Alchemics

From The Hidden Room

Red Age > Rules > Equipment > Alchemics

Rules

Dosage

  • 1 dose of a drug or poison affects a Medium creature normally. Half or double the doses need for full effect for each size category smaller or larger.
    • If a target receives multiple doses, handle each one individually (rolling damage, saves, etc).
    • If a target receives a half dose, halve the damage and/or fatigue, and grant +A to any saves (including ones further halve the effects) or allow a normal save against a weaker status, if a convenient one exists.
      • Less than half a dose has no effect.

Poisoned Weapons

  • Certain poisons and drugs can be delivered via weapons. Those with the Injury keyword can be delivered by piercing or slashing weapons. Contact can be delivered by any weapon.
  • A normal or heavy weapon can have 2 doses applies; light weapons and ammo can carry 1 dose. A hit delivers a single dose.
    • A natural 1 on an attack with a poisoned weapon indicates you nick yourself, suffering the effect. If you have a suitable Feat (relating to alchemy, poisons, assassination, etc), you only suffer this 50% of the time if Skilled, or 25% of the time if Expert.
  • Poison applied to a weapon loses it potency after about 10 minutes.

Alchemics

Sustenance

(last indefinitely)

  • Water purification tablets (light, 10 gp, alchemic, 6 uses, each use purifies mundane pathogens and debris from enough water for one Medium-sized creature for a day)
  • Nutrient bars (light, 10 gp, alchemic, 6 uses, each use provides enough food for a Medium-sized creature for a day, sustaining but not very satisfying)

Drugs

(become inert in 1 season)

Health

  • Vigor Tonic (light, 50 gp, alchemic)
    • Imbibed or applied to a wound, it restores 1d6+1 hp and inflicts and equal amount of Fatigue. Does not help heal Life or Wounds.
  • Antidote (light, 50 gp, alchemic)
    • Imbibed or applied to a wound, it grants +A to Vigor saves against poison and disease for 1 hour. If administered within 1 minute of exposure, allows a reroll of a single failed save instead.

Enhancement

  • Vapor of Clarity (weightless, 50 gp, alchemic)
    • When the vial is cracked open and inhaled, it gives intense focus and clarity of mind. Sleep is immediately banished (or reroll a failed save against magical slumber). For ten minutes, take +A on initiative and tasks involving thought and finesse (picking locks, recalling or spotting details, etc), then gain 5 Fatigue.
  • Vapor of Rage (weightless, 50 gp, alchemic)
    • When the vial is cracked open and inhaled, it fills the mind with aggression. Gain 1d4+2 tHP. For ten minutes, take +A on initiative and +1 attack and damage, then gain 5 Fatigue.
  • Firebelly (light, 20 gp, alchemic)
    • Imbibed, it warms the blood, protecting against mundane extremes of cold and wet (hypothermia, frostbite, etc) for 4 hours. Splashed, it thaws up to 25 cubic feet of ice / frozen material.
  • Frostbelly (light, 20 gp, alchemic)
    • Imbibed, it cools the blood, protecting against mundane extremes of heat and dryness for 4 hours. If splashed, it can extinguish a 10' x 10' patch of flame.
  • Perfume (weightless, alchemic)
    • (5+ gp) Smells nice and neutralizes residual unpleasant odors. A part of any upper class lifestyle, and a quick way to hastily cover up one's dungeon-stank.
    • (50 gp) Influences the subconscious of those around you. The emotional tone is set when brewed, adding +1d4 to social checks where the tone aligns, or -1d4 where it clashes.
  • Green Lotus Tincture (weightless, 50 gp, alchemic)
    • Astral lubricant for the spirit. Imbibed, it converts 1d6+1 reserve mana to available mana after a Brief Rest. Vigor save DC (5 x (doses since last Long Rest - 1)) or trip balls for 1d4 hours.

Misc

  • Calmative (weightless, 50 gp, alchemic)
    • Can be imbibed or injected. The subject is purged of powerful mundane emotions, comparable to a Calm Emotions spell. A second dose induces lethargy similar to drunkenness; Vigor save or become Poisoned for 1d6 minutes.
  • Yellow Lotus Wine (light, 5 - 50+ gp, alchemic)
    • A strong, pleasurable intoxicant with a variety of flavor admixtures.

Compounds

(become inert in 1 year)

Illumination

  • Foxfire (light, 5 gp, alchemic, 24 hours of heatless illumination)
    • Provides 5' Dim Light and can be shrouded to make it directional or conceal it entirely. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
    • Won't give away the bearer when in Dim Light or Darkness, even when at looked directly at from a distance of 15' or more (30' w/ Nightvision or Darkvision).
  • Sun Rod (light, 10 gp, alchemic, 8 hours of heatless illumination)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing); 2-in-6 chance of breaking. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
  • Flare (light, 2 gp, alchemic, 10 min illumination)
    • Provides 20' of Brilliant Light, 20' of Bright Light, and 20' of Dim Light. Deals d4 fire damage on contact. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
  • Kerosene (light, 10 gp, alchemic, 24 hours of lamp fuel)
  • Matches (weightless, 2 gp, 10 stock, alchemic)
  • Luminescent Paint (light, 10 gp, alchemic)
    • Glows gently for 1 week, and can be made in many colors. Can coat up to 25 square feet.

Utility

  • Adhesive (light, 10 gp, alchemic)
    • Bonds objects together, curing in air in about 1 minute. Can coat up to 25 square feet. Requires a feat of strength vs DC 20 to break.
  • Lubricant (light, 10 gp, alchemic)
    • Non-flammable grease, can coat up to 25 square feet. A slick object requires a Dex save to hold on to or pick up. Moving over a slick surface requires a Dex save to remain standing each turn or upon entry, and is +1x difficult terrain to those trying to crawl or walk through it. Breaks down after about 1 hour of exposure to open air, but can lubricate enclosed mechanisms (locks, hinges, etc) for days.
  • Bottled Air (1 slot, 50 gp, alchemic)
    • A ceramic vessel holding a pair of reagents. Slow mixture of the reagents in the bottle causes it to leak breathable air, enough for 1 hour of respiration for 1 medium-sized creature.
    • If fully mixed, it emits a 20' strong gust of wind for 1 round per 20 minutes of breath remaining, either directionally from the main opening or omnidirecationally if all the seals are opened.
  • Cryptic Ink (weightless, 10 gp, 1 oz, alchemic)
    • The ink is initially visible, but fades to invisibility in a few minutes. Depending on the formulation, the ink either becomes permanently or temporarily visible after exposure to modest heat, a certain chemical (same price as the ink), a certain frequency of sound, moonlight, or water. It is as durable as normal ink.
  • Ghostflame Candle (light, 100 gp, alchemic)
    • Reagents suspended in a special wax. Total burning time is 1 hour. The flame turns blue when active magics or spiritual entities are present. The length of the flame gives a rough sense of distance (high within 10' or normal within 30') and the intensity of the color roughly indicates the strongest effect present (Power or level). Dormant or clathrated (possessing a host, stored in a scroll, etc) magics or entities will not be detected.
  • Stone Melt (light, 100 gp, alchemic)
    • Renders 1 cubic foot of stone or ceramic malleable like clay for 10 minutes, after which it hardens in its new shape.
  • Alchemic Neutralizer (light, 100 gp, alchemic)
    • Liquid which damps alchemical reactions and renders substances inert. Splashed on someone, it can halt ongoing fire or acid damage. Renders poisoned / drugged drink harmless and potions (alchemical and magical) inert. Causes alchemical substances (adhesives, etc) to quickly degrade.
  • Marking Stick (weightless, 10 gp, alchemic)
    • A stick of pigment (your choice of color) that can be applied under water, sticks to most surfaces, adheres to skin, and resists moderate abrasion. Good for leaving marks in dungeons, stamping hands at music festivals, etc.
  • Vermin Repellent (light, 10 gp, alchemic)
    • Mostly scentless fluid, wiped onto flesh, tents, house walls, etc. Lasts for a week on sheltered surfaces, or a day on creatures or exposed surfaces. Insects, rats, and other mundane vermin avoid the vicinity. If directly splashed with it, some (but not all) giant or aberrant vermin must Vigor save or become Poisoned.

Volatiles

  • Smoke Bomb (light, 10 gp, alchemic)
    • Bursts on impact, creating a 10' diameter cloud of dense smoke (heavy obscuration). Lasts for 10 minutes, longer in still air, or less in wind.
  • Choke Smoke (light, 30 gp, alchemic)
    • Bursts on impact, creating a 10' diameter cloud of dense smoke (heavy obscuration). Those within are Poisoned and Dazed, coughing loudly, with eyes watering (ends at the start of a turn outside the cloud). Lasts for 10 minutes, longer in still air, or less in wind. Noxious enough to kill small vermin (bugs, mice) that remain in it for an entire turn.
  • Thunderstone (light, 30 gp, alchemic)
    • On impact, those within 5' must Vigor save DC 13 or become Blind and Deaf (including tremorsense) until the end of their next turn.
  • Malodorant (light, 10 gp, alchemic)
    • A foul-smelling, sticky oil. Most animals will be dissuaded by the stench, and it prevents tracking by scent. A minute spent breathing the fumes in an enclosed space (or if consumed) inflicts Poisoned, lasting until a Brief Rest in clean air. Fades after 1d4 hours.
  • Tanglefoot (light, 30 gp, alchemic)
    • Sticky, foaming, fibrous goo bursts in a 5' radius. Those in the area must Dex save DC 13 or become Grappled (Slowed 1d6 rounds on success), DC 16 to escape. Once escaped, targets remain Slowed for 1d6 rounds. Becomes crumbly and inert after 10 minutes.
    • If extruded slowly instead of ruptured, the goo can be used to fill up to a 125' cubic feet, sealing gaps, building up barriers, etc.
  • Alchemist's Fire (light, 50 gp, alchemic)
    • Direct hit inflicts 1d4 fire + 1d4 on the following 5 turns (action, Dex DC 13 to extinguish, +A if you tried to extinguish it last turn). Those within 5' must Dex save DC 13 or take 1d4 fire (no ongoing). If thrown on the ground, it creates a 5' burning patch that deals 1d4 fire per turn to anyone who enters and lasts 5 turns.
  • Acid (light, 30 gp, alchemic)
    • Variants exist which harm metal, organic materials, or both (choose upon purchase/manufacture), but not glass, ceramic, or stone. Can be applied to the surface to be corroded, or thrown to inflict 1d4 acid + 1d4 acid on the following 2 turns.
  • Blue Oil (light, 50 gp, alchemic)
    • Becomes very cold when exposed to air. A direct hit with a flask inflicts 1d4 frost + 1d4 on the following 5 turns (action, Dex DC 13 to shake off, +A if you tried to last turn). Will freeze up to 50 cubic feet of water (10 cubic feet per turn), and floats on water unless stirred to mix. Extinguishes a 10' x 10' patch of flame.
  • Blasting Pellet (light, 50 gp, alchemic)
    • Direct hit inflicts 1d6 fire and 1d6 crushing. Those within 5' must Dex save DC 13 or take half as much. The putty in the bombs can be removed and packed into hinges, locks, or other vulnerable points for more controlled demolition.
  • Defoliant (light, 10 gp, alchemic)
    • Ruptures into a cloud that rapidly kills and desiccates vegetation to a fragile husk in a 10' radius. It can also be sprayed through a valve in a more controlled fashion. Against plant creatures, it deals health damage comparable to Alchemist's Fire.

Poisons

  • Inquisitor's Tea (weightless, 200 gp, alchemic, ingested, 1d6 minute onset, lasts 1d4 x 10 min)
    • Vigor save DC 16 or become intoxicated (Poisoned) (successful save: Poisoned 1d4 minutes with no further effects). While in this state, efforts to interrogate by trickery or intimidation have +A. Afterward, repeat the save or have only blurred memories of the experience.


work in progress below...

  • Essence of ether (weightless, 300 gp, alchemic, inhaled (??? onset), DC 15: Unconscious 8 hours unless woken / Dazed 1d4 minutes)
  • Oil of taggit (weightless, 400 gp, alchemic, contact (??? onset), DC 13: Unconscious 24 hours (wake if damaged) / Dazed 1d4 rounds)
  • Torpor (weightless, 600 gp, alchemic, ingested (??? onset), DC 15: Incapacitated 4d6 hours / ????)
  • Drow poison (weightless, 200 gp, alchemic, injury (1d6 minute onset), DC 13: Poisoned 1 hr (fail by more than 5: Unconscious unless woken) / no effect)
  • Malice (weightless, 250 gp, alchemic, inhaled (1d2 round onset), DC 15: Blind 1 hour / Lightly Obscured 1d4 rounds)
  • Crawler mucus (weightless, 200 gp, alchemic, contact (1d4 round onset), DC 13: Paralyzed 1 min / Dazed 1 round)


  • venoms
  • elixir of death (advanced formula, 1 week to make, 3000 gp, next turn save or die, ingested or injury)
  • deliriant (prevents concentration, clear thought, and casting)
  • black lotus dust (inhaled poison)
  • purple lotus dust (inhaled knockout drug)
  • sleeping drops

https://roll20.net/compendium/dnd5e/Poisons#content

  • yew (200 gp, 1 hour (injury) or 1d6 hours (ingestion), DC +4, 1d10)
  • belladonna (weightless, 350 gp, alchemic, injury (10 min) or ingested (1d3 x 10 min), 2d8 + confusion 1d4 x 10 min, DC ??+2 for half / no confusion)
  • Assassin’s Blood (weightless, 150 gp, alchemic, ingested (1d3 x 10 min onset), DC 10: 1d12 + Poisoned (24 hours) / half damage and Poisoned 1 hour)
  • Midnight tears (weightless, 1500 gp, alchemic, ingested (no effect until triggered), DC 17: ???9d6??? / half damage)

- triggers: stroke of midnight, exposure to binary agent, exposure to sunlight, victim sleeps

  • Pale tincture (weightless, 250 gp, alchemic, ingested (??? onset), DC: 16: 1d6 + Poisoned / no effect, repeat save every 24 hours, effects end after 7 successes, this damage can't be healed until the effect ends)
  • foxglove (275 gp, 1d6 x 10 min (ingested), DC -3, 2d8 + confusion 1d4 x 10 min)
  • foxglove (weightless, 300 gp, alchemic, ingested (1d6 x 10 min), 2d8 + confusion for 1d10 days, DC for half and 5 Sickness for 1d6 days)
  • hemlock (225 gp, 2d4 turns (ingestion), DC +2, 2d12 + 1d10 days sickness)
  • hemlock (weightless, 250 gp, alchemic, ingested (2d4 x 10 min), 2d12 + 10 Sickness (Fatigue) for 1d10 days, DC for half and 5 Sickness for 1d6 days)
  • hellebore (225 gp, 1 turn (injury) or 1d3 turns (ingestion), DC +2, 1d6 + 1d10 days sickness (treat as some degree of Fatigue?))
  • henbane (350 gp, 1 turn (injury), 1d6 turns (ingested), DC +2, 1d6 + delerium 1d4 hours)
  • wolfsbane (350 gp, 1 turn (injury), 2d4 turns (ingested), DC +2, 2d8 + paralysis 2d4 turns)
  • Burnt Othur Fumes (weightless, 500 gp, alchemic, inhaled (??? onset), DC 13: ???3d6??? and repeat save each turn (1d6 on failure), 3 successes ends the poison / half initial damage and no ongoing)
  • curare (1500 gp, instant onset (injury), DC +0, 2d12 + paralysis 2d4 x 10 min)
  • Purple Worm poison (weightless, 2000 gp, alchemic, injury (1d2 round onset), DC 17: ???12d6 damage??? / half damage)
  • Serpent venom (weightless, 200 gp, alchemic, injury (??? onset), DC 11: ???3d6??? / half damage)
  • Wyvern poison (weightless, 1200 gp, alchemic, injury (1d2 round onset), DC 15: ???7d6 damage??? / half damage)
  • Giant Centipede 50gp 1 turn +2 Sickness 1d10 days*
  • Spitting Cobra 100gp 1 turn +2 1d6 damage
  • Giant Crab Spider 100gp 1d10 turns +4 1d10 damage
  • Pit Viper 200gp 1d10 turns +2 1d10 damage
  • Giant Killer Bee 250gp 1 turn +2 1d10 damage
  • Carcass Scavenger 250gp 1 turn +2 Paralysis 2d4 turns
  • Sea Snake 275gp 1d10 turns +2 4d4 damage
  • Giant Black Widow 300gp 1d6 turns +2 4d4 damage
  • Giant Rattlesnake 300gp 1d10 turns +2 2d10 damage
  • Giant Tarantula 350gp 1d6 turns +2 2d10 damage
  • Giant Scorpion 400gp 1 turn +2 2d10 damage
  • Rockfish 500gp 1 round +1 4d6 damage
  • Wyvern 700gp 1 round +1 6d6 damage
  • Purple Worm 1,500gp Instant - Death
  • Dragon Blood 1,500gp Instant - Death