Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Mrjunkie on January 30, 2010, 05:27:49 AM

Title: Alchemy.
Post by: Mrjunkie on January 30, 2010, 05:27:49 AM
I was recently discussing the Craft with a few people, and have have cme to the conclusion that it is mainly forgotten now.

The ingridients require are completely dependant on spawns, the basic ingridients required for someone to start out are in no abundance so with any luck they may master it in 2-3 (level 15 in the craft) if they spent all their times checking for ingridients and had a lot of luck.

Now that Herbalism has been kind of free'd up thanks to the re-add of potions, may it be an idea to perhaps tone down some of the more frequent dropping herbs and replace them with Alchemy ingridients.
They could then represent, poison ivy, thorn bushes and you can continue these kind of plants as far as your imagination/knoledge of the plant world stretches.

Perhaps adding drops to more creatures, shadowed creatures have always been a kandidate for bottled black, the three hags in the Village could be given hag (tears, heads, hearts) when all three are combined you get the purified Alchemy produce, for each less it weakens.

Broken ones could drop a certain fluid as they are biologiclly mutilated, alhoon ilichor could be used in Alchemy (although it does have plot value), spiders for poison, the options are endless...

It just seems to me that Alchemy was a brief spurt of fun when it was first introduced and now people only do it for ic reasons to master the craft or if they just so happen to come into the ingridients.

Title: Re: Alchemy.
Post by: Pepchko on January 30, 2010, 07:00:03 AM
i completely agree, so much that could be utilized. i managed to get the alchemy skill to 20 making strong varnishes. so much more imagination could go into it.
Title: Re: Alchemy.
Post by: Zarathustra217 on January 31, 2010, 10:06:01 AM
Actually, adding more alchemy ingredients is quite high on my current to do list... :)

Ideas for crafting ingredients are muchly welcomed though...
Title: Re: Alchemy.
Post by: LoLJohnFerro on January 31, 2010, 10:09:42 AM
Can we post the ideas here?
Title: Re: Alchemy.
Post by: Zarathustra217 on January 31, 2010, 02:40:47 PM
Can we post the ideas here?

Surely, go ahead... :)
Title: Re: Alchemy.
Post by: Mrjunkie on January 31, 2010, 04:59:04 PM
Poison ivy, Herb.: Lesser Poison.

Spiders poison, depending on CR of spider.: Lesser/concentrated poison.

Serpent venom, greater spider poison: concentrated/greater poison.

Shadow creatures, varying from CR as to how many you use to create: Darkness.

Thistles, Herb: Catadrops.

(nameless), herb: A fickle plant that spreads its seeds by means of the wind, its seeds of noctious nature to avoid seed eating predators. Use: Choking powder.

Vampire hearts: +2 Regeneration for a short period.

Negative energy creatures, depending on CR: 1d4, 1d8, 1d12 negative damage, usable on weapon/throw'able, red glow.

Ghouls/Ghast/Agarat Stomachs: Varying in Dc according to CR, disease on hit. Throw'able usable on weapon after dilution and purification.

Wight, Barrow Wight, Slaughter Wight (unsure on what organ they use to feed, but that): Depending on CR to the Dc, level drain on hit, touch attack/throw'able.

Apparation, Wraith, Spectre: Fear, DC depending on CR.

More to come when i have the time.
Title: Re: Alchemy.
Post by: Emomina on January 31, 2010, 05:21:59 PM
Spiders poison, depending on CR of spider.: Lesser/concentrated poison.
Gods, yes please.  :twisted: :spider:
Title: Re: Alchemy.
Post by: Budly on January 31, 2010, 07:35:45 PM
Alchemical ingredients heh? Goblyns tongue, Lysara witch nails...Elk's eye, snakes skin, Blood of vistani, ;)
Title: Re: Alchemy.
Post by: Zedrik on January 31, 2010, 08:33:30 PM
Eye of newt? Wing of bat? They're like... classics or something.  :lol:
Title: Re: Alchemy.
Post by: Kendric98 on January 31, 2010, 11:17:10 PM
Eye of newt? Wing of bat? They're like... classics or something.  :lol:
You think thats classic how about some fat from unbaptized children for flying potions, not only do you get to fly but you can get your very own DP to go with the drop.
Title: Re: Alchemy.
Post by: LoLJohnFerro on January 31, 2010, 11:34:50 PM
Acid Leech (throwable single target) = A large glob from a pudding a green slime and a grave ooze (3 of each), dc 12 to destroy a weapon, Reflex save

Sundering Fire (bomb) = Ashes from a major demon miner and lesser along with a demon heart, 3d10 fire bomb which lowers your str due to massive burns.
dc 14 for str drop, fortitude save

Sapping Electric (bomb) = Will o wisp, Will o deep dust (3 of each), 2d10 electric bomb which lowers intelligence and dex due to the exterme shock slowly your limbs and your mind in agnoising pain. dc 12 for dex and int drop, fortitude save

Crippling Sonics (bomb) = The voice box of a mobat,doombat,carrion bat along with the essance of slow shadows (2 of each), 1d10 sonic bomb which deafens and blinds until you rest dc 16 reflex save

Stone Net (Throwable) = Two gargoly hides, You are intengaled in a heavy substance created by a gargolys skin it binds and slows to the point at which you cannot move, Also it feel like getting hit with a rock wall throwing you off your feet. 50% chance of Slow,15% of knockdown , 10% chance of stun DC 20 for dicp to avoid the slow or knockdown. DC 16 Will save to avoid being stunned, It also should wiegh about 5 pounds due to it being a net practily.

Just a few ideas let me know whatcha think!
Title: Re: Alchemy.
Post by: herkles on February 03, 2010, 10:21:47 AM
Not strictly related to alchemy but something I thought of. What of being able to brew various drinks, ie wines, tsukia, and so forth to be able to sell or something of that nature.?
Title: Re: Alchemy.
Post by: LoLJohnFerro on February 03, 2010, 06:01:41 PM
would makeing wine really be worth the effort of a few coins?
Title: Re: Alchemy.
Post by: DM Nocturne on February 03, 2010, 06:04:16 PM
would makeing wine really be worth the effort of a few coins?

Roleplay potential.
Title: Re: Alchemy.
Post by: herkles on February 03, 2010, 06:06:15 PM
Yup that was the idea to add to rp, nothing major just a small way to add to rp. *nods*
Title: Re: Alchemy.
Post by: Little Lotte on February 03, 2010, 06:22:12 PM
would makeing wine really be worth the effort of a few coins?

Roleplay potential.

Quite the RP potential. And quite the money making potential if done right, there are other wine makers on the servers, albeit NPC's but they are still there.
Title: Re: Alchemy.
Post by: LadyDragn on February 03, 2010, 06:24:13 PM
Wouldn't wine making fall under herbalism though?

I mean, would someone really want to ingest resin or other alchemical componants that are used for alchemy? Just curious :)
Title: Re: Alchemy.
Post by: DM Tarokka on February 04, 2010, 01:43:49 AM
Actually I'd love the idea of making spirits...
Title: Re: Alchemy.
Post by: LoLJohnFerro on February 09, 2010, 08:36:41 AM
Acid Leech (throwable single target) = A large glob from a pudding a green slime and a grave ooze (3 of each), dc 12 to destroy a weapon, Reflex save

Sundering Fire (bomb) = Ashes from a major demon miner and lesser along with a demon heart, 3d10 fire bomb which lowers your str due to massive burns.
dc 14 for str drop, fortitude save

Sapping Electric (bomb) = Will o wisp, Will o deep dust (3 of each), 2d10 electric bomb which lowers intelligence and dex due to the exterme shock slowly your limbs and your mind in agnoising pain. dc 12 for dex and int drop, fortitude save

Crippling Sonics (bomb) = The voice box of a mobat,doombat,carrion bat along with the essance of slow shadows (2 of each), 1d10 sonic bomb which deafens and blinds until you rest dc 16 reflex save

Stone Net (Throwable) = Two gargoly hides, You are intengaled in a heavy substance created by a gargolys skin it binds and slows to the point at which you cannot move, Also it feel like getting hit with a rock wall throwing you off your feet. 50% chance of Slow,15% of knockdown , 10% chance of stun DC 20 for dicp to avoid the slow or knockdown. DC 16 Will save to avoid being stunned, It also should wiegh about 5 pounds due to it being a net practily.

Just a few ideas let me know whatcha think!
No one really sad anything lol, So everyone fine with these items have I made the dare I say it perfect item with no fault? or are you lot just lazy? lol
Title: Re: Alchemy.
Post by: Chrisman888 on February 09, 2010, 08:56:51 AM
Is it just me is or spawns for oozes only like two places?

I am finding it hard to collect enough ingredients to make 1 or 2 .


~ Chris
Title: Re: Alchemy.
Post by: LoLJohnFerro on February 09, 2010, 09:04:31 AM
Well thiers the cave, and um.. The cave? And the one cave.. Ya slimes are kinda limited to caves.. and maybe they sould throw a few more into certain areas in the sewers?
Title: Re: Alchemy.
Post by: HellsPanda on February 09, 2010, 09:51:26 AM
slimes are in various locations...

Dvergeheim caves, variable caves, the giant square in the sewers, a few other locations that are somewhat hidden... etc

also you can get fiery mandibles from the scarabs
Title: Re: Alchemy.
Post by: Chrisman888 on February 09, 2010, 10:16:43 AM
slimes are in various locations...

Dvergeheim caves, variable caves, the giant square in the sewers, a few other locations that are somewhat hidden... etc

also you can get fiery mandibles from the scarabs


Oh scarabs drop them. Never knew that.


~ Chris
Title: Re: Alchemy.
Post by: Mrjunkie on February 09, 2010, 10:33:22 AM
Graveoozes: Varying from size vs CR and useable Dc, Paralyse on hit. Useable as throw'able flask/used on weapon.

Essence of Rust: This corrosive residue of  metal can be manipulated and purified by those few that know how, depending on CR of the Rust Being, -X Amoun of Ac for temporary amount of time. When used, the bright orange fluid sets onto the opponents armour making it harder for them to move within the armour, more importantlyy, its more difficult for them to defend themselves.

Flash Powder, no idea for creatures to drop yet, awaiting inspiration, Dc according to CR, Temporary Blindness.

Sonic Blast, the ectoplasm of a shrieking banshee was first discoverd by a daring Alchemist tucked away in the Forgotten Realms, after manyer failed attempt, when he did finally succeed, his excitement got the better of him and he let slip his new creation.
As it plummeted to the ground and he began to utter the words ''Noo-'' that was the final time he ever heard his own voice, what he created was to powerfull. But the Recipe proved usefull and was passed down after their death grandfather finally passed away after years of gibbering. Now most Alchemists know to not make their produces to powerfull, as accidents..do happen.

//quoted, we need this! Alchemist's Mercy 1GP DC 10 Dragon Magazine 280 pg 51
A fine powder that, when mised with juice or water and consumed, eliminates the effects of a hangover.

More to come...hands are frozen atm..
Title: Re: Alchemy.
Post by: Budly on February 09, 2010, 02:12:44 PM
Hey, let people explore some too, its more fun? :D
Title: Re: Alchemy.
Post by: LoLJohnFerro on February 10, 2010, 09:14:26 AM
Budly if they wanted to explore they wouldn't ask.

Curropted Trent essence (Throwable) 2d4 negative damage, Entangles.

Just throwing that out there.
Title: Re: Alchemy.
Post by: Chrisman888 on February 10, 2010, 10:04:41 AM
Budly if they wanted to explore they wouldn't ask.

Spoiler: show
Curropted Trent essence (Throwable) 2d4 negative damage, Entangles.


Just throwing that out there.


I think what he means is it would be nice for some spoiler tags for the respect of others.

Is that a real essence  :shock:! Bad-ass!


~ Chris
Title: Re: Alchemy.
Post by: LoLJohnFerro on February 10, 2010, 10:13:51 AM
Ah no lol thats just an idea xD
Title: Re: Alchemy.
Post by: Chrisman888 on February 10, 2010, 11:50:55 AM
Ah no lol thats just an idea xD


You disappoint me, Mr. lolJohnFerro!


~ Chris
Title: Re: Alchemy.
Post by: LoLJohnFerro on February 10, 2010, 03:32:57 PM
Makeing people Sigh, laugh, and curse That is way of the loljohn ferro!
Also another idea!
Spider venom and an acid varnish combination (Throwable) Launches a acidic varnish which eats away at you skin and strength. 1d2 strength damage, 1d6 acid.
Title: Re: Alchemy.
Post by: Forral on February 11, 2010, 01:48:19 AM
I have a short list here where I drew up a few herbs with brief descriptions and areas of use. I never actually finished the list, and also never made use of it for anything because I dropped the project in which I had planned to make use of them. The intention back then was to use them in a low-magic setting, where herbalism and alchemcy would displace the more profound effects of actual spellcraft, and be much more accepted by the superstitious locals - similar to Ravenloft. Because of the locals' superstition I wanted to portray these herbs more along the lines of a fictional natural medicine, rather than something that would actually create magical effects through semi-supernatural means.

I figured I could post them here though and you could grab what you want - if anything.

Black moss
These dark, dry mosses grow almost exclusively on fallen trees, or around the trunk of dead and dying trees. It is not a moss per definition but rather a type of lichen that parasitically drains the tree of its vital nutrients and water. Black moss, ground into fine powder and moistened, makes a thick, starchy paste that when placed upon, for example a snake bite, can absorb the poison and prevent it from causing harm.

Blood Weed
Found around inland lakes and along brooks and creeks, these blood-red, razor-sharp growths can cause many unintended lacerations. The cuts caused by trampling into a patch of blood weed may only be shallow, but an anticoagulant within the plant, similar to that of mosquitoes and leeches, will also ensure that the bleeding will be profusive and enduring.

Blood weed is only rarely used for medical purposes, but it has seen much use by nefarious individuals. The poison can be applied directly to the blade of a weapon, simply by carefully stroking the Bloodweed against the edge and pressing out the poison unto it.

Red Root
While actually possessing a dull greyish colour, red root derives its name from the colour of the soil where it is usually found. Red root grows in soil rich with minerals such as copper and iron, causing the ground to be reddish in colour. It grows just below the plant litter where a keen eye can sometimes spot the root immediately after brushing leafs and twigs away.

If chewed, red root is a powerful hallucinogen and may cause nausea, disorientation and general confusion. However, when only a small amount of red root distillate is mixed with a fluid and ingested, this effect is much less pronounced, instead providing the consumer with a sense of well being and calm, relieving anxiety and sometimes even panic.

Widow’s Wort
Black like a widow’s dress, these herbs are fragile and need very specific environments in order to grow and thrive. They need almost perpetual shade to shield it from the burning rays of sunlight and they enjoy humid environments. Because of that it is rarely they are found in any areas but underground, in caverns, or under the thick canopy of elder forests.

After brewed in boiling water, Widow’s Wort makes a bitter, foul tasting tea that is known to quickly make consumer alert and wide awake as well as relieving him from muscle fatigue. Although similar to effects of a short nap, repeated consumption should not be considered an alternative for a good night’s sleep – as it may cause damage to internal organs.
Title: Re: Alchemy.
Post by: Zarathustra217 on February 16, 2010, 11:12:13 AM
Those are great Forral, will steal from them as much as I can ;)

A lot of other good suggestions too, thanks.
Title: Re: Alchemy.
Post by: Mcskinns on February 26, 2010, 09:11:56 PM
After reading some of the discussion on the melee vs caster thread, and the idea of charged items to help balance out the two... I kind of thought it might be nice if we had an alchemy recipe(very high end) that allowed for a sort of magic recharge device.  The materials could be very rare(or expensive if a special material had to be purchased to make it), and when the varnish created is applied to an item, it restores 1 charge to it.  These would be very valuable and highly sought after, so as long as the materials were very rare, they wouldn't be overly abused.
Title: Re: Alchemy.
Post by: Zarathustra217 on April 24, 2010, 03:48:51 AM
I still could use more suggestions for alchemy ingredients, but what I need is ideas to what creatures could drop what, and what essence it should yield - in ways that abides the current scheme - meaning fire, cold, acid, electricity or magical, either strong, medium or weak. It's also by far the best if the creatures you use are things that already spawn in the module. This assures a quick implementation.
Title: Re: Alchemy.
Post by: HellsPanda on April 24, 2010, 04:07:23 AM
so only the old availale varnishes from new types of creatures?

coldstones[already drop] give cold, either weak or strong
Snow Golem either Ice or Magical strong or greater

harigann[or whatever the minimal fire minions are] - weak fire

gray ooze - acid same line as puddings

rust monster - acid strong, possibly greater purely on its rareity

more things from the various demons, I need too consider this more
Title: Re: Alchemy.
Post by: HellsPanda on April 24, 2010, 04:40:48 AM
shadows - weak negative energy varnish, ectoplasm or something like that


could do strong with the Coal mines and Silver mines shadow creatures

and Greater from Zalaph's dragon blood


I know this isnt what you asked for now, just brainstorming with Jinx and Arden about things, and it came up
Title: Re: Alchemy.
Post by: HellsPanda on April 24, 2010, 04:56:00 AM
the oozes and leeches in Ivlis swamp - strong acid

mephits - their element, weak .... I only know of Ice Mephits for sure

imps - stinger - acid weak
Title: Re: Alchemy.
Post by: Vespertilio on April 24, 2010, 05:51:43 AM
Just an idea on something that alchemy might make other than just varnishes:

An elemental resist of temporary duration that was for one specific type of element only, based on the component.

An example for acids would be

Lesser: perhaps comparable to the energy resist spell but acid resist only

Medium: comparable to energy protection but again only for acid

Greater: comparable to Energy Buffer, acid only

An alternative might be

Lesser /5 acid resist of a determined duration

Medium /10 acid resist of a determined duration

Greater /20 acid resist of a determined duration

These could be made during the secondary phase of alchemy by mixing the distillation from the first phase with a source of grease such as lard or goose fat, which could be bought like resin is, (Vistani baby fat is probably right out due to the prohibitive cost in curses and dps) to yield a salve which could be applied to the skin.



Title: Re: Alchemy.
Post by: k_moustakas on April 24, 2010, 06:37:23 AM
woo... I like that! Stupid acid seath, here I come!
Title: Re: Alchemy.
Post by: Telkar on April 24, 2010, 07:18:55 AM
Just an idea on something that alchemy might make other than just varnishes:

An elemental resist of temporary duration that was for one specific type of element only, based on the component.

An example for acids would be

Lesser: perhaps comparable to the energy resist spell but acid resist only

Medium: comparable to energy protection but again only for acid

Greater: comparable to Energy Buffer, acid only

An alternative might be

Lesser /5 acid resist of a determined duration

Medium /10 acid resist of a determined duration

Greater /20 acid resist of a determined duration

These could be made during the secondary phase of alchemy by mixing the distillation from the first phase with a source of grease such as lard or goose fat, which could be bought like resin is, (Vistani baby fat is probably right out due to the prohibitive cost in curses and dps) to yield a salve which could be applied to the skin.

Nice idea!

I just remember one thing I've had on me for a long time...not able to do anything with it: "Alhoon ichor" ...I would imagine something from that yelding the strongest magical or negative energy varnish....I'd vote for magical due to the theme of the place it's found.
Title: Re: Alchemy.
Post by: Jotem on April 24, 2010, 07:20:02 AM
Shadows: I still favour the idea of darkness being created from them, but negative energy varnishes is also a great possibility.

The 'Purple' Dungeon:

Xeg-yen's: (negative energy orb) Lesser Negative Energy.
Soul Beckoner: Lesser Negative Energy.
Appereation: Lesser Negative Energy.
Drelb: Lesser Negative Energy.
Wight: Lesser Negative Energy.

Caller In Darkness: Strong Negative Enegy.
Trilloch: Strong Negative Energy.
Negative Energy Elemental: Strong Negative Enegy.
Bodak: Strong Negative Enegy.

Swordwraith: Greater Negative Energy.
Slaughter Wight: Greater Negative Energy.

Fire Varnishes: Hell Hounds/Cats: Strong Fire. Fire Imps: Lesser Fire.
Cold Varnishes: Ice Mummy's/Bleakborns. Strong Cold. Ice Imps: Lesser Cold.
Acid Varnishes: Rust Monster: Strong Acid. Grey Ooze: Lesser Acid.
Electric Varnish: Hypnos Magnus: Strong Electric. Demos Magnus: Lesser Electric.

Poisons:

Spiders:
(not applicable to spiderlings)
Giant Spider: Dc 14
Sword Spider: Dc 16
Phase/Whisper spider: Dc 18
Dire Spider: Dc 20
Spider Queen/Lesser Shadow Spider : Dc 22
Greater Dire Spider/Shadow Spider: Dc 24

Applicable - Str to Spider Venom.

Snakes:

Young Vipers/Adders: Dc 14
Adult Vipers/Adders: Dc 16
Shadow Asp: Dc 18
Hypno Snakes: Dc 20
Cobra's (other domain): Dc 22
Large Shadow Asp: Dc 24

Applicable - Con to Snake Venom.

Title: Re: Alchemy.
Post by: DM Tarokka on April 24, 2010, 12:08:20 PM
I second all the ideas provided.
Title: Re: Alchemy.
Post by: DM Tarokka on April 27, 2010, 03:18:31 AM
I have a silly idea. Some time ago for some mistake apparently thugs in Dementlieu occasionally dropped crimson lichens. Is it possible suggesting that some alchemical ingredients are also, rarely, in some specific monsters who are not strictly related to the varnish itself? It makes sense to me a common robber might have put hands on something and kept... Well just a silly idea.


I think also grave oozes should have some form of reagents. They spawn in Barovia's crypts from mid-spawn to higher, not so common, but not very rare either.
Title: Re: Alchemy.
Post by: Kendric98 on April 28, 2010, 12:03:48 AM
Alchemy regents are far to hard to come by compared to herbs, they do need to drop more.
Title: Re: Alchemy.
Post by: Zedrik on April 28, 2010, 10:07:16 AM
Shadows: I still favour the idea of darkness being created from them, but negative energy varnishes is also a great possibility.

I'm not certain how the varnishes are coded exactly, but can they be made to be a varnish with a minor negative energy damage on weapons/ammo but cause dark when thrown?
Title: Re: Alchemy.
Post by: Anarcoplayba on April 28, 2010, 10:26:53 AM
Shadows: I still favour the idea of darkness being created from them, but negative energy varnishes is also a great possibility.

I'm not certain how the varnishes are coded exactly, but can they be made to be a varnish with a minor negative energy damage on weapons/ammo but cause dark when thrown?

Probably yes: On-hit darkness.

But that would certainly be powerful.
Title: Re: Alchemy.
Post by: Jotem on April 28, 2010, 12:55:20 PM
Shadows: I still favour the idea of darkness being created from them, but negative energy varnishes is also a great possibility.

I'm not certain how the varnishes are coded exactly, but can they be made to be a varnish with a minor negative energy damage on weapons/ammo but cause dark when thrown?

Probably yes: On-hit darkness.

But that would certainly be powerful.

I'd think 'On Hit' Spells/Effects via Alchemy Reagents would be a bit over the top, perhaps in time (Craft Level/Time for such effects to be discussed/inplemented) it is possible, but as Alchemy is a fair young Craft by standards, simplicity is best.
To keep it to the basics IE: xdx amount of Elemental/Energy Damage, low form of spell.
Title: Re: Alchemy.
Post by: Anarcoplayba on April 28, 2010, 01:30:14 PM
Shadows: I still favour the idea of darkness being created from them, but negative energy varnishes is also a great possibility.

I'm not certain how the varnishes are coded exactly, but can they be made to be a varnish with a minor negative energy damage on weapons/ammo but cause dark when thrown?

Probably yes: On-hit darkness.

But that would certainly be powerful.

I'd think 'On Hit' Spells/Effects via Alchemy Reagents would be a bit over the top, perhaps in time (Craft Level/Time for such effects to be discussed/inplemented) it is possible, but as Alchemy is a fair young Craft by standards, simplicity is best.
To keep it to the basics IE: xdx amount of Elemental/Energy Damage, low form of spell.

I was thinkling more in something like "throwing a shadow elixir": darkness where it lands.
Title: Re: Alchemy.
Post by: Zedrik on April 29, 2010, 11:30:42 AM
Unless it's been removed recently, you can buy Bottled Black in a store.
I honestly don't see there being a reason why something similar can't be made via alchemy.
(This coming from someone who almost never uses potions.
Unless he accidentally drops one on himself instead of on the ground...)
Title: Re: Alchemy.
Post by: Vespertilio on April 29, 2010, 12:07:28 PM
Unless it's been removed recently, you can buy Bottled Black in a store.
I honestly don't see there being a reason why something similar can't be made via alchemy.

 The ability to make this alchemy, especially if it lasted a bit longer than a level 3 spell, would be great for rp.



Snow Golems currently do not drop a component, what about something on par with Iron Golems (high end and magical varnish) since they are also a construct?

Ice Mummies could drop Dessicated lungs. two reagents per mummy, mid level varnish in cold.



It would be great to see more 28 DC reagents as they would help higher end alchemists with more options for gaining cxp.
Title: Re: Alchemy.
Post by: Zedrik on April 29, 2010, 03:54:06 PM
Those air elemental thingies (Mishtu?) could produce Frozen Wisps. Cold (or electrical maybe?) type alchemical component.
The snow wraiths (Ayenshka?) could produce Frozen Ectoplasm. Cold (or Negative ?) type alchemical component.
Bleaknorns (sp?) could drop Frozen Bone. Cold (or Negative ?) type alchemical component.
Ice Mummies could drop Dessicated Lungs as was suggested. (Hi Vesper!)
Snow Golems could drop Heart of Snow. Cold or Magical type alchemical component. Heck, why not one of each?
Title: Re: Alchemy.
Post by: herkles on April 29, 2010, 03:57:06 PM
I am curious as there is an alchemist in Dementilieu, I wonder if it would be possible to create black powder and other chemistry and rennesance alchemy creations? and for some of the ingredients to be available in Port-a-lucine.
Title: Re: Alchemy.
Post by: Anarcoplayba on April 29, 2010, 04:03:24 PM
I am curious as there is an alchemist in Dementilieu, I wonder if it would be possible to create black powder and other chemistry and rennesance alchemy creations? and for some of the ingredients to be available in Port-a-lucine.

I sense fireball coming.
Title: Re: Alchemy.
Post by: Vespertilio on April 29, 2010, 04:13:24 PM
I am curious as there is an alchemist in Dementilieu, I wonder if it would be possible to create black powder and other chemistry and rennesance alchemy creations? and for some of the ingredients to be available in Port-a-lucine.

There is an Alchemist in Quartier Marchand, near the Rue de Pistolets, down a very small dead end 'alley'.  I believe it has a map pin to note the location.

Title: Re: Alchemy.
Post by: herkles on April 29, 2010, 04:56:35 PM
I know that and because of that I am wondering if it would be possible to make black powder from ingredients found in the port, and if the port can sell alchemy ingredients, the common ones perhaps?
Title: Re: Alchemy.
Post by: DM Tarokka on May 01, 2010, 06:03:06 AM
Had Craals (or what they're spelt) been mentioned in alchemy droppings? They're like ice elementals on Baratak, as the fire minions, killed one and no drop. (And then I died with a second one :) )
Title: Re: Alchemy.
Post by: Zedrik on May 03, 2010, 01:09:10 AM
Had Craals (or what they're spelt) been mentioned in alchemy droppings? They're like ice elementals on Baratak, as the fire minions, killed one and no drop. (And then I died with a second one :) )

Spoiler: show
From what I understand, a Chraal is basically someone who died on the Paraelemental Plane of Ice and rose again as a undead spirit of wrath. And, no, I forgot to mention them in my cold post. But since they are basically ice animated by a wrathful spirit, they could drop Ice Fragment or something.
Title: Re: Alchemy.
Post by: HellsPanda on May 10, 2010, 10:58:51 AM
Iron Golem hearts should be moved back too dc40 or even higher, considering what it gives
Title: Re: Alchemy.
Post by: Telkar on May 17, 2010, 03:05:17 PM
Can varnishes be made so that they can also be applied to gloves? That'd be quite neat, and gives monks some needed edge.
Title: Re: Alchemy.
Post by: Telkar on July 01, 2010, 09:38:55 AM
There are some things that are already in the module, dropping from creatures, but don't really have any use. I think they should be made useful before adding more new body parts to use. These here for example just fill up the bag without purpose (except skeleton knuckles, but I've a suggestion for them):

5 skeleton knuckles -> diluted unholy essence -> lesser unholy varnish (1d4 negative energy on hit, 3d4 on throw)

1 vampire fang -> diluted unholy essence -> lesser unholy varnish (1d4 negative energy on hit, 3d4 on throw)

1 elite vampire heart -> concentrated unholy essence -> strong unholy varnish (1d8 negative energy on hit, 3d8 on throw)

1 cold stone -> diluted cold essence -> lesser icy varnish (already exists)

1 alhoon ichor -> strongest magical varnish(don't remember its name) -> strongest magical varnish (already exists)
Title: Re: Alchemy.
Post by: Telkar on July 31, 2010, 08:30:48 AM
Righto...I've delved in some of those new areas now. Wish I could've stuck around to see what that ancient brown pudding would yield, but was too afraid it would consume me (those things are freakin' crazy). Anyway, there were two things I noted up to that which could be made varnishable:

Aberrant Giant Assassin Bug: 1 poison gland of some sorts...which would become some sort of poison varnish.

Giant Slug: 1 big acidic glob(of some sort) -> concentrated acid essence -> strong acid varnish.
Title: Re: Alchemy.
Post by: Telkar on February 05, 2011, 09:11:57 PM
How about making the fire snakes in Har'akir yield some sort of ashes to make scorching varnishes from?
Title: Re: Alchemy.
Post by: Mrjunkie on March 02, 2011, 07:22:38 PM
Fire Imp: Lesser Scorching Varnish.
Fire Snake: Lesser Scorching Varnish.
Hell Hound: Lesser Scorching Varnish.
Nessian Hell Hound: Strong Scorching Varnish.
Dust Devils: Strong Scorching Varnish.
Greater Fire Snake: Strong Scorching Varnish.
Greater Dust Devils: Greater Scorching Varnish.

More to follow up...
Title: Re: Alchemy.
Post by: Telkar on March 02, 2011, 08:58:33 PM
Fire Imp: Lesser Scorching Varnish.
Fire Snake: Lesser Scorching Varnish.
Hell Hound: Lesser Scorching Varnish.
Nessian Hell Hound: Strong Scorching Varnish.
Dust Devils: Strong Scorching Varnish.
Greater Fire Snake: Strong Scorching Varnish.
Greater Dust Devils: Greater Scorching Varnish.

More to follow up...

Good suggestions. I'm only not sure about the dust devils yielding scorching varnish. I've seen nothing about them that suggests fiery element.

...also...Kolgrímur: Bestest scorching varnish.
Title: Re: Alchemy.
Post by: Sidhel on March 02, 2011, 11:31:46 PM
...also...Kolgrímur: Bestest scorching varnish.

Bestest you say?  :devil:
Title: Re: Alchemy.
Post by: Telkar on March 04, 2011, 04:08:00 PM
...also...Kolgrímur: Bestest scorching varnish.

Bestest you say?  :devil:

Yes...don't look at me like that.

Anyway...I feel like we need more places that offer a good dose of ingredients for magical varnishes, lesser and strong, but mostly strong. The only place that offers such is the alhoon lair as of now, making it incredibly farmed.

...maybe dust devils and greater dust devils could be used for magical varnishes. They could leave behind some sort of essence maybe, such as a little gem.
Title: Re: Alchemy.
Post by: Mrjunkie on March 04, 2011, 07:55:05 PM
...also...Kolgrímur: Bestest scorching varnish.

Bestest you say?  :devil:

Yes...don't look at me like that.

Anyway...I feel like we need more places that offer a good dose of ingredients for magical varnishes, lesser and strong, but mostly strong. The only place that offers such is the alhoon lair as of now, making it incredibly farmed.

...maybe dust devils and greater dust devils could be used for magical varnishes. They could leave behind some sort of essence maybe, such as a little gem.

As elementals perhaps a dust giving a minor hint to the background of Har'Akir or a refrence to the Desert?