Alchemy - DCC Lankhmar

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Alchemy

DCC - Lankhmar
Version: 2.2.1

T
hroughout the ages, people have tried to create
mystical effects through the rare art of Glossary of Terms
alchemy. Whether to heal, harm or hinder, the
concoctions created by these brave souls have Gathering - The act of cultivating and/or harvesting herbs,
been used to heal the sick, weaken enemies or plants and animal parts for the purpose of using these
give combatants an alchemical advantage. materials to create alchemical concoctions.
Essences - The raw materials extracted from ingredients
Alchemy can be performed with a plethora of tools found in nature via Gathering.
including: Gathering Kit, Brewing Kit, Poisoner's Kit or Mundane Ingredients - The core materials you will need to
Metallurgist Supplies. create alchemical concoctions. These can be purchased
from an Alchemist or cultivated in a garden.
Table of Contents Salvage - The intrinsic opportunity to extract additional
items from monsters or animals based off a Gathering
Chapter 1: Gathering ................................................... 2 check of (20) or higher.
Finding Ingredients ......................................................................2 SL - The abbreviation of Skill Level or Skill Bonus, whether
Gathering Skill .............................................................................. 2 it's Gathering, Brewing, Poisons or Metallurgy.
Gathering Kit ................................................................................. 2
Essence Icons
Chapter 2: Crafting ........................................................3 Essence Icon
Basics of Creation ..................................................................... 3
Example of Creating a Potion .................................................3 Air
Discovery .................................................................................3 Darkness
Discovery Check Results ......................................................... 3
Failure Table ...............................................................................3 Earth

Chapter 3: Brewing ..........................................................4 Fire


Brewing Skill ................................................................................. 4 Life
Brewing Kit .................................................................................... 4
Brewing Effects ............................................................................. 5 Water
Brewing Potions Table ............................................................. 5
Chapter4: Poisons .............................................................6
Poisoner Skill ................................................................................ 6
Poisoner Kit ................................................................................... 6
Poison Effects ................................................................................7
Poison Vials Table .....................................................................7
Chapter 5: Metallurgy ................................................ 8
Metallurgy Skill ............................................................................. 8
Metallurgy Supplies ..................................................................... 8
Metallurgy Effects .........................................................................9
Metallurgy Oils and Grenades ................................................9
Chapter 6: Plants and Herbs ............................... 10
Chapter 7: Monsters and Animals ..................11
Chapter 8: Salvage ........................................................ 12
Salvage Table ...............................................................................12
Chapter 9: Herbalist ................................................... 13
Buying and Selling Ingredients ............................................... 13
Credits ....................................................................................... 14

Alchemy
DCC - Lankhmar
1
Gathering

T
he first step to alchemy is finding, cultivating Gathering Kit
or harvesting ingredients. Ingredients can be
any natural resource with a connection to a A Gathering Kit can be used for foraging, harvesting, growing
primal element such as plants, herbs, stones or herbs and skinning or butchering animals.
even parts of creatures. Each ingredient
contains a number of essences which can be The base Gathering Kit will usually cost (30gp)
extracted and used in alchemical creations. The Gathering Kit provides a (+1) to Gathering Skill
Ingredients can be of different qualities and therefore contain checks and the amount of ingredients harvested
different amounts of essences.
They can be: Gathering Skill
The Gathering skill will increase each time the Gatherer
performs a Gathering Skill check to find and harvest plants,
Common ingredients contain (1) essence monsters or animals.
Uncommon ingredients contain (2) essences
Rare ingredients contain (3) essences Gathering Skill - Table 1.1
XP Level Gather Bonus
0 0 0
Finding Ingredients
5 1 +1
Plants and animal parts can be gathered through foraging in
the wilderness and harvesting parts from humanoids, 15 2 +2
monsters or animals. A PC simply needs to declare an 30 3 +3
attempt at Gathering on a corpse, plant or herb (per the
judges discretion) and then roll against the appropriate table 60 4 +4
to identify which Essences have been harvested. 120+ 5 +5
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.

Alchemy
DCC - Lankhmar
2
Crafting

N
ow you have your ingredients and your Creation Criticals and Fumbles
tools, you can create some alchemical
concoctions. Crafting potions, poisons and During the crafting of recipes, moments of levity or ignorance
grenades can be performed in any location are sure to occur. On a natural roll of a (20) or a (1), please
as long as you have enough time and refer to the tables below to determine the outcome of the
materials. However, utilizing an Alchemy brew! This roll is modified by your Luck (Stat sheet and
Station or Lab will provide a reduction in Fleeting).
your production times and additional created potions.
Critical Results - Table 2.2
Basics of Creation 1d20 Result
Each of the ingredients harvested are broken down into Average Joe - Because Luck does not seem to be
Essences. 1 on your side, you don't do anything out of the
If an effect with a numerical value is used multiple times, ordinary
the numerical value is multiplied by the number of times Duplicity! - You've taken the right steps in your
the effect is repeated. NOTE: Die values never change. 2-12 creation allowing you to create an additional
All Essences are consumed at the start of the process, potion of the same type
regardless of success or failure. Mundane Materials are
only lost on success or critical failure. Eureka! - You're in your element and you've
One experience point shall be awarded to the discipline 13-19
stumbled upon the right sort of mixture to create
used during creation, regardless of success or failure. an additional potion of the same type, at one
Only one discipline effect can be created at a time. If higher level
another effect is applied, they cancel each other out and all Mad Scientist! - "It's Alive!" Your friends are
Essences are lost. beginning to wonder about you. You incur Eureka!,
201 choose another recipe and potion at your Skill
Skill Checks - Table 2.1 Level to make and also increase your permanent
Type Calculation Luck score by (1) - Maximum of 18
Creation DC ( DC10 + Potion Level ) 1 Mad Scientist can only occur on a roll of natural 20
Creation Check ( 1d20 + Skill Level? + Luck )
Fumble Results - Table 2.3
Saving Throw ( DC10 + Skill Level ) 1d20 Result
? Add any Skill Kits(+1), Alchemical Station(+2) or Alchemy Nature's Wrath - This was not on the road map. You
Lab(+3) Bonuses as well 11
incur Brain Trauma and your mixture becomes
volatile and explodes. All creatures within (20ft)
Example of Creating a Potion take (4d6) Fire damage -- Save: (Reflex DC18) for
half damage
You want to create a potion that when consumed heals a
character for (2d4 + SL) hit points 2-12
Brain Trauma - Not only are you Science Dog, but
You have Brewing Skill level of (2) and use your Brewing you also loose the knowledge of this recipe
Kit, therefore you receive a (+3) as your Skill Bonus Science Dog - "I have no idea what I'm doing!" Not
which is represented as "SL" in the formulas for creating 13-19 only do you lose your materials, but you lose the
potions, poisons, vials or grenades ability to craft this potion for a day
You will need (4) Life ( ) Essences because the Level 1 Truly Ordinary - You don't do anything out of the
version requires (2) Life ( ) Essences ordinary and simply lose all essences and mundane
You are making a potion so you need (10gp) worth of 20
ingredients used in the attempt as if nothing
mundane materials happened
You are making a potion with (2) Level 1 heal hp effects
(1d4+SL). So the value of the potion is (30gp) = 10gp 1 Nature's Wrath can only occur on a roll of natural 1
(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.
Alchemy
DCC - Lankhmar
3
Discovery

T
he 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
Shake and Bake! - Roll on Discipline Table, Level 1
14-17
recipe created
Serendipity! - Roll on Discipline Table, Level 2
18-19
recipe created
Alchemical Savant! - Serendipity! occurs and choose
20
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
Catastrophe! - The mixture of chemicals and
ingredients erupt in a violent explosion causing
1
(4d6) fire damage and knocking unconscious to all
within (20ft) for (3 turns)
Staying Alive! - The Alchemist's skin hardens and
gleams like diamonds thereby providing an
2-11 additional (+1) to their Armor. They also incur a
(-3) check penalty as if they were wearing Hide
Armor
These eyes! - Your eyes become light sensitive,
12-14 incur -1 to Attacks in daylight or bright light but
you gain limited Infravision 40ft
Gym Rat! - You lose (1) point from your highest
15-17
stat, but gain (1) point in your lowest stat
Bad Hair Day! - All of your hair falls out, lose (1
17-19 Point) of Personality permanently. It might grow
back.
Adrian! - Character gets knocked out. You are
20+ unconscious for (1d6) rounds or until awakened
by vigorous means

4
Brewing

T
he Brew Master can create potions that can Brewing Skill Levels - Table 3.1
heal allies, cure disease or apply a blessing
and excels in creating potions that provide XP Skill Bonus Skill Level Time/effect
benefits to themselves or allies. 0 0 0 90 mins
5 +1 1 90 mins
15 +2 2 45 mins
Brewing Skill 30 +3 3 20 mins
The Brewing skill will increase each time the alchemist 60 +4 4 10 mins
attempts to brew a potion. Each Brewing Skill Level allows
the Brew Master to create a potion of the same level; Level 0 120+ +5 5 5 mins
defaults to Level 1 Potions. Including the number of potions Brewing Kit
created.
For example: Brewing Skill Level 2 can create up to a Level A Brewing Kit can be used to support brewing potions for the
2 Healing Potion, but because they have a Skill Level of 2, Brewing Discipline.
they create two Healing Potions and with a Brewing Kit,
three Healing Potions. The base Brewing Kit will cost (50gp) and includes (2)
mundane ingredient uses.
You will need (10gp) worth of mundane ingredients per
creation.
Brewing Skill Level Affects The Brewing Kit provides a (+1) to Brewing Potions and
Number of Potions Created (1+SL) provides an additional (+1) healing when using Luck,
Level of Potion Created Tinctures, Poultices or Potions to heal.
Time Needed to Create Potions

Alchemy
DCC - Lankhmar
5
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)
When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes
6 Holy Thorns +
(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)
When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes
11 Frostbite +
(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)
When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes
15 Combustion +
(1d6) fire damage on a successful hit. No Save
Increase dice chain by (1) on saves against being moved by external forces for (1d3+SL
16 Rooted +
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)
Unending
19 + You do not need to breath for (10 turns)
Breath
When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes
20 Shock +
(1d6) lightning damage on a successful hit. No Save
When you are hit by an attack within (1d3+SL rounds), a melee attacker automatically takes
21 Undead Touch +
(1d6) necrotic damage on a successful hit. No Save

Alchemy
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Poisons

A
Poisoner's kit can be used to make poisons that Poisoner Skill Levels - Table 4.1
can be ingested, inhaled or activated on contact.
Poisons that can be inhaled have a range of XP Skill Bonus Skill Level Time/effect
(10ft/30ft) and take an action to throw. When 0 0 0 90 mins
thrown, they will explode and affect all targets 5 +1 1 90 mins
in a (5') diameter sphere.
15 +2 2 45 mins
Poisoner Skill 30 +3 3 20 mins
The Poisoner skill will increase each time the alchemist 60 +4 4 10 mins
successfully concocts a poison. Each level of Poisoner allows
the Poison Master to create a poison or vial of the same level. 120+ +5 5 5 mins
NOTE: The Handle Poison Thieving Skill allows for the Poisoner Kit
application of poisons to blades to be performed during a free
action. And the Poisoner Skill allows for the number of A Poisoner Kit can be used to craft poisons.
attacks with poison bladed weapons equal to the Poisoner's The base Poisoner's Kit will cost (50gp) and includes 2
Skill Level.
mundane ingredient uses.
You will need (10gp) worth of mundane ingredients per
vial or application.
Poison Skill Level Affects The Poisoner Kit provides a (+1) to Poisoner Skill checks
Number of Potions Created (1+SL) and provides the ability to cleanse poisons with an action
Level of Potion Created
Time Needed to Create
Number of Attacks per Application (1+SL)

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

M
etallurgist 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
9
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
Targets must make a Fortitude saving throw or have their Strength reduced by (1) for (1
2 Weakness +
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)
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
9 Sludge +
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
Targets must make a Reflex saving throw. Area (Please see Metallurgy rules to determine area)
13 Smoke + 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
10
Plants and Herbs

I
n the following tables you can see examples of plants Lakes, rivers and ocean
and their alchemical essence for various d20 Name Rarity Essences
environments.
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Mandrake root Common
Arctic 16-18 Aniseed sap Uncommon
d20 Name Rarity Essences
19 Kreet paste Uncommon
1-5 Blue herb Common
20 Chromatic mud Rare
6-10 Drojos ivy Common
11-15 Ucre bramble Common Mountains
16-18 White poppy Uncommon d20 Name Rarity Essences

19 Kreet paste Uncommon 1-5 Drojos ivy Common


20 Angel flower Rare 6-10 Ellond scrub Common
11-15 Mandrake root Common
Caves 16-18 Ash chives Uncommon
d20 Name Rarity Essences
19 Kasuni juice Uncommon
1-5 Twilight wormwood Common
20 Dragontongue petals Rare
6-10 Blue herb Common
11-15 Mandrake root Common Plains
16-18 Abyss flower Uncommon d20 Name Rarity Essences

19 Kasuni juice Uncommon 1-5 Ellond scrub Common


20 Blackleaf Rose Rare 6-10 Mandrake root Common
11-15 Ucre bramble Common
Desert 16-18 Aniseed sap Uncommon
d20 Name Rarity Essences
19 Lunar nectar Uncommon
1-5 Drojos ivy Common
20 Dragontongue petals Rare
6-10 Ellond scrub Common
11-15 Ucre bramble Common Swamps
16-18 Dried Ephedra Uncommon d20 Name Rarity Essences

19 Olina petals Uncommon 1-5 Twilight wormwood Common


20 Ebrium fungus Rare 6-10 Blue herb Common
11-15 Ucre bramble Common
Forests 16-18 Frenn moss Uncommon
d20 Name Rarity Essences
19 Ecire laurel Uncommon
1-5 Twilight wormwood Common
20 Spineflower berries Rare
6-10 Drojos ivy Common
11-15 Ellond scrub Common
16-18 Blood herb Uncommon
19 Thunderleaf Uncommon
20 Wisp stems Rare

Alchemy
DCC - Lankhmar
11
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
12
Salvage

I
f 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
Small weave sack that contains 3x prinstine
37-42 29gp
claws
Small Silver Mirror with a frame that is
43-48 30gp
etched with glyphs
49-54 Fine Dagger 35gp
Small wool sack that contains 2 Blackleaf
55-60 50gp
Rose
Small cotton purse that contains 4x Wisp
61-66 32gp
Stems
Small velvet purse that contains
67-72 35gp
Dragontongue Petals
73-76 Crystal flask filled with Oil 23gp
Dark Red Crystal Vial with Black liquid and a
77-80 45gp?
Platinum stopper
Light Red Crystal Vial with Blood Red liquid
81-84 45gp?
and a Red Glass stopper
Glass Vial with thick Light Pink liquid and a
85-87 45gp?
Gold stopper
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
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13
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
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14
Credits
Inspired by Cleaned up language in the Discovery Results to reflect
the correct naming of results
Tantaragla and their Alchemy Resource v2.1.1
AeronDrake and their Wilderness Survival Guide Cleaned up a number of entries with incorrect labels
Centered table headers throughout
Streamlined Critical Fumble results for Discoveries
Artists Cleaned up the Discovery Results table for linearity with
Rodrigo Ramos, "The Alchemist" Fumbles
Raymond Swanland, "Druidic Satchel" v2.1
Kerem Beyit, "Cover Art | Pathfinder Player Companion: Modified all of the element names to follow a normalized
Alchemy Manual" nomenclature.
Lindsey Look, "Alchemist's Vial"
Vera Velichko, "Vial, Potion of Poison" v2.0
Grafit Studio, "Bomb Heaver | Gwent: The Witcher Card Modified the Gathering mechanics to make it less
Game" egregious in terms of dice rolling.
The Elder Scrolls - Abstract, "Warrior versus Beast" Modified the Brewing discipline
PearlPencil, "Elder Alchemist" Cleaned up table names
Cleaned up note entires to include Skill Bonus
affected items
Creators Broke out Potion Effects on separate page
Added Potion names to Table list
Xuskey Reformatted Brewing image to fill bottom portion
of splash page
Modified the Potion discipline
Changelog Cleaned up table names
Cleaned up note entires to include Skill Bonus
v2.2.1 affected items
Cleaned up some crunchiness of the crafting of alchemical Broke out Vial Effects on separate page
concoctions so that Creation Dice Challenge and Saving Added Vial names to Table list
Throws associated aren't so arcane. Added new image to Poison splash page
Cleaned up the gathering discipline and removed the need Cleaned up all the Tables in document
for separate die per level. Modified the overall style affecting tables to include bold
Cleaned up additional fluff on each of the creation text for the first column
disciplines to make it more streamlined
Added context on each discipline for what each skill v1.9
provides per level Added in justify to normal text to fill in negative space
Modified a Brewing recipe to add in a potion that would
recover temporarily lost stat points (Design goal: speed up v.1.8
down time) Start of change log
Modified some values of the Poison and Metallurgy Added some delineation of the tables (header row) to
disciplines to fall in line with that of the Brewing ensure readability
discipline Modified the padding behavior of note blocks to ensure
Design Goals of each Discipline top padding wasn't too egregious
Brewing - To provide sustainment (healing; Cleaned up note blocks to utilize the banded top and
curse, poison and disease removal) along bottom bars
with additional damage features Cleanup up several items that needed clarity
Poison - To provide top-end damage support Added some additional note blocks to provide readability
including some debuff options for important information
Metallurgy - To provide debuff capabilities Todo
including some damage options in a group
capacity Add more credits for art
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
Alchemy
DCC - Lankhmar
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