Showing posts with label alchemy. Show all posts
Showing posts with label alchemy. Show all posts

Monday, March 9, 2020

ALCHEMY! A system for weird experiments


An alchemy system, written for this month's RPG Blog Carnival!

The following tables present a subsystem for alchemy in OSR games, taking LotFP as the base (so, all prices are in silver standard – if your game uses gold standard, just replace “sp” with “gp”). For Laboratories, see LotFP: Rules & Magic, p. 82-83.
The system is intentionally convoluted and baroque. Like any good old alchemy, it is untested, volatile, and unpredictable! Use it as written, or just steal ideas from it, as usual! Have fun!


Monday, April 22, 2019

[Actual Play] Third Time's the Stygian Charm! [LotFP]

A third (and for now - final) venture into the Stygian Library!
You can also read part one, part two.
Once more, I kept some of the basic room layout, but re-rolled Details, and randomized any new locations.


After the unsuccessful trip to the Library, the adventurers recuperated for a week, and decided to go back. And this time, they brought in a new team member as reinforcements (i.e. I had three players):
Krulo the Goblinboy, Elf 1 (former side-show attraction, former thief's apprentice, current free elf)
& Hurley the Laborer (retainer)
Machteld Mercki X, Magic-User 3 (Sorceress Supreme)
Ishimura Kobayashi, Fighter 1 (Machteld's bodyguard)
Prajna, Specialist 3 (Expert in medicine and ancient languages)

Downtime activities: A cousin or uncle of their previous laborer came to visit, demanding compensation for his beloved relative's death. Krulo, Machteld and Ishimura successfully avoided him - at least for now. No carousing or spell copying - the group was out of money. Krulo hired (and named!) a new laborer: luckily, word hasn't spread yet that "these adventurers kill retainers".

Back to the Stygian Library they went! Their goal was as previously: to find a valuable book on alchemy to sell to a rich patron.

0: Mausoleum + Vault
The Librarians took notice of the robbers' frequent comings and goings! The two regular doors leading out from the Mausoleum were replaced by a reinforced vault door (no more stealing oriental rugs from the tea room!) and a strong portcullis. After some hesitation, the group decided to take a road yet untraveled, and climbed up to reach the ventilation system of the Library.

1: Boiler Room + Too Small
The narrow duct took them to a hot and misty boiler room, where they could barely move. Wisely, they decided to NOT wait for the Ogre Spiders that usually reside in this area, and pressed forward.

2: Calculation Engine + Glass Tubes
The adventurers have seen some weird machinery in the Library before, but this one was new, a room full of turning cogs and gears, manned by two White Librarians. They approached cautiously (because the previous White Librarian they met tried to blind them), but these librarians turned out to be friendly and helpful! Their machine was a great Calculation Engine, that will one day hopefully replace the clumsy paper-based catalog of the Library.
By inputting a couple of questions, they adventurers learned some information about the alchemy book they were looking for. Krulo also tried to input a question about the identity of her mother, but the cold-cold machine had no answer for that...
While working with the engine, Machteld noticed something tugging at her backpack - and turned around just in time to see a looooooooooong and trying to snatch her spellbook!
The appendage (about 15' long) was quickly pulled back behind one of the towering machines.
The Librarians explained that this was the Snatcher, a mischievous creature of the Library, that steals things. The adventurers checked their bags, and found they were missing several items, including the trusty fire poker Krulo got from Johnny before Johnny died.
So they asked for permission to fight the Snatcher, which was granted - as long as they don't hurt the calculation engines!
An ambush was set: they returned to the machine, but left out some of their belongings as a lure. And soon the arm reached out again from the shadows - and here they all attacked!
The creature (a Bandersnatch) screeched, tried to retreat, but was cornered behind the engine stacks. Prajna shot at it with her sling, but missed, and the slingshot got stuck between two cogs, threatening to short the engine. Krulo almost got his fingers chopped off when he fished out the snag from between the gears... But at least they avoided the anger of the librarians.
The fight went on in the meantime, with Ishimura, Machteld and soon Prajna now going up in close combat against the shadowy creature. The Snatcher used its long arms to choke and slap them around, then when it felt overpowered, it grabbed one of the tubes on the ceiling, and jumped op high.
Ishimura, brandishing his magical spear, however, could reach it, and delivered a final blow.
The glass tube the creature was holding on to shattered, and black ink rained down on everybody!
But at least they retreived their belonging - and more! - a lacquered box containing ancient Chinese coins worth a LOT of money.
Before anything worse could happen, the adventurers proceeded to the next room.



3: Statuary + Glass Lamps
...which was a statue gallery, with very detailed marble sculptures. One statue depicted Rudolf II, the previous owner of the book they were looking for. A brass plate informed them that the alchemist Emperor donated his personal collection of books to the Stygian Library. Prajna touched the statue and asked a question about finding these books, and she was hit by a vision (her forehead ached like when eating ice cream!): she saw a set of book with special red leather bindings.

4: Spider Trapdoor + Lamp post
The next room finally had actual BOOKS! Lots of them, with labyrinthine stacks. They band split up, and started checking shelves to see if they have any books with the red bindings. Suddenly Machteld cried out - and disappeared. She just vanished. The others started searching for her, and noticed that the cobwebs and dust on the floor were disturbed in one place, and found that under the wooden floorboards there was an empty space...
They carefully pried it open --- only to be attacked by a spider the size of a small elephant!!!!
The spider already had paralyzed Machteld with its poison, and now was striking at the others with its mandibles. It attacked - then retreated back into its hiding hole in quick succession, then repeated the same move again and again.
Prajna hooked her whip (yes, she has a whip - she is a bit of an Indiana Jones character) around Machteld leg, and started pulling her out from under the spider ---- breaking the poor unconscious sorceress' ankle in the process...
The others attacked the beast with all they had, but it proved to be quite an opponent. Krulo helped Prajna hoist up Machteld from the space under the floorboard.
Ishimura decided that fighting the creature was of no use, and instead wanted to trap it. He convinced the scared laborer to help him: when the spider retreated once more into its hiding place, Ishimura and the laborer toppled a heavy shelf, blocking the spider's trapdoor. Good thinking, fellas! Then they toppled more shelves, just to be sure the spider stays down, and quickly moved to the next room.

5: Printing Machine + Gas Lamps
A printing machine, automated, currently copying a book written in Lengian hieroglyphs (which Prajna could actually read!). The original book was placed into a special slot on top of the machine. They adventurers screwed around a bit. First they replaced the book with a silver coin - the machine started printing the coin's image on paper (so many portraits of the Queen!). Then Krulo copied his hand, of course. Prajna joked about copying someone's butt, however she wasn't ready for it just yet.
While they were fooling around with the xerox arcane machinery, something strange happened. The air started to vibrate around them, and the spellcasters (Mactheld and Krulo) felt as if something was trying to intrude their minds... Then a couple of objects disappeared around them... Machteld felt that one of her prepared spells was now different, but decided not to try it...
Ultimately, they decided to move on.

6: Phantom Databanks + Turning Gears
More machines!!!!! What happened to good old fashioned books?!
These machined had glass jars slotted into them, each holding a moving, swirling, glowing white mist.
The contents of one of the jars became noticeably "agitated" when the characters entered, and Krulo, Machteld and Ishimura felt strangely drawn to this jar. They decided that it must be containing the soul of their fallen comrade, Johnny Tealeaves, who died in the Library...
Before touching the jars, they searched the room more thoroughly, and found a mysterious rare book, written in the language of Leng, which, if read, would be equal to being initiated into a mystery cult!
After this, they went ahead and unscrewed the glass jar that maybe contained Johnny's soul, and took it with them....

7: Auditorium + Vault
They entered a classroom, where three skeletons in coveralls were cleaning up after an alchemy lesson! Alchemy, finally!
One of the skeletons was quite the conversationalist, and confirmed that indeed the glass jar held a soul of somebody who died in the library. He also told that the Grey Librarians were capable necromancers. He explained that in this auditorium a lecture was held by a long-dead famous alchemist, whose soul was captured by the Librarians and now somehow made to give lectures to students.
Among the books that were scattered on the table, the adventurers finally found the exact one that they were looking for! Turned out, this book was the opus magnum of the alchemist who delivered the lecture.

The adventurers quickly snatched the book, backtracked, and exited the library - this time, they managed to not get killed (even their retainer survived!!), and also found plenty of treasure!

PS: Also, when they got home, and Machteld checked her spellbook, she found that a completely new spell appeared in it - it must be the result of that strange sensation she experienced back in the Printing Press room! Krulo entered his memory palace (Elves in this game don't have spellbooks, but meditate in a special mental place), and also found the strange spell inscribed in it - so now two characters hold the arcane power of Vanish!


Sunday, March 10, 2019

[Actual Play] Back to the Stacks! The Stygian Library, Revisited [LotFP]

Picking up where we left off: a second run at the Stygian Library (see the first report here).

I broke the number 1 rule... You are supposed the generate the Library from scratch every time the players enter or re-enter. However, I decided to use last session's general layout, and only modify and "re-stock" it, as one would do with a regular dungeon. Overall, I think this was a good decision for the game, because the players were eager to explore the paths not yet taken.

So I kept all the Locations, re-rolled certain Details that made no sense anymore, and of course kept encounters, events, and new rooms completely random.

The session was shorter then the previous, because we had less time on our hands --- but also because we got close to a TPK and the group (wisely) cut their losses and retreated! But let's see how it went.



Krulo the Goblinboy, Elf 1 (former side-show attraction, former thief's apprentice, current free elf)
 & Unnamed laborer retainer...
Machteld Mercki X, Magic-User 3 (witchy type)
Ishimura Kobayashi, Fighter 1 (Machteld's bodyguard)

Downtime activities: After their last adventure, the group spent about 30-40 days in town, recuperating, copying spells, researching the weird items they acquired, mourning their fallen comrade. Krulo went carousing, and ended up with a cool tattoo (an upside-down cross on his temple). Having spent all their money on these activities and shopping, the group looked for new employment. They were approached by a professor, who wanted to procure a rare book on alchemy (which used to be in Rudolf II's occult collection).
So back to the Library they went!

0: Mausoleum
The library section / mausoleum was of course now void of treasure. But there were some new books on the shelves, mostly genealogical surveys and social almanacs. Krulo the Goblinboy wanted to look himself up (he is an orphan and knows nothing about his origins), and he found information about Courlandian nobility, to which he think he might be related (because Courland -> Krulo, that's his logic). There was a heartbreaking story about a young noblewoman disappearing for two weeks, then giving birth to a malformed son 9 months later.

But soon, a fight spilled over into the room!

Four huge spiders were terrorizing four obsidian monkeys. 

The group decided not to take sides in this melee, and retreated to a neighboring room, which they knew to be the cafe / tearoom.

1: Tearoom + Oriental Rugs
Like last time, the room had food and drinks laid out, however the expensive cutlery and porcelain dishes were replaced by simple ceramics and wooden trays... (looting adventurers! that's why we can't have nice things!). The group wanted to check under the floorboards again, because last time they'd found a potion hidden there, but this time only buzzing could be heard from under the floorboards, so they decided against opening up the hidden compartment again --- the memory of their encounter with the Paper Bees proved to be quite traumatic! So they rolled up a couple of rugs to take home later, and went into a new direction instead.

2: Skeleton Collection + Oriental Rugs
This part of the library is made for comfort! ...And for displaying bones... Glass cupboards with posed bird skeletons lined the walls. Machteld's meticulous search turned up an extraordinary book, which she felt was vibrating with inner power: a misplaced collection of spells! The group didn't linger here longer, and went to check what's deeper.

3: Ossuary + Gas Lamps
More bones and teeth in display cabinets! Sorted by type, size, origin... Lots of rare stuff, too, including dinosaur fossils. Krulo found a secret door, that lead onto a dark staircase. Machteld thought the rare fossils from the cabinets would make a good addition to her laboratory, and, using the Rust Moth antenna they salvaged last time, the group opened up the lock...

...and out came of the Bone Beast!

The whirling tornado of teeth and bone fragments caught the group off guard. The poor nameless laborer was torn to pieces almost straight away, and Machteld received a serious injury. Ishimura tried to fight them off, but his spear (despite being magical!) was of little use against the swarm. Machteld managed to cast Hold Monster, slowing down the tornado of death. This gave Krulo the opportunity to open the secret door, jump inside, and pull it closed. On the next round, Machteld nearly died as the bones and teeth slashed her neck arteries open. Gushing with blood, she stumbled towards the secret door, and Krulo managed to let her and Ishimura into cover. The Bone Beast started scratching at the door... So the group quickly applied some first aid to Machteld (there was one very lucky Medicine roll), and fled. 

The small, narrow corridor led to another secret door, which they carefully opened, only to arrive into...

0: Mausoleum
Yes, the secret passage led back to the entrance. The door opened behind the vertically propped up sarcophagus. From this vantage point the group saw the spiders finish off the obsidian monkeys, wrap them in webs. Only two spiders were left alive after the combat. The monsters wrapped their prey in webs, and carried two marmosets out of the room.

The group used this short time window to leave the secret passage, pick up the two remaining dead marmosets and two spider corpses, drag out three oriental rugs from the Tearoom, and leave this wretched place, licking their wounds...


Future plans include going back into the Library (they still have a month to fulfill the alchemist's request, and they are in a dire need for money!)...

Thursday, August 2, 2018

Plant-growth serum side effects


Recently, I wrote up some ideas foralternative healing potions. One of them is actually a plant fertilizer / growth serum, but used by adventurers as a healing drug. In my original post, its side effect is a rapidly growing plant scab monster sprouting from the treated wound. In this post, I offer more side effects when using a plant-growth serum as a healing potion.

Main stats reference OSR/LotFP rules, [5e mechanics in square brackets].

Plant-growth serum

Effect: Heal 1d12 hit points [heal 2d4 + Constitution modifier hit points]

Side effects: Save against Poison [make a DC 15 Constitution save], or roll 1d8:

1
Cough up seeds for 1d8 - Constitution modifier days (min. 1). The seeds belong to a grain or plant common to regional agriculture, can be eaten or planted.
2-4
Become mildly/strongly/hopelessly addicted to the serum. Each 3/2/1 days without it, add 1/2/3 points to the total Encumbrance rating [add 1/2/3 levels of Exhaustion]. Every time this result is rolled, increase addiction level. If addicted, Save against Poision [make a DC 15 Constitution save] every day/week/month. On success, lower addiction rating (mild addiction goes away for good). Negate daily effect with minor healing spell etc., cure addiction as strong disease.
5
Fertile sweat! All items in prolonged contact with the body during the day of consumption (clothes and armor worn, weapons held, the bed slept in, etc.) become covered in nasty mold.
6
Skin takes on a greenish hue for 1d6 days.
7
Experience strong changes in taste and eating habits (crave a food that was previously hated or something generally not considered edible, covet a food that’s a religious taboo, eat soil).
8
Beautiful, but vile-smelling flowers sprout from the healed wound (or, if there was no open wound, from the orifices of the consumer). If torn or cut, a very bad mood sets in for 1d3 hours.



Wednesday, July 18, 2018

[LotFP] Extended laboratories for research


This post is a collection of things a high-level wealthy Magic-User can use to stock her laboratory and library. This is mostly for flavor, extending and fleshing out the abstract approach of the Lamentations of the Flame Princess rulebook (p. 80-83). With a distinct early modern science feel.

Cabinet of curiosities

No laboratory can be complete without a nice collection of curiosities! 

Strange creatures
Creatures preserved as skeletons or taxidermic mounts can be added to the cabinet of curiosities. The preparation of such objects requires special knowledge and skill. For taxidermy, the corpse must be relatively fresh (1d6 days after death). For skeletal mounts, most of the bones must be present.
Where to find: Collected personally or purchased from adventurers.
Price & value: Depends on the type and hit dice of the creature.

Type
Price & value / hit dice
Common
50sp
Exotic
100sp
Supernatural
250sp

Samples
Minerals, gems, jewels, crystals, stones, metals and ores, various substances (resins, oils, liquids, etc.); and also seashells, corals; butterflies, insects.
Where to find: Collected personally or purchased.
Price & value: If the value is not evident, set it as 1d10 x 10sp.

Medical oddities
Specimen displaying signs of illnesses, pathologies, malformations. Usually preserved in fluids, displayed in glass jars.
Where to find: Purchased from medical facilities, collectors, unfortunate parents...
Price & value: Depends on the rarity and state of preservation: 2d10 x 25sp.

Exotica
Curios and various objects from faraway lands. Masks, costumes, jewelry, paintings, drawings, dolls, puppets, idols, art pieces, musical instruments, anything.
Where to find: Collected personally or purchased from merchants, travelers, agents. Good connections with trading companies can give the opportunity of first picks from any haul…
Price & value: Calculated based on the distance the object had to travel to get to the collector. Add 1d10 x 10% on top of that for agents’ fees (only added to the buying price, not the value).

Distance & complications
Price & value
For every 100 miles over 500
50sp
Transportation included both land & sea
+100sp
The original owners of the object would kill to get it back
+100sp

Laboratory equipment

A well-equipped laboratory must include a wide range of vessels, both simple and complex, which can be used for sublimation, distillation and other processes. Including, but not limited to:
  • alembic – two vessels connected by a tube, used for distilling chemicals
  • aludel – clay subliming pot, made up of two parts
  • athanor – a special furnace that provides uniform and constant heat
  • crucible – a small vessel or container that can withstand high temperatures
  • “Moor’s head” still – distillation apparatus, with an extra vessel for cooling water
  • mortar – for grinding up various substances     
  • retort – spherical vessel with a long neck, protruding downwards
Where to find: Most of the equipment is available for purchase only in major cities. Some pieces are produced on special orders.
Price & value: Any amount of money can be invested into this sinkhole…

Extended and specialized laboratory spaces

These rooms are counted towards the value of the laboratory as usual, but might give situational advantages (a bonus on the Magic save, etc. – Referee’s discretion).
Additional space is a one-time extra, counted over the base space requirement of a 10 feet square / 1000sp value.


Additional space required
Price & value
Anatomical theatre
50 feet square
>3000sp
Animal kennels
none
100-500sp
Botanical garden
20 feet square
500-1000sp
Ä Hothouse, greenhouse, orangery, conservatory
20 feet square
>1000sp
Observatory
50 feet square (tower or top floor)
>5000sp

Special implements

Additional space required
Price & value
Calculating devices
none
>2000sp
Printing press
10 feet square
>1000sp



Saturday, June 30, 2018

Healing potion ideas

I'm not a fan of instantaneous magical healing in fantasy RPGs. I want it to be witchcraft, with consequences and weird side-effects. The same goes for healing potions: I find the standard "drink-and-recover-1d8-points" or whatever solutions bland. I tried to come up with some interesting potions to offer to my players. Some of them are connected to a pseudo-historical 17th century setting, but not necessarily.

Relieving dew
This simple folk ointment is applied to the person's wounds before rest, and tied over with bandages.
Ingredients: honey, butter, assorted herbs and plants like yarrow, elderberry, etc., mixed and fermented for a week in a copper vessel.
Price: low. Requires recipe.
Effect: During the resting period, the normal healing rate is doubled. However, the strong sweet smell of the ointment attracts insects. A LOT of them. ALL of them. There is a 1-in-6 chance that it attracts not only the natural fauna of the area, but also some sort of a strange, exotic, or supernatural creepy-crawly as well... The smell lasts 24 hours.

Weapon salve
This is based upon a real practice. According to the theories of sympathetic magic, a connection is formed between the wound and the weapon that caused it. The healing of the wound is accelerated by applying the salve on the weapon, not to the wound.
Ingredients: skull lichen (moss from the skull of a hanged man), urine, gypsum, pine resin. Before application, add the blood of the wounded to the salve.
Price: moderate. Requires special knowledge and recipe to create.
Effect: If this is accomplished, during the next rest period the wounded person recovers as much hit points, as the standard damage of the weapon (roll for it).

Green blessing
Invented during the "Tulip mania", this solution is used by florists to increase the life-span of their beloved bulbs. However, as usual, the pesky adventurers found an alternative use for this serum!! Turns out, when sprinkled on a fresh open wound, it induces the growth of a weird plant scab, which fuses with the person's body, closes and heals the injury.
Ingredients: petals of exotic tulips (at least three different colors), sulfur, various salts, etc.
Price: very high. Requires special knowledge, recipe, laboratory.
Effect: 1d6 rounds after application, the wounded person recovers 1d12 hit points.
Then save against Poison. If failed, the scab continues to grow rapidly. It takes 10 rounds for the plant to completely cover a human adult. Each round it does 1 damage to the person, and gains +1 hit point. To stop the spreading, the plant has to be reduced to 0 or less hit points. Any damage is divided equally between the plant and the infected person.
On the 11th round, if the plant still has at least 1 hit point, the infected person dies.


What kind of healing potions do you use?


Go!