Alchemy PoisoncrAft second Booklet

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Cabal of Enchantment Cabal of Enchantment ALCHEMY ALCHEMY & & POISONCRAFT POISONCRAFT SECOND BOOKLET SECOND BOOKLET

Transcript of Alchemy PoisoncrAft second Booklet

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Cabal of EnchantmentCabal of Enchantment

Alchemy Alchemy & & PoisoncrAftPoisoncrAftsecond Bookletsecond Booklet

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CreditsCredits

Created byCreated by Berke Emir Güner

Writing:Writing: Berke Emir Güner, Yunus Cihan KaralarlıEditing:Editing: Adam DahlheimGraphic Design:Graphic Design: Yavuz KaracaLayout:Layout: Yunus Cihan Karalarlı

Illustrations:Illustrations: Yavuz KaracaCover Art:Cover Art: Yavuz KaracaProofreading:Proofreading: Adam Dahlheim

Special thanks toSpecial thanks to Suat Deniz Vural, Handan Meltem Arıkan, Ege Arıkan, and the entire team at Dream Realms Storytellers for their help in making our vision come to life.

Copyright NoticeAlchemy & Poisoncraft Demo Booklet is published by Cabal of Enchantment, under the Open Game

License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

Alchemy & Poisoncraft Demo Booklet and all content herein © Cabal of Enchantment 2021www.cabalofenchantment.com

About This BookletAbout This Booklet

Welcome to our second large booklet before our final release! While we are behind our schedule we wanted to give our backers a taste of what we have been brewing. This booklet contains four monsters, a portion of the dungeon that will feature in Alchemy & Poisoncraft and highly anticipated optional alchemy system.

Alchemy & Poisoncraft is what the name suggests. The book aims to expand your gameplay in alchemical and poison-themed games, characters, and settings. While designing this book, we were inspired by alchemical myths and legends, mostly from European alchemy. As an example, you will find similarities to the work of Paracelsus throughout the book. The methodology of the alchemy we created may be similar to those who are in our history, but the implementation and the principles of our alchemy differ from science, to better integrate it to settings with magical influence.

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ContentsContents

Optional Alchemy Rules ............................................................................................3 Components ..............................................................................................................4 Methods .....................................................................................................................5 Apparatus ........................................................................................... .......................6 Effects..........................................................................................................................7 Mishaps.....................................................................................................................10 Side Effects................................................................................................................11 Creation Process Example......................................................................................12Creatures of Alchemy................................................................................................13 False Rebis................................................................................................................13 Chomper...................................................................................................................14 Lupangui...................................................................................................................15 Osmiles.....................................................................................................................16Lair of The Mad Alchemist Teaser .........................................................................17

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This chapter is intended to give game masters and players new crafting rules that are designed to be practical for adventurers and scholars alike. Using the new optional alchemy rules characters can experiment and invent new potions, poisons or explosives and customize them in any way they want only being limited by their skill and available materials.Creation ProcessCreation ProcessAlchemical creations are prepared in three phases. You can create alchemical substances using an Alchemist’s Supplies. If you are using toxic solvents, you can use your Poisoner’s Kit instead of Alchemist’s Supplies. If you don’t have proficiency in Alchemist’s Supplies, you have a disadvantage on crafting checks using aqueous and medicinal solvents, or if you don’t have proficiency in Poisoner’s Kit, you have a disadvantage on crafting checks using a toxic solvent. You don’t need proficiency to attempt to create an alchemical creation.

The first phase is the Selection phase, where you select a prime material which determines the effects of the product and then you select a solvent base which determines the base potency. For complex products you must also select a suitable activator product.

The second phase is the Formulation phase, where you select alchemical methods in order to modify your product. Multiple methods can be used during this phase and the same method can be used more than once. Only your skill and available alchemical apparatus limit your selection of alchemical methods.

The third phase is the Combination phase, where you calculate the final DC of your creation depending on the base, methods and desired effects and roll an Alchemist’s Supply against it. A success means you have created your product as formulated without a problem. But a failure can have drastic consequences.Prime MaterialsPrime MaterialsPrime materials are the main ingredients used in an alchemical creation. Entire creation process is meant to activate and manifest an innate effect that is trapped within the prime material and modifying it to suit your purposes.

Effects within prime materials are categorized by the grand alchemists of the Citadel of Wonders into three tiers of power which are further divided into different color groups in order to make the creation process simpler and allow you to easily recognize what type of activator to use in order to manifest the effect you want.

Crafting TimesCrafting TimesDowntime Crafting. Downtime Crafting. During your downtime between adventures you can instead choose to prepare meticulously and craft in a slower and more deliberate manner. This type of slow creation takes at least a week’s time. When slow crafting you can gain one of the following bonuses to your creation;

• Lower final creation DC by 10• Lower material costs by half• Create a number of doses equal to your

proficiency bonus. You can choose a number of different products equal to your proficiency bonus, or create multiple doses of a single product.

Quick Crafting.Quick Crafting. You can create a single type of product with one effective dose in 2 hours of light activity and 6 hours of brewing and processing time where you can leave the product unattended.Crafting DifficultyCrafting DifficultyFinal creation DC of your alchemical product depends on the choices you make during selection and formulation phases. The base creation difficulty for a Tier I substance is 10, for Tier II it is 15 and for Tier III it is 20. These values are further modified by the ingredient quality which lowers difficulty according to its rarity, use of catalyst agents which also lower difficulty and alchemical methods applied which increase the difficulty. If you fail the crafting check during the Combination phase you must roll on the Alchemical Mishaps table and apply the effects.Alchemical Creation DC Alchemical Creation DC = Product Tier DC + method modifiers + prime material quality modifier + alchemical agent modifierCreation Saving ThrowsCreation Saving ThrowsIf your alchemical creation has an effect that requires a saving throw, difficulty of the saving throw DC is calculated as follows.

Alchemical Product Saving Throw DC = 5 + your proficiency bonus + your Intelligence modifier + prime material rarityAlchemical ComponentsAlchemical ComponentsComponents used in alchemical creations are divided into three categories.Ingredients.Ingredients. Raw materials mined or harvested from nature and used as prime materials during creation. Higher quality ingredients have more powerful effects and lower crafting difficulty by their rarity.Solvents.Solvents. Components that dissolve and transform raw ingredients allow them to manifest their effects. Higher quality solvents create products with greater potency.

Optional Alchemy SystemOptional Alchemy System

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Agents.Agents. Specially prepared substances that can be added freely in the Formulation phase in order to modify a product.IngredientsIngredientsAlchemical ingredients are used as prime materials during the creation process. Every alchemical ingredient possesses at least three tiers of different effects and has a primary effect color of yellow, blue or red. This determines what color a tier I product created from the ingredient is.

Secondary effects possessed by the ingredient also have the color; red, blue or yellow listed by the effect name. These colors show what activator must be used during creation in order to activate that effect. A tier II product’s color is determined by the combination of colors from prime material and activator agent. For example, red plus yellow equals orange

Tertiary effects possessed by the ingredient and their manifestation follows the same process, only difference being the higher tier activator used.SolventsSolventsSolvents are divided into three different types and can be created by a DC = (10 + 4 x quality) Alchemist’s Supply Check. Each solvent’s potency is listed in the Alchemical Solvents table below.Aqueous Solvent.Aqueous Solvent. Used to create products that cause or cure status effects. Aqueous Solvent effects base duration depends on their quality 1 turn, 3turn, 1 minute, 1 hour, 12 hours.Medicinal Solvent.Medicinal Solvent. Used to create products that instantly heal a user by a given amount. Medicinal Solvents only work when used alongside a prime ingredient with healing effect. Medicinal solvents base potency depending on their quality 1d6, 1d8, 1d10, 1d12, 2d6.Toxic Solvent.Toxic Solvent. Used to create products that deal damage by a given amount when applied. Toxic solvents base potency depending on their quality 1d4, 1d6, 1d8, 1d10, 1d12.

Alchemical AgentsAlchemical AgentsAgents are special alchemical substances that can modify an alchemical creation without increasing the creation difficulty.Activator Products.Activator Products. Activator product is a simple prepared product used to selectively activate high tier effects in prime materials. Activator products are consumed during creation and do not add their effects to the created product. Any colored product can be used as an activator but using rare or powerful products is generally wasteful. Tier I (red, blue, yellow) activator products are created with a DC 10 Alchemist’s Supply and require a prime material and a solvent. Tier II (Violet, Green, Orange) activator products are created with a DC 15 Alchemist’s Supply and require a prime material, a solvent and a suitable tier I activator product.Catalyst Agent.Catalyst Agent. A special alchemical substance that lowers the creation difficulty of your product, and can be created using Alchemist’s Supplies depending on its quality. Only one catalyst can be used in a product. The DC modifiers and creation DC of each catalyst is shown in the Alchemical Catalyst table.Coagulator Agent.Coagulator Agent. A powder that is added to your products to turn it into a sticky gel that can be applied. Coagulator agent can be created with a DC 10 Alchemist’s Supply and requires fresh bones. When applied, your product can be applied to a creature or surface as a gel, or to a weapon as an oil.Crystallizing Agent.Crystallizing Agent. A clear substance that is added to your products in order to turn them into solid crystal shards. These crystals can be ground into dust to deliver their effect when inhaled or dissolved in water. Crystallizing agents can be created with a DC 10 Alchemist’s Supply.Dulcifier Agent.Dulcifier Agent. A sweet tasting substance that is added to your product to mask the effects that indicate harm. Dulcifier agent can be created with a DC 20 Alchemist’s Supply and requires sugar. When applied, dulcifier agents neutralize any magical divination attempt to discern the toxic nature of your product, and all skill checks and artisan’s tool checks to identify your product are made with a disadvantage.Infusion Agent.Infusion Agent. A binding agent that is used with an aromatic substance to add its scent to your product. Infusion Agent can be created with a DC 10 Alchemist’s Supply and requires an aromatic substance and pure alcohol. When applied, your product cannot be identified by scent.Putrifier Agent.Putrifier Agent. A vile humor that adds a disease effect to your product. Putrifier agent can be created with a DC 15 Alchemist’s Supply and requires diseased humor.

RarityRarity Aqueous Solvent Aqueous Solvent DurationDuration

Medicinal Solvent Medicinal Solvent PotencyPotency

Toxic Solvent Toxic Solvent PotencyPotency

Common 1 Turn 1d6 1d4

Uncommon 3 Turn 1d8 1d6

Rare 1 Minute 1d10 1d8

Very Rare 1 Hour 1d12 1d10

Legendary 12 Hours 2d12 1d12

Alchemical SolventsAlchemical Solvents

Catalyst Catalyst QualityQuality

Crafting Crafting Difficulty Difficulty ModifierModifier

Catalyst Catalyst Creation Creation

DCDCBasic -5 20Advanced -10 30

Alchemical CatalystsAlchemical Catalysts

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Alchemical MethodsAlchemical MethodsAlchemical methods are procedures and techniques that have been discovered and codified by great alchemists. This method can be used in order to create customized alchemical products,

All alchemical methods used during formulation increase your creation difficulty, with some methods conferring almost impossibly harsh penalties. But most of these penalties can be lowered by upgrading your laboratory or field kit with additional apparatus. While these extra tools do not give you the ability to use new methods like upgrading to a laboratory from a field kit, they do allow you to create more complicated products by shaving off difficulty modifiers from some of the alchemical methods. Additionally, using high quality ingredients and a catalyst will also lower the creation difficulty, allowing you to use more methods in your formula.

Alchemical methods are divided into simple and complex methods. Simple methods require neither high precision tools nor specialized furnaces and therefore can be done by field alchemy kits and a simple campfire. Complex methods on the other hand rely on sensitive scales, complicated heating systems and fragile glassware to perform. These methods can only be done in a dedicated alchemy laboratory.Simple Alchemical MethodsSimple Alchemical MethodsSimple alchemical methods require only a field alchemy kit and a campfire to perform but they are much easier to perform using the proper laboratory apparatus.

Simple alchemical methods are listed below.Distillation.Distillation. The separation of miscible liquids by boiling. Using this method, you can remove all side effects from your product by increasing creation difficulty by 3.Filtering.Filtering. The separation of solids from liquids by using filters. Using this method, you can add +2 to the damage or healing effect of your product by increasing creation difficulty by 3.Fortification.Fortification. The addition of therapeutic binding agents. Using this method, you can create products that give resistance against their active effect type by increasing creation difficulty by 10.Condition Resistances and ImmunitiesCondition Resistances and ImmunitiesResistance potions vary in alchemy. When combined with a damage effect, they provide resistance against that specific damage type. In other combinations, such as a specific condition, the alchemical product instead gives advantage on saving throws against poisons or abilities that impose such conditions on the creature.

For example, a potion created through the paralysis effect and fortification method gives advantage on saving throws against a poison that subjects the creature to Paralysis condition, whereas the immunization method ignores the condition instead.

Pulverization.Pulverization. The crushing of solids into finer particles. Using this method, your product ignores resistances against its damage type by increasing creation difficulty by 5.Vitiation.Vitiation. The addition of controlled impurities. Using this method, you can add +1 to the saving throw DC of your product by increasing creation difficulty by 2.Complex Alchemical MethodsComplex Alchemical MethodsComplex alchemical methods require a higher degree of mastery and better tools to conduct compared to simple methods. These methods can only be performed using an alchemical laboratory.

Complex alchemical methods are listed below.Calcification.Calcification. The heating of solids in an airtight container. Using this method, your product ignores immunities against its damage type by increasing creation difficulty by 10.Conjunction.Conjunction. Mixing of two different alchemical products in order to combine their effects by increasing creation difficulty by 5 per added effect.Cunctation.Cunctation. The slowing down of reactions. Using this method, your product’s effects manifest 10 minutes after application by increasing creation difficulty by 3.Destabilization.Destabilization. The creation of volatile substances. Using this method, your product gains splashing effect in a 5ft circle by increasing creation difficulty by 3.

MethodMethod DC DC ModifierModifier

EffectEffect

Calcification +10 Ignore immunitiesConjunction +5 Mix different productsCunctation +3 Delay product’s effectsDestabilization +3 Add splash effectExaltation +10 Repeated effect

Immunization +15 Grants immunityMultiplication +5 Create an additional

productPurification +10 Doubles product’s

potency

Complex Alchemical MethodsComplex Alchemical Methods

MethodMethod DC DC ModifierModifier

EffectEffect

Distillation +3 Remove Side EffectsFiltering +3 +2 to damage or healingFortification +10 Grant ResistancePulverization +5 Ignore ResistanceVitiation +2 Increase Saving Throw DC

by +1

Simple Alchemical MethodsSimple Alchemical Methods

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Exaltation.Exaltation. The forcing of longer lasting chain reactions. Using this method, your product repeats its effect for an additional extra turn by increasing creation difficulty by 10.Immunization.Immunization. The addition of potent therapeutic binding agents. Using this method, you can create products that give immunities against their active effect type by increasing creation difficulty by 15. When used with arcane taint it grants limited magic immunity for spells up to 6th level, and advantage on all saving throws on any spell above 6th level.Multiplication.Multiplication. The simultaneous preparation of multiple doses. Using this method, you can create an extra dose of your product by increasing creation difficulty by 5.Purification.Purification. The refinement of substances into their purest form. Using this method, you double any harmful or beneficial effect your product has by increasing creation difficulty by 10. This doubling is applied last after all other modifiers are considered.Alchemical ApparatusAlchemical ApparatusTools of the trade necessary for an alchemist’s craft, alchemical apparatus are separated as field and laboratory apparatus. Field apparatus are lightweight, compact and robust. Easily carried in a medium sized bag and operated by a simple campfire, these tools prevent the use of complex alchemical methods they allow you, an adventuring alchemist, to create or modify tier I products, poisons or grenades inside a damp dungeon room as you need them.

Laboratory apparatus on the other hand are bulky and fragile. They contain precise measuring instruments that can quickly lose their alignment, expensive and fragile glassware along with delicately crafted metal-ware.

Laboratories require special furnaces with narrow heat ranges and reliable fuel. While they require a large space and piles of gold to set up laboratory apparatus allow you to use all alchemical methods and create any product you can dream of, with proper materials and skill that is.

Additional equipment listed below can be added to your apparatus in order to lower the creation difficulty or give advantage. Additional field kits can be used in a laboratory but additional laboratory equipment cannot be used with a field kit.Alchemical Scales.Alchemical Scales. A set of precise scales designed to give consistent results that can be added to your field alchemy kit. Alchemical scales lower the overall creation difficulty by 2.Alchemist’s Field Kit.Alchemist’s Field Kit. A tool that consists of heatproof and non reactive flasks, vials to contain substances, a simple wooden surface used for cutting and crushing, a metal knife and spoon, several wooden stirring rods, a metal stand for flasks and finally a few measuring cups. This kit fits inside a medium sized bed and can be set up by a burning campfire in 15 minutes. Alchemist’s Supplies are considered a basic field alchemy kit.

Alchemical Laboratory, Basic. A small laboratory that requires at least a 12 square foot area and a nearby water source to set up. Consists of at least a clean work surface, a heat proof surface, a dozen flasks of various types, a dozen vials, measuring cups, glass stirring rods, a small heater, a small closed furnace, special metalware tools, metal tubing and stands. The Alchemical Laboratory takes 6 hours to set up and cannot be carried by individuals due to its bulk. Basic alchemical laboratory allows you to use complex methods.

ApparatusApparatus EffectEffect CostCost Require Lab Require Lab

Alchemical Scales Creation DC -2 500 gp NoAlchemist's Field Kit Allows simple methods 50 gp —Alchemical Laboratory, Basic Allows complex methods 5500 gp —Alchemical Laboratory, Advanced Advantage on crafting checks 45,000 gp —Alembic Distillation DC -2 300 gp YesCirculator Multiplication DC -2 1500 gp YesFiltering Flask Filtering DC -1 50 gp NoMortar and Pestle Pulverization DC -1 5 gp NoPulverizer Pulverization DC -2 150 gp YesRetort Distillation DC -1 75 gp NoReverberator Calcification DC -2 250 gp Yes

Alchemical ApparatusAlchemical Apparatus

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Alchemical Laboratory, Advanced.Alchemical Laboratory, Advanced. A sizable laboratory that requires at least a 24 square foot area and a nearby water source to set up. Consists of at least a clean work surface, a heat proof surface, a large pallet of flasks of various types, vials, measuring tools, glass stirring rods, a large heater, a large closed furnace, special metalware tools, metal tubing, specialized tables and stands. The Alchemical Laboratory takes 24 hours to set up and can only be carried with a large group of individuals. In addition to basic alchemical laboratory, you gain an advantage on all alchemical crafting checks when using advanced alchemical laboratories.Alembic.Alembic. Two large glassware fused together with a double layered glass tube that can be filled with water to aid cooling the distillate that can be added to your laboratory. Alembic lowers the difficulty of the Distillation method by 2. This apparatus can only be used with an alchemical laboratory.Circulator.Circulator. An advanced set of glass apparatus used to create complex reaction systems. The Circulator lowers the difficulty of the Multiplication method by 2. This apparatus can only be used with an alchemical laboratory.Filtering Flask.Filtering Flask. A tall glassware with a narrow mouth with extra filtering materials can be added to your field alchemy kit. Filtering flask lowers the difficulty of the Filtering method by 1.Mortar and Pestle.Mortar and Pestle. A sturdy granite mortar with a matching pestle that can be added to your field alchemy kit. Mortar and Pestle lowers the difficulty of the Pulverization method by 1. Pulverizer.Pulverizer. A cylindrical metal contraption used to grind and sift through ingredients that can be added to your laboratory. Pulverizer lowers the difficulty of the Pulverization method by 2. This apparatus can only be used with an alchemical laboratory.Retort.Retort. A primitive distillation device made of copper that can be added to your field alchemy kit. Retort lowers the difficulty of the Distillation method by 1.Reverberator.Reverberator. An advanced furnace apparatus that separates smoke of the fire that can be added to your laboratory. Reverberator lowers the difficulty of the Calcification method by 2. This apparatus can only be used with an alchemical laboratory.Alchemical EffectsAlchemical EffectsThese are the effects an ingredient can manifest when used as a prime material. Scale and duration of the effects listed here are determined by the solvent and methods used during the creation of the product instead of the effect itself.

Alchemical effects are separated into three tier levels each of these tiers are further divided into three color categories with three to six effects per category.

Tier I: Primary EffectsTier I: Primary EffectsTier I effects are the simplest effects an alchemical creation can have and only require a suitable solvent to manifest. Tier I substances gain the color of their effect when created and can be used as an activator to create higher tier substances.RedRedRed material effects are listed below.Fire.Fire. Inflicts fire damage when used with a toxic solvent or gives vulnerability to fire damage when used with an aqueous solvent.Lightning.Lightning. Inflicts lightning damage when used with a toxic solvent or gives vulnerability to lightning damage when used with an aqueous solvent.Healing.Healing. Recovers hit points when used with a medicinal solvent.Radiant.Radiant. Inflicts radiant damage when used with a toxic solvent or gives vulnerability to radiant damage when used with an aqueous solvent.BlueBlueBlue material effects are listed below.Cold.Cold. Inflicts cold damage when used with a toxic solvent or gives vulnerability to cold damage when used with an aqueous solvent.Acid.Acid. Inflicts acid damage when used with a toxic solvent or gives vulnerability to acid damage when used with an aqueous solvent.Poison.Poison. Inflicts poison damage when used with a toxic solvent or gives vulnerability to poison damage when used with an aqueous solvent.Psychic.Psychic. Inflicts psychic damage when used with a toxic solvent or gives vulnerability to psychic damage when used with an aqueous solvent.YellowYellowYellow material effects are listed below.Force.Force. Inflicts Force damage when used with a toxic solvent or gives vulnerability to Force damage when used with an aqueous solvent.Thunder. Thunder. Inflicts Thunder damage when used with a toxic solvent or gives vulnerability to Thunder damage when used with an aqueous solvent.Necrotic.Necrotic. Inflicts necrotic damage when used with a toxic solvent or gives vulnerability to necrotic damage when used with an aqueous solvent.Ethereal.Ethereal. Inflicts force damage to ethereal creatures when used with a toxic solvent.

ColorColor EffectEffect

Red Fire Lightning Healing RadiantBlue Cold Acid Poison PsychicYellow Force Thunder Necrotic Ethereal

Tier I EffectsTier I Effects

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Tier II: Secondary EffectsTier II: Secondary EffectsTier II effects require a solvent and a tier I activator of a suitable color in order to manifest in an alchemical creation. Tier II substances gain the color of their effect when created and can be used as an activator to create higher tier substances.VioletVioletViolet material effects are listed below. Each effect requires a blue activator to manifest. All effects require an aqueous solvent unless otherwise noted.Chameleon.Chameleon. When consumed, the product gives an advantage to all Dexterity (Stealth) checks.Swiftness.Swiftness. Upon consumption, it doubles the creature’s movement speed. Anesthesia.Anesthesia. Upon consumption, the product gives temporary hit points to a creature for 10 minutes. If the temporary hit points exceed half of the creature’s total hit points, the creature has disadvantage on all ability checks. If the temporary hit points exceed the creature’s total hit points, the creature becomes Unconscious for the duration. With multiple applications temporary hit points stack, but do not increase the duration of the effect. Requires a medicinal solvent in order to manifest.Stun.Stun. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become stunned.Intoxication.Intoxication. When a creature makes contact with the substance it must succeed on a Constitution saving throw or gain a level of intoxication. Calming.Calming. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become calmed for the effect duration. A calmed creature will not consider anyone hostile and will not take any violent action unless it’s life is threatened. GreenGreenGreen material effects are listed below. Each effect requires a yellow activator to manifest. All effects require an aqueous solvent unless otherwise noted.Immobilization.Immobilization. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become restrained for the effect duration. Toxic.Toxic. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become poisoned for the effect duration. Water Breathing.Water Breathing. When consumed a creature can breathe underwater for the effect duration. Illumination. Illumination. Substance emits a powerful glow when shaken, alternatively substance causes a creature to glow when consumed or applied to its skin for the effect duration.Dark-vision.Dark-vision. Creature gains dark-vision of 60 feet for the effect duration. If the creature already has dark-vision its range increases by 30 feet instead.

Charming.Charming. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become charmed by its creator for the effect duration. OrangeOrangeOrange material effects are listed below. Each effect requires a red activator to manifest. All effects require an aqueous solvent unless otherwise noted.Addiction.Addiction. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become addicted to the substance. Addicted creature has a disadvantage on all ability checks unless it consumes a dose of the substance every day and must try to find more of the substance unless it succeeds in another Wisdom saving throw. Addiction effect is removed if the creature does not consume the substance for seven consecutive days. Boldness.Boldness. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become emboldened for the effect duration. Bold creatures are immune to fear but they also become reckless and lose all sense of self preservation. Amnesia.Amnesia. When a creature makes contact with the substance it must succeed on an Intelligence saving throw or become amnesiac for the effect duration. Amnesiac creatures lose all of their short-term memory and will become confused and aimless. Deafening.Deafening. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become deafened for the effect duration. Frightening.Frightening. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become frightened of the creator for the effect duration. Keen Sense.Keen Sense. When consumed grants a creature advantage on Wisdom (Perception checks for the effect duration. Tier III: Tertiary EffectsTier III: Tertiary EffectsTier III effects require a solvent and a tier II activator of a suitable color in order to manifest in an alchemical creation. Tier III substances gain the color of their effect when created.MagentaMagentaMagenta material effects are listed below. Each effect requires a violet activator to manifest. All effects require an aqueous solvent unless otherwise noted.Invisibility.Invisibility. When applied on an object or a creature, the combination with aqueous solvent and a red activator turns the object or a creature invisible on contact for the effect duration. Ferocity.Ferocity. The affected creature gains an extra attack for the effect duration.Regeneration.Regeneration. When consumed, a creature gains regeneration for the effect duration. Affected creature regenerates 10 hit points every round. Tremor-sense.Tremor-sense. When consumed, a creature gains tremor-

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sense for the effect duration. Affected creature has tremor-sense with a range of 30ft.Enhance.Enhance. Upon consumption, the creature gains advantage on a selected ability for the effect duration.Diminution.Diminution. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become disadvantaged on a selected ability for the effect duration. TealTealTeal material effects are listed below. Each effect requires a green activator to manifest. All effects require an aqueous solvent unless otherwise noted.Petrification.Petrification. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become petrified. Creature can try another saving throw at the end of the next round and will remain petrified until it succeeds.Paralysis.Paralysis. When a creature makes contact with the substance it must succeed on an Intelligence saving throw or become paralyzed for the duration.Unconsciousness.Unconsciousness. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become unconscious for the duration. Restoration.Restoration. When consumed, removes permanent negative effects or slowly restores lost body parts for the effect duration. Restoration process will continue where it stopped when another dose is consumed. Immediately after consumption of the potion will remove one disease or one condition affecting the creature. Every minute of effect after that will remove another effect such as charm, petrification or any condition that reduces the creature’s ability scores or hit points. Growing back lost body parts takes 1 minute for fingers, 10 minutes for hands or feet, 30 minutes for arms and 1 hour for a lost leg or vital organ. Inhibition.Inhibition. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become inhibited, losing the ability to cast spells or perform actions that require concentration for the effect duration. Arcane Taint.Arcane Taint. When a creature makes contact with the substance it must succeed on an Intelligence saving throw or become vulnerable against all spells for the effect duration. AmberAmberAmber material effects are listed below. Each effect requires an orange activator to manifest. All effects require an aqueous solvent unless otherwise noted.Incapacitation. Incapacitation. When a creature makes contact with the substance it must succeed on a Dexterity saving throw or become incapacitated for the duration. Blinded. Blinded. When a creature makes contact with the substance it must succeed on a Constitution saving throw or become blinded for the duration.

Wrath.Wrath. When a creature makes contact with the substance it must succeed on a Wisdom saving throw or become frenzied for the duration. A frenzied creature fills with an irrational hatred and attacks anything and everything around it, preferring living targets closest to them for the effect duration. Exhaustion. Exhaustion. When a creature makes contact with the substance it must succeed on a Constitution saving throw or take a level of exhaustion. Fortification.Fortification. When consumed, the creature gains +1 to its Armor Class for the effect duration. This effect does not stack with other alchemical bonuses to Armor Class. Insanity. Insanity. When a creature makes contact with the substance it must succeed on an Charisma saving throw or gain a long-term madness effect.Epic Alchemy: Tier IV EffectsEpic Alchemy: Tier IV EffectsAlchemy can be further studied and practiced beyond regular limits. Just like Epic Magic, there exists an epic alchemy. It’s speculated that through alchemy one can achieve creation of life or immortality, but these usually lie beyond mortal capabilities. Game masters are encouraged to work with their players to come up with their own unique recipes and legendary creations. Such effects may include, but not limited to: extending life, entrapping souls from living creatures, resurrection, or shrinking effects that feature in Scholar’s Footprints. Some additional effects may mimic higher tier spells, such as true sight or mind blank, but as alchemy is mundane they are not affected by effects such as dispel magic or an anti-magic field.

Since such creation may cause imbalances in games, these should be strictly worked together with the game master, and each recipe must be discovered with a grand quest or an adventure, and should require exotic materials that limit the player’s ability to create such alchemical products.

If you decide to use Tier IV alchemical effects in your games, we suggest a product tier DC of 30.

Creativity and AlchemyCreativity and AlchemyThis chapter is meant to be open to interpretation by both the game master and players. Descriptions of alchemical methods and alchemical effects are a starting point for your gaming table. The final effects can be adjusted to suit your gaming style. Game masters should work with their players in order to truly experience the wonders of alchemy that they create for themselves. In accordance, players should work with their game masters and make sure they are on the same page on alchemical products that could have significant impact on the game balance.

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Alchemical MishapsAlchemical MishapsMeddling with alchemy bears many rewards, but sometimes things do not go as planned. When there is a problem in an alchemical process, things tend to go “boom”. After you fail an alchemical creation check you must immediately roll a d10 and refer to the Alchemical Mishaps table.Mishap EffectsMishap EffectsEach effect found in the alchemical mishaps table is described below. Some effects have various severity levels.Contamination Contamination Product boils over, suddenly splashing and contaminating laboratory equipment. Contaminated equipment must be thoroughly cleaned before it can be used again by spending at least 2 hours.DestructionDestructionLevel of destruction determines how much laboratory equipment is lost due to alchemical mishaps.Destruction 1. Destruction 1. All glassware containers are destroyed.Destruction 2.Destruction 2. Apparatus used during the creation process is destroyed.Destruction 3.Destruction 3. All apparatus in the laboratory are destroyed.ExplosionExplosionProduct suddenly explodes in a sphere with the indicated radius, each character in the area must make a Dexterity saving throw equal to your alchemical creation saving throw DC, taking indicated amount of fire damage on a failed saving throw, or half as much on a successful one.Ingredient LossIngredient LossMaterial loss level determines how much of the ingredients that were used in the creation can be salvaged for further use.Loss 0.Loss 0. All of the used ingredients can be salvagedLoss 1.Loss 1. Prime material used is lost, all other ingredients can be salvagedLoss 2.Loss 2. Activator used can be salvagedLoss 3.Loss 3. No ingredient can be salvagedToxic Cloud Toxic Cloud Product slowly releases an odorless gas that covers a sphere with a 30 ft radius, each character in the area must make a Constitution saving throw equal to your alchemical creation saving throw DC. Each creature in the area takes the indicated amount of damage and becomes Poisoned for 1 day on a failed saving throw, or half as much damage on a successful one.

Alchemical Product ApplicationAlchemical Product ApplicationWhen creating an alchemical product, an adept must determine how it would be applied. Alchemical products are created in liquid form as a result of a default process. Depending on the effect this liquid must be either consumed or come in contact with the target to manifest its effect. Through use of Alchemical agents, products’ state and delivery method can be changed. For example by using a coagulation agent you can create a gel that can be applied to your weapon to manifest its effect on dealing damage to a target. Furthermore, the destabilization method can be used to create products that explode on impact, splashing their content allowing you to make custom grenades with various effects.

d10d10 Volatile/FlammableVolatile/Flammable Harmful/ToxicHarmful/Toxic Beneficial/NeutralBeneficial/Neutral1 Ingredient loss 1 Ingredient loss 0 Ingredient loss 0

2 Ingredient loss 2 Ingredient loss 1 Ingredient loss 0

3 Ingredient loss 3 Ingredient loss 2 Ingredient loss 1

4 Ingredient loss 3, Contamination

Ingredient loss 3 Ingredient loss 2

5 Ingredient loss 3, Contamination, Explosion (1d6)

Ingredient loss 3, Contamination

Ingredient loss 3

6 Ingredient loss 3, Contamination, Explosion (2d6)

Ingredient loss 3, Contamination,

Toxic Cloud (1d6)

Ingredient loss 3, Contamination

7 Ingredient loss 3, Contamination, Explosion (4d6),

Destruction 1

Ingredient loss 3, Contamination,

Toxic Cloud (2d6)

Ingredient loss 3, Contamination

8 Ingredient loss 3, Contamination, Explosion (6d6),

Destruction 2

Ingredient loss 3, Contamination,

Toxic Cloud (3d6), Destruction 1

Ingredient loss 3, Contamination,

Toxic Cloud (1d6)

9 Ingredient loss 3,Contamination, Explosion (8d6),

Destruction 2

Ingredient loss 3,Contamination,

Toxic Cloud (4d6), Destruction 2

Ingredient loss 3,Contamination, Toxic Cloud (2d6)

10 Ingredient loss 3,Contamination, Explosion (10d6),

Destruction 3

Ingredient loss 3,Contamination,

Toxic Cloud (5d6), Destruction 2

Product appears as properly crafted but when used will have the reverse intended

effects

Alchemical MishapsAlchemical Mishaps

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Alchemical Side EffectsAlchemical Side EffectsNo matter how precise the tools used or how skilled an alchemist is there is always impurities left in the final product. Unless these impurities are cleaned away through the application of distillation method, they cause side effects in the final product. Side Effects are rolled during the Combination Phase.

Side effects are not necessarily detrimental, most of the time they are harmless or if fortunate enough they are beneficial.

Ingredients with innate effects such as asmendyll will carry over their effects to the final product as a unique side effect unless they are distilled away. These side effects are determined randomly, as shown in the Alchemical Side Effects table.Finding and Identifying Ingredients Finding and Identifying Ingredients Alchemical ingredients of exceptional quality and powerful effects are difficult to find. They are highly sought after by scholars and arcanists, as such they possess a great deal of monetary value. Their price combined with their perishable nature keep them out of the hands of common folk. But an adventuring alchemist has a unique advantage, dwelling in damp dark caverns or exploring ancient dungeons provide them with the opportunity to find and harvest ingredients a common adventurer would not recognize. Harvesting strange fungi and plants that grow in forgotten places or butchering the monsters that guard them can provide an alchemist with all the material they need for their experiments. Game masters should encourage their players to seize such opportunities when it is appropriate within their sessions. Game masters can even invent new ingredients very easily by using the alchemy effects table and assigning any three tiers of effects they see fit and determining the quality depending on how it is to reach for their players. Monsters with unique traits can be harvested in order to gain ingredients that can be used to create potions that duplicate those traits or even provide the players with a defence against such traits.

Identifying the effects of an unknown ingredient is achieved through experimentation with an alchemist’s supplies. In order to determine tier I effect of an ingredient an alchemist must succeed on a DC 10 Alchemist’s Supply. Tier II and III effects are discovered with a DC 15 and DC 20 Alchemist’s Supply respectively. If an identity check fails it wastes one dose of the ingredient and can be tried again with another dose.

1d101d10 EffectEffect

1 Product has the opposite of the intended effect unbeknownst to the alchemist.

2 Product has its potency halved.3 Product has a random effect of base potency in

the same color category.4 Product has a noticeably bitter taste that cannot

be masked.5 Product is immiscible in water.

6 Product has a bright color, it will stain anything that comes into contact with a pigment that

will not wash away.7 Product is extremely volatile and must be

contained in a well-sealed container, otherwise it will disappear within 60 seconds.

8 Product has an unmistakable stench that cannot be masked.

9 Product is unusually potent and has all its effects doubled.

10 Product is unusually efficient and the created doses are doubled.

Alchemical Side EffectsAlchemical Side Effects

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Creation Process ExampleCreation Process ExampleThis section is intended to show the step by step creation of a potion in order to show optional alchemy rules in action and make it easier to understand how to implement them in your gaming sessions.An apprentice alchemist Cassandra wishes to create a Paralysis Immunity Potion in order to help her study the highly venomous blackadders in their natural environment.

During the Selection Phase she needs to select a primary material with the effect she needs, a suitable solvent and an activator.

She has 4 vials of aqueous solvent with different qualities ranging from common to very rare in her laboratory.

Paralysis is categorized as a tier III tealc effect, luckily she already possess several vials of blackadder venom in her laboratory with following effects:

Cassandra can use blackadder venom as her prime material and since she has enough for several doses. She can also create a green activator agent and use that as an activator agent for her Paralysis Immunity Potion.

She prepares a blue activator using a single dose of the venom, and a vial of common aqueous solvent by rolling a DC 10 Alchemist’s Supply which she succeeds. Afterwards, she combines her blue activator with another vial of common aqueous solvent and succeeds in a DC 15 Alchemist’s Supplies check.

This process takes two days, which could have been skipped with an activator.

With her selected prime material, very rare aqueous solvent and green activator she moves on to the next step.

During the Formulation Phase, Cassandra decides on the alchemical methods she will apply to her creation and select whether she will add any alchemical agents to her product other than her green activator.

She decides to use the following methods:Immunization method, which will make her final

product give immunity against its effect but increase creation difficulty by 15,

Purification method, which will double the effect duration but increase creation difficulty by 10,

Multiplication method, which will allow her to create an extra dose but increase creation difficulty by 5,

Distillation, which will remove all side effects and since she has an alembic only increases difficulty by 1.

In order to achieve the effect she wants she must use

the Immunization Method but the other methods are not necessary. Feeling a bit ambitious, Cassandra decides to use all four methods which will increase her creation DC by 31 in total. Additionally, after rummaging through her storage cabinet she manages to find a vial of Advanced Catalyst that will lower her creation DC by 10 and a bottle of rose infusion that will make her smell nice after drinking her potion. With her formula and alchemical agents ready, Cassandra now moves on to the last step.

During the Combination Phase, Cassandra must calculate her final creation difficulty but before that she must decide on using quick or downtime crafting. Since the potion she is trying to create is very challenging for an alchemist of her level she decided to play it safe and use downtime crafting and selects -10 difficulty modifier bonus. Cassandra calculates her creation DC as follows:

Tier III base difficulty = 20Difficulty Modifiers from Methods = 31Blackadder venom quality modifier = -2Advanced catalyst modifier = -10Downtime crafting bonus = -10Total crafting DC = 20 + 31 - 2 - 10 - 10 = 29

A DC of 29 is still pretty challenging for her but not impossible with everything prepared she makes her roll and... Fails. After 10 days of hard work and materials worth thousands of gold she must now roll on the alchemy mishaps table to find what kind of horrible fate awaits her laboratory. She rolls a d10 on the Neutral Column and... it’s a 1! Against all odds she manages to create her two doses of Paralysis Immunity Potion with following qualities:

Cassandra’s Paralysis Immunity PotionCassandra’s Paralysis Immunity PotionWhen consumed, the potion gives immunity against Paralysis and makes the creature smell like roses for 2 hours.

Blackadder VenomBlackadder VenomEffect TierEffect Tier Effect ColorEffect Color EffectEffect

Primary Blue PoisonSecondary Green ToxicTertiary Teal Paralyze

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Creatures of AlchemyCreatures of AlchemyFalse RebisFalse RebisFalse rebis is a creature created through flawed alchemy, a vessel that traps dozens of souls within. These wretched creatures are experimental casualties created in order to attempt the creation of the perfect creature, with the pure duality that alchemy seeks. The creation process of a single false rebis involves dozens of sacrifices. The souls of the sacrificed victims are used as fuel and entrapped within the false rebis. Creature of Agony.Creature of Agony. The false rebis is racked with the pain of having no identity and self-awareness. The presence of other creatures enrages the false rebis, and it is always hostile towards other creatures. A false rebis is a rare sight, as the alchemical expertise required to create such an abomination is possessed by only a few, and such methods are considered by even fewer. While the occurrence is a rare sight, it has become the last thing many adventurers saw.Legendary Actions Legendary Actions The false rebis can take 3 legendary actions, choosing from the options below. Only one legendary action

Saving Throws Saving Throws Dex +12, Con +10, Cha +12Skills Skills Insight +12, Perception +12Damage Resistances Damage Resistances cold, lightning, necroticDamage Immunities Damage Immunities poisonCondition Immunities Condition Immunities charmed, exhaustion, frightened, paralyzed, poisonedSensesSenses blindsight 60 ft., truesight 120ft., passive Perception 22LanguagesLanguages telepathy 120 ft.ChallengeChallenge 21 (33,000 XP)

Creature of Confusion.Creature of Confusion. The false rebis is a confused, imperfect creature created through flawed methods. The false rebis has a disadvantage on all Charisma saving throws.Legendary Resistance (1/Day).Legendary Resistance (1/Day). If the false rebis fails a saving throw, it can choose to succeed instead.

Swift Reaction.Swift Reaction. The false rebis has advantage on Dexterity checks to determine its place in initiative order. Turn Immunity. Turn Immunity. The false rebis is immune to effects that turn undead.Regeneration.Regeneration. The False Rebis regains 15 hit points at the start of its turn if it has at least 1 hit point.Voice of Many. Voice of Many. The false rebis has multiple souls within its vessel, creating a grand confusion and discord. The false rebis automatically succeeds on all Wisdom saving throws.ActionsActionsMultiattack.Multiattack. The false rebis can use its Scream of Agony or Scream of Horror. It then makes two slam attacks.Slam.Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d8 +5) bludgeoning damage plus 18 (4d8) psychic damage.Scream of Agony (Recharge 5-6). Scream of Agony (Recharge 5-6). The false rebis releases a thunderous scream. Each creature within a 30-foot radius of the false rebis must make a DC 22 Constitution saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one.Scream of Horror (Recharge 6).Scream of Horror (Recharge 6). The false rebis releases a high pitched scream. Each creature within a 120-foot radius of the false rebis must succeed on a DC 19 Wisdom saving throw or become frightened until the end of its turn. If a creature’s saving throw is successful, the creature is immune to the false rebis’ Scream of Horror for the next 24 hours.

STRSTR DEXDEX CONCON INTINT WISWIS CHACHA20(+5) 20(+5) 16 (+3) 20(+5) 20(+5) 20(+5)

False RebisFalse RebisMedium undead, chaotic evil

Armor Class Armor Class 18 (natural armor) Hit Points Hit Points 150 (20d8 + 60) Speed Speed 30 ft.

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option can be used at a time and only at the end of another creature’s turn. The false rebis regains spent legendary actions at the start of its turn.Attack.Attack. The false rebis makes one slam attack.Share Pain (Costs 2 Actions). Share Pain (Costs 2 Actions). The false rebis attempts to telepathically communicate with another creature. The creature must make a DC 21 Wisdom saving throw. On a failed save, it takes 36 (8d8) psychic damage and becomes stunned until the end of its next turn. On a successful save, the creature only takes half damage.Lullaby (Costs 3 Actions). Lullaby (Costs 3 Actions). When a creature drops to 0 hit points, the false rebis sings other creatures to sleep. Each creature within 30 feet of the false rebis must succeed on a DC 21 Wisdom saving throw or become unconscious for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. If all the other creatures are asleep, the false rebis startsconsuming the fallen creature, after killing it.

Damage Resistances Damage Resistances acid, bludgeoning, piercing, slashing from nonmagical weaponsDamage Immunities Damage Immunities poisonCondition Immunities Condition Immunities blinded, frightened, paralyzed, poisonedSensesSenses blindsight 60ft., passive Perception 11LanguagesLanguages understands the languages of its creator but cannot speakChallengeChallenge 15 (13,000XP)

Magic Resistance.Magic Resistance. The homunculus has advantage on saving throws against spells and other magical effects.Magic Weapons.Magic Weapons. The homunculus’ weapon attacks are magical.Pack Tactics.Pack Tactics. The homunculus has advantage on attack rolls against a creature if at least on of the homunculus’ allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce.Pounce. If the homunculus moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the homunculus can use Chomp against it as a bonus action.Grappler.Grappler. The homunculus has advantage on attack rolls against any creature grappled by it.Immutable Form.Immutable Form. The homunculus is immune to any spell or effect that would alter its form.ActionsActions

Multiattack.Multiattack. The homunculus makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 17), and the chomper uses Chomp on it.Slam.Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 +4) bludgeoning damage.Chomp.Chomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 +4) piercing damage. The target must make a DC 18 Constitution saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the chomper spends its next turn devouring the target’s corpse. A devoured creature’s items and equipment remain, but it is completely devoured in the next turn. A devoured creature can be restored to life only by means of a true resurrection or a wish spell.

STRSTR DEXDEX CONCON INTINT WISWIS CHACHA18(+4) 16(+3) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

ChomperChomperMedium construct, neutral

Armor Class Armor Class 18 (natural armor) Hit Points Hit Points 127 (15d8 + 60) Speed Speed 40 ft.

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LupanguiLupanguiLupangui is an alchemical chimera, created through the combination of a wolf, snake and a chameleon. These creatures are excellent predators, with a combination of innate abilities that allow them to survive even against seasoned adventurers.Chimeric Companions.Chimeric Companions. Lupanguis commonly serve alchemists as loyal companions and vigilant guards. Their offensive capabilities allow them to protect their masters, whereas their resistances allow them to guard alchemical workshops without any disadvantages. Commonly, a group of these creatures form a bond with their creators, considering them a part of their pack.Vicious Pack. Vicious Pack. As these creatures are transformed from a complete pack of wolves, these creatures retain their sense group, and become a greater threat with increasing numbers. While a single lupangui can be slain with ease, a group becomes a vicious opponent, rending their prey piece by piece. When attacking a group, lupangui innately choose the optimal position for attacking their target, encircling the prey to utilize their abilities.

Skills Skills Perception +6, Stealth +9Damage Resistances Damage Resistances acidDamage Immunities Damage Immunities poisonCondition Immunities Condition Immunities poisonedSensesSenses darkvision 60 ft., passive Perception 16LanguagesLanguages – –ChallengeChallenge 7 (2,900 XP)

Ambushing Maneuver.Ambushing Maneuver. Lupangui can cast misty steps three times per day, without needing the verbal component.Chimeric Movement.Chimeric Movement. The lupangui ignores difficult terrain. It can spend 5 feet of movement to escape from restraints or being grappled.Keen Hearing and Smell.Keen Hearing and Smell. The lupangui has advantage on Wisdom(Perception) checks that rely on hearing or smell.Pack Tactics.Pack Tactics. The lupangui has advantage on an attack roll against a creature if at least on of the lupangui’s allies is within 5 feet of the creature and the ally isn’t incapacitated.Stalker. Stalker. The lupangui has an advantage on Dexterity(Stealth) checks that rely on moving silently and hiding.Magic Resistance.Magic Resistance. The lupangui has advantage on saving throws against spells and other magical effects.ActionsActions

Bite.Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 +5) piercing damage plus 10 (3d6) necrotic damage.

Rotting Breath (Recharge 6).Rotting Breath (Recharge 6). The lupangui exhales necrotic gas in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

STRSTR DEXDEX CONCON INTINT WISWIS CHACHA16(+3) 20(+5) 18 (+4) 6(-2) 14(+2) 6(-2)

LupanguiLupanguiMedium monstrosity, unaligned

Armor Class Armor Class 16 (natural armor) Hit Points Hit Points 85 (10d8 + 40) Speed Speed 50 ft.

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OsmilesOsmilesThis medium humanoid creature has one hand shaped in a bony weapon. Osmiles is a fearsome combatant, regenerates its wounds quickly and has an armor of bone around it and black fur between armor plates.Assassins for Their Masters.Assassins for Their Masters. Osmiles is a creature of murder and secrecy. Their broken identities and unholy existence is kept together only by their unwavering loyalty. The form of the osmiles is created solely for combat, reaping life out of its targets for its master.Fractured Past.Fractured Past. Osmiles are created from intelligent creatures. Their creation process rips away their memory but the fractures remain. These remains are not memories, but an emotion that they feel that they must remember something, but they desperately can’t. These creatures are filled with hatred and frustrations, even if they are loyal.

Saving Throws Saving Throws Dex +9, Con +8Skills Skills Deception +9, Perception +6 Stealth +9Damage Immunities Damage Immunities acid, poison; bludgeoning, piercing and slashing from nonmagical weaponsCondition Immunities Condition Immunities poisonedSensesSenses darkvision 60ft., passive Perception 16LanguagesLanguages Common plus up to two other languagesChallengeChallenge 16 (15,000 XP)

Limited Magic Immunity.Limited Magic Immunity. The osmiles can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against spells and other magical effects.Ambusher. Ambusher. The osmiles have advantage on attack rolls against any creature it has surprised.Surprise Attack.Surprise Attack. If the osmiles surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 28 (8d6) damage from the attack.Magic Weapons.Magic Weapons. The osmiles’ weapon attacks are magical.Innate Spellcasting.Innate Spellcasting. The osmiles’ innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The osmiles can innately cast the following spells, requiring no material components:

• At will: conjure poison, disguise self, minor illusion

• 3/day each: detect magic, invisibility, strengthen poison

• 1/day each: assassin’s target, fly, plane shift, true seeing

ActionsActions

Multiattack.Multiattack. The homunculus makes three melee attacks.Bone sword.Bone sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 +5) slashing damage plus 18 (4d8) force damage.ReactionsReactions

Parry.Parry. The osmiles adds 5 to its AC against one melee attack that would hit it. To do so, the osmiles must see the attacker wielding a melee weapon.

STRSTR DEXDEX CONCON INTINT WISWIS CHACHA18(+4) 18(+4) 16 (+3) 15(+3) 12(+1) 19(+4)

OsmilesOsmilesMedium aberration(alchemical), neutral evil

Armor Class Armor Class 19 (natural armor) Hit Points Hit Points 135 (18d8 + 54) Speed Speed 40 ft.

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Ziggurat GroundsZiggurat GroundsRefer to map 2 for areas B1 through B8a.B1.B1. Corroded CorridorCorroded Corridor

The stairs ascend towards the ziggurat, filled with an acidic stench similar to a rotten lemon. At the top of the stairs, a dim patch of light can be seen through what appears to be cracks of gate on the right side.Lure Trap.Lure Trap. There are five traps 10 feet from each other embedded to the steps of the stairs in this passage. It requires a successful DC 22 Wisdom (Perception) check to detect these traps, and a successful DC 21 Dexterity check using thieves’ tools disables each trap. If any of the traps are activated, a philosopher’s prison is released from the north side of the passage, moving toward the characters to engulf and eliminate them.

If the characters leave the hallway, the philosopher’s prison escapes through the cracks in the ceiling, and it will wait for the correct moment to strike, such as when creatures are in the middle of the stairs.B1a. Corridor GateB1a. Corridor GateA stone gate similar to the previous one, with damaged murals. The writing on the murals are unintelligible. There is a small lock mechanism in the middle of the gate.

The lock on the gate can be picked with a successful DC 24 Thieves Tools. The gate has 255 (10d20 +150) Hit Points, a damage threshold of 25, and has resistance against acid, cold, fire, lightning, piercing and slashing damage, and vulnerability to thunder damage.

Lair of The Mad Alchemist TeaserLair of The Mad Alchemist Teaser

B1B1

B1B1aa

B2B2

B2B2aa

B3B3

B3B3bb

B3B3aa

B4B4

B4B4aa

B8B8

B8B8aa

B7B7

B5B5

B5B5aa

B6B6

B6B6aaB6B6bb

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B2. First ChamberB2. First ChamberThe chamber is well-lit with torches and a large ceiling held by stone walls. The moss and cracks on the wall show that the walls haven’t been taken care of for a long time, yet they appear to be standing strong.

In each wall of the chamber, there are two torches in sconces, 10 feet apart from each other. Upon entering through the B1, characters can make a successful DC 14 Wisdom (Perception) check to hear unintelligible mumbling and a chewing noise coming from the chomper at the other side of the room. The creature is distracted as it consumes flesh of a carcass and it attacks intruders on sight.B2a. Narrow PassageB2a. Narrow PassageDart Trap.Dart Trap. There is a single tripwire on the floor of the passage. It requires a successful DC 16 Wisdom (Perception) check to detect this trap. A successful DC 15 Dexterity check using thieves’ tools disables the trap, and on a failed check, the trap triggers.

Upon activation, 10 poison darts are launched (5 from each side) from the sides of the passage. Each dart makes a ranged attack with a +15 bonus against a random target within the passage. A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 21 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much on a successful one.B3. Second ChamberB3. Second ChamberThe narrow passage leads to a larger room, with two gates on each side of the room. There are rotting carcasses in the middle, and two creatures similar to the one in the previous room feed on the flesh of the carcasses.

Two chompers guard this area, attacking any intruders on sight.B3a. North GateB3a. North GateThe stone gate on the northern side of the room is decorated with a mural of a fearsome maw, as if the door attempts to devour the viewers.B3b. South GateB3b. South GateThe stone gate on the southern side of the room is decorated with murals of saddening figures forming a circle around a triangle, as if the crowd is mourning for someone.B4. Northern ChamberB4. Northern ChamberThe small chamber has a passage to the west, and a single table on the northern side.

One osmiles and one lupangui guard this room, attacking any intruders on sight. If the previous room is not cleared stealthily, the osmiles will attempt to hide in the corners of the rooms, ambushing the party with a surprise attack.B4a. Narrow Passage IIB4a. Narrow Passage IICollapsing Trap.Collapsing Trap. There is a single tripwire on the floor

of the passage. It requires a successful DC 16 Wisdom (Perception) check to detect this trap, and a successful DC 15 Dexterity check using thieves’ tools disables the trap. On a failed check, the trap triggers.

Upon activation, the ceiling collapses on the passage. Any creature within the passage must succeed on a DC 22 Dexterity saving throw, taking (18d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the passage is filled with rubble and becomes difficult terrain.B5. Chamber of SorrowB5. Chamber of SorrowThe chamber has a similar layout as the rest of the ziggurat, with two stools and a table on the corner, indicating that this room is or was occupied by intelligent creatures.

Two osmiles guard this room, attacking any intruders in sight. If the previous room is not cleared stealthily, the osmiles will attempt to hide in the corners of the rooms, ambushing the party with a surprise attack.

During the combat, if a character succeeds on a DC 19 Wisdom (Insight) check, they can realize that one of the creatures feels uneasy when it detects intruders, looking at a spot behind it. The spot is the location of the secret door, B5a.B5a. Secret DoorB5a. Secret DoorThe secret door can be spotted with a passive Wisdom (Perception) score of 19 or higher when a character is within 5 feet of it. Otherwise, the door can be found with an examination of the wall and a successful DC 19 Wisdom (Perception) check.B6. Altar’s ChamberB6. Altar’s ChamberThe room has a small foundation that holds a single golden key, with a heap of gold in the corner. There is a mural on the wall, with a scale having a sum of gold on one side, and a skull on the other, held by a figure. The part of the mural that contains the figure appears to be damaged.

There is a small altar in the center of the room, with a potion and a golden key on top of it. There is a heap of gold in the northwest corner of the room. Chamber’s Traps.Chamber’s Traps. The Altar does not have any traps, but in the surrounding area there are two traps, one in the ground and one within the heap of gold. There are two tripwires between the walls and the altar. It requires a successful DC 19 Wisdom (Perception) check to detect these traps, and a successful DC 17 Dexterity check using thieves’ tools disables each trap. On a failed check, the trap triggers.

Upon activation, The Altar’s chamber and Captive’s Chambers are filled with poisonous gas. Each creature in the area must make a successful DC 24 Constitution saving throw or they start suffocating. Creatures become poisoned for 10 minute and take 65 (10d12) poison

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damage on a failed save, or half as much damage on a successful one. Poisoned creatures take an additional 10 (3d6) poison damage at the start of their turns.

The poisonous air is cleared from the room after 2 minutes, enabling creatures to breathe freely.

There is a second trap in the heap of gold. It requires a successful DC 23 Wisdom (Perception) check to detect this trap, and a successful DC 22 Dexterity check using thieves’ tools disables the trap. On a failed check, the trap triggers.

Upon activation, the trap explodes under the heap of gold, using gold pieces to achieve shrapnel effect. Each creature within the room or near the entrance of the room must make a successful DC 25 Dexterity saving throw, taking 54 (12d8) fire damage, 27 (6d8) piercing damage, and 27 (6d8) bludgeoning damage on a failed save, or half as much damage on a successful one.B6a. Prison DoorB6a. Prison DoorThe titanian steel gate can be picklocked with a successful DC 24 Thieves Tools check. Alternatively, the key to the room can be found in the chest in B8.B6b. Captive’s ChambersB6b. Captive’s ChambersThe chamber appears to be designed as a prison cell, reinforced with blackened metal bars. In the middle of the chamber, there is a crude stool that appears to be made of wood and a single bucket in the corner.

There is a hermaphrodite creature entrapped in the chamber, bound and unable to speak. It looks as if it was sewn together, and it appears to be in pain. Eliza is imprisoned in B6b, behind the prison door at B6a. Eliza does not trust anyone but will offer to aid the characters if they mention they are here to kill Zryas. If the characters don’t know that Zryas is alive, Eliza will let the characters know and will ask them to slay him for them, in retribution for all the pain he caused.B7. Chamber of SilenceB7. Chamber of SilenceThe circular chamber appears different and darker than the other rooms, without any torches on the walls. The surfaces appear to be darkened, and the room appears to have been empty for a long while.

The floor of this room is made from a black stone, different from the other rooms. A successful DC 12 Intelligence (Investigation) reveals that the stones are corroded this way for a while.

Additionally, on the southern side of the rooms, there are two silent worms that crawl on the ceiling, ready to drop down on any character that moves beneath them to make a surprise attack.Suffocating Trap. Suffocating Trap. The room has many floor panels that are tied to a mechanical trap. It requires a successful DC 22 Wisdom (Perception) check to detect these traps, and a successful DC 23 Dexterity check using thieves’ tools disables the trap. Upon activation, two large boulders

drop on each entrance, and a gas starts to fill in the room. One round after the trap activates, the characters start suffocating.

The boulders cannot be moved and must be broken down. Each boulder has 255 (10d20 +150) Hit Points, a damage threshold of 25, and has resistance against acid, cold, fire, lightning, piercing and slashing damage, and vulnerability to thunder damage.B8. Chamber of AgonyB8. Chamber of AgonyThe large chamber is lit with torches and has various dismembered body parts on the floor. A slight weeping sound can be heard while entering the room. On the far side of the room stands a single chest, covered by a dismembered arm and unrecognizable patches of flesh.

The chamber is guarded by a false rebis. It screams when it sees any other creatures and immediately attacks them. The chamber is filled with failed experiments and body parts. The floor of the chamber is difficult terrain due to the corpses and blood on the floor. Each creature within the room must make a successful DC 18 Constitution saving throw at the start of their turn, and on a failed saving throw, they become nauseated until the start of their next turn. Nauseated creatures have disadvantage on attack rolls and ability checks. If a creature succeeds on three consecutive saves, it becomes immune to the nauseating effects of the room. This nauseating effect is an inhaled environmental effect.Treasure.Treasure. At the end of the chamber, there is a chest behind the creatures. The chest can be unlocked with a successful DC 18 Dexterity check using Thieves’ Tools , a successful DC 28 Strength check will pry the chest open, or it can be opened with the key obtained from the altar in B8. The chest is rigged to explode. Unless it is disarmed with a DC 22 Dexterity check using Thieves Tools, it explodes. Each creature within a 30-foot radius of the chest must make a successful DC 22 Dexterity saving throw, taking 49 (14d6) acid damage on a failed save, or half as much damage on a successful one.B8a. The Levitating FloorB8a. The Levitating FloorThe strange contraption stands out from the rest of the room with wooden beams that frame the stone slab.

The levitating floor elevates once the stone in the middle is pressed. The contraption pushes the floor from the ground to the higher floors. The ceiling opens as the floor ascends. The floor can carry up to 4 medium creatures. The ceiling opens as the floor ascends.

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Page 21: Alchemy PoisoncrAft second Booklet

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