineflower berries Rare
Alchemy
DCC - Lankhmar

Monsters and Animals

 

In the following tables you can see examples of monsters and animals and their alchemical essence. Use this table as guidance for other monsters not listed.

Mundane Animals

1d20 Name Rarity Essences
1-5 Claws Common
6-10 Feathers or Hide Common
11-15 Teeth Common
16-18 Pristine Claws Uncommon
19 Pristine Hide Uncommon
20 Stomach Lining Rare

Bipedal Monster

1d20 Name Rarity Essences
1-5 Hands or Feet Common
6-10 Hair Common
11-15 Teeth Common
16-18 Pristine Skin Uncommon
19 Eyes Uncommon
20 Salvage Rare Salvage

Quadrupedal Monster

1d20 Name Rarity Essences
1-5 Claws Common
6-10 Feathers or Hide Common
11-15 Teeth Common
16-18 Pristine Claws Uncommon
19 Pristine Hide Uncommon
20 Salvage Rare Salvage
Alchemy
DCC - Lankhmar

Salvage

If if the result of Gathering is (20) or higher with their Gathering Skill check while gathering from corpses, roll on the table below to determine any extra materials or items that can be found.

Salvage Results - Table 8.1

d100 Result Value
1-7 Crystal flask 1gp
8-12 Steel Manacles 5gp
13-18 2x Salamander scales 10gp
19-24 Magnifying Glass with a Maple handle 20gp
25-30 Small linen purse that contains Crystal bowl 23gp
31-36 Velvet gloves 27gp
37-42 Small weave sack that contains 3x prinstine claws 29gp
43-48 Small Silver Mirror with a frame that is etched with glyphs 30gp
49-54 Fine Dagger 35gp
55-60 Small wool sack that contains 2 Blackleaf Rose 50gp
61-66 Small cotton purse that contains 4x Wisp Stems 32gp
67-72 Small velvet purse that contains Dragontongue Petals 35gp
73-76 Crystal flask filled with Oil 23gp
77-80 Dark Red Crystal Vial with Black liquid and a Platinum stopper 45gp?
81-84 Light Red Crystal Vial with Blood Red liquid and a Red Glass stopper 45gp?
85-87 Glass Vial with thick Light Pink liquid and a Gold stopper 45gp?
88-90 Magnifying Glass with a golden handle 60gp
91-92 Fine Steel Spectacles 70gp
93-94 2x Large Exotic Snake Fangs 87gp
95-96 Dark Blue Stone 100gp
97-98 Hourglass 123gp
99 2x Wyvern scales 500gp
100 Roll Twice -

? These are random effects and Skill Level creations from each Discipline - Brewing, Poison, Metallurgy respectively

Alchemy
DCC - Lankhmar

Herbalist

Buying and Selling Ingredients

Ingredients can be bought and sold at markets although rarer ingredients might not be able to be found at conventional shops and you may need to find these ingredients at specialist shops.

Type Purchase Price Selling Price
Common 5 gp 3 gp
Uncommon 20 gp 15 gp
Rare 60 gp 45 gp
Mundane Ingredients 10 gp 10 gp
Alchemy
DCC - Lankhmar

Credits

Inspired by


Artists


Creators

Xuskey


Changelog

v2.2.1

  • Cleaned up some crunchiness of the crafting of alchemical concoctions so that Creation Dice Challenge and Saving Throws associated aren't so arcane.
  • Cleaned up the gathering discipline and removed the need for separate die per level.
  • Cleaned up additional fluff on each of the creation disciplines to make it more streamlined
  • Added context on each discipline for what each skill provides per level
  • Modified a Brewing recipe to add in a potion that would recover temporarily lost stat points (Design goal: speed up down time)
  • Modified some values of the Poison and Metallurgy disciplines to fall in line with that of the Brewing discipline
    • Design Goals of each Discipline
      • Brewing - To provide sustainment (healing; curse, poison and disease removal) along with additional damage features
      • Poison - To provide top-end damage support including some debuff options
      • Metallurgy - To provide debuff capabilities including some damage options in a group capacity

v2.1.2

  • Cleaned up the Experience Tables to reflect Zero level
  • Cleaned up some language in Gathering to ease off the strictness of accumulating materials
  • Cleaned up language in the Discovery Results to reflect the correct naming of results

v2.1.1

  • Cleaned up a number of entries with incorrect labels
  • Centered table headers throughout
  • Streamlined Critical Fumble results for Discoveries
  • Cleaned up the Discovery Results table for linearity with Fumbles

v2.1

  • Modified all of the element names to follow a normalized nomenclature.

v2.0

  • Modified the Gathering mechanics to make it less egregious in terms of dice rolling.
  • Modified the Brewing discipline
    • Cleaned up table names
    • Cleaned up note entires to include Skill Bonus affected items
    • Broke out Potion Effects on separate page
    • Added Potion names to Table list
    • Reformatted Brewing image to fill bottom portion of splash page
  • Modified the Potion discipline
    • Cleaned up table names
    • Cleaned up note entires to include Skill Bonus affected items
    • Broke out Vial Effects on separate page
    • Added Vial names to Table list
    • Added new image to Poison splash page
  • Cleaned up all the Tables in document
  • Modified the overall style affecting tables to include bold text for the first column

v1.9

  • Added in justify to normal text to fill in negative space

v.1.8

  • Start of change log
  • Added some delineation of the tables (header row) to ensure readability
  • Modified the padding behavior of note blocks to ensure top padding wasn't too egregious
  • Cleaned up note blocks to utilize the banded top and bottom bars
  • Cleanup up several items that needed clarity
  • Added some additional note blocks to provide readability for important information

Todo

  • Add more credits for art
 

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