Documente Academic
Documente Profesional
Documente Cultură
Foreword
Table of Contents
Chapter 1 Herbalism
The Herbalist
The Herbalist Workshop
Herbal Remedies
Other Herbal Substances
I
II
III
V
XI
XV
XXV
XXVI
XXX
XXXII
XXXV
XLV
XLVI
XLVII
XLIX
Chapter 5 Smoke-Powder
General Description
Smoke-Powder Substances
Smoke-Powder Weapons
Accessories & Ammunition
LIII
LIV
LVIII
LXI
LXXIV
LXXV
LXXVII
LXXIX
LXXXV
Appendix L Legalities
LXXXIX
Chapter 1 Herbalism
n a shop dark with grime and rich with the mlange of a thousand fold scents, Epok,
the old herbalist crouched in a corner. The air was disturbed, not only by the strange
things baking in a crucible over the fire, but by the sound of his muttering and the soft
chink of stone against stone. His hands ached as he ground his mortar, and his
intense concentration kept him from looking up from his work, even as the rag-tag
group of folk filed in through his door.
Their leader, a lean man with a severe face partially concealed by the hood of his green cloak, called out.
Ho, friend! The herbalist glanced over the mess of his shop, drinking in the strangers then broke into
a brilliant smile. Adventurers! he exclaimed. Broken a bone? In need of a healing salve? A love
potion, perhaps? The green-cloaked woodsman cleared his throat as if to say something. The herbalist
interjected, Ah, I see youre looking for something to help you clear up that bad cough youve picked
up on the road.
From behind the woodsman peered Auran, a priest clad all in mail. Our need is much graver, he
intoned with the confidence of someone accustomed to speaking to a crowd, allowing the chief
adventurer to regain his composure. We plan to enter the abandoned guildhall a dark and dangerous
ruin, the woodsman picked up, This task was entrusted to us by Servius Linnus, in the capitol.
Perhaps, you have heard of him? The rangers name was Calmar, and the dirt-covered group behind
him was the infamous Delvers.
The herbalist cared not of their names but rather of the gold that he would soon take from them, I do
indeed know of the place of which you speak! Of course he did it was within a days walk of the town,
and simple-minded fools simply walked to their deaths there regularly. In that case he continued,
you must need my anti-toxin to protect you from the venomous beasties that lie within? His mind
now drifted back long ago to his own ill-fated trip to the blighted alchemists guildhall, leveled by an
explosion and fire hundreds of years before anyone could remember. Long had he wondered on its
contents, and daily he gazed at its broken walls from his upper windows. He was almost moved to offer
his services on their journey, but his daydreaming was interrupted as quickly as it began.
A dwarf, quiet until now as is their clannish way, growled from beneath his hood, Yes, yes. Thats
right. Get on with it. How much will you bleed out of us for it? The herbalist, laughing, rose from his
corner seat to approach his customers, The serpents within that ruin have seen many fall before ye.
Rare are those wise enough to visit my shop before embarking on their journey. If they had, they may
still be counted among the living.
From the rear of the Delvers huddled clave came a snort and sneer of contempt from Kanth, a mage
wearing distinctive ornate robes. He had little patience for shopkeeps and hapenny sorcerers. If I had
the recipe, I would simply brew it myself, he declared, but it is of no matter to the herbalist. He was
accustomed to the abuse that accompanied doing business with bands of haughty adventurers. After
all, he was one himself once. To them, he was the least of his kind, a stone in the road on their great
adventure. If he were an alchemist, such as Servius, or even a member of the sages guild, they would
show him greater respect. Today, however, was Epoks day, for he had what they could not live without,
and he could already see the gold coins changing hands as he reached for the vial.
The Herbalist
erbalism is a Knowledgebased Skill, but it also has
elements of a Trade Skill.
Active practitioners are
those most commonly
referred to as Herbalists, but any creatures
that possess the Herbalism Skill know a
great deal about herbs, fungi and other
plants and have studied the hidden
properties within them. They can easily
identify common varieties of plant and
fungal life, whether discovered growing in a
garden or in the wild, and for the purposes
of this Practical Guide are considered
Herbalists.
Those who learn the Healing Skill often also
learn Herbalism to broaden their medical
knowledge. A wounded patient under the
care of a Healer who is also skilled in
Herbalism regains 3 hit points per day
under complete bed rest, rather than 2.
This bonus is gained by applying simple,
readily available herbs and plants that are
used in unprocessed form.
II
Humanoid
Anatomy
Elven Sunfire
Value 50gp
XP Value 25
Cost to Manufacture 15gp
Weight 0.5 lbs
This amber colored viscous substance is a
potent Quasi-Magical, Alchemical
weapon, which must be stored in
sealed, airtight crystal flasks that
shatter upon impact. Sunfire was
invented by the Elves and remains
chief among their secrets. It is
their response to the increasing
use of Greek Fire by
their enemies.
Therefore, among
other races it is often
referred to as Elven Fire.
XIX
Sorts of Alchemists
lchemy is an incredibly
diverse topic of study. In
many ways, it is similar to
Herbalism but requires
more time and dedication to master and
most characters must take Herbalism as a
separate Skill.
Alchemical Recipes are written on scrolls
and in books resembling Spell Books in
an obscure coded language resembling
Magical Script. In addition, to protect
their own research, many Alchemists
devise their own private code known only
to themselves and their closest associates.
An Alchemist must roll a successful
Alchemy-Skill Check to successfully
create a substance. The GM may assign
bonuses or penalties to the Skill Check
depending upon circumstances.
In most campaigns there are three basic
sorts of Alchemists. They are the SageAlchemist, Wizard-Alchemist and Master
Alchemist.
The Sage-Alchemist
Sages who have knowledge of either
Alchemy (or Chemistry) are quite rare
and can only be found in Large Towns or
Cities. Often they are able to help locate
Active Ingredients needed to create
Alchemical Substances. With access to a
suitable library, the Sage-Alchemist is
also able to assist a Wizard-Alchemist or
Master Alchemist who is researching an
Alchemical Recipe. If the Sage does not
own a suitable library, he may be able to
pay a nominal monthly fee to a local
Guildhall, Temple, College or wealthy
Aristocrat to use theirs.
If the Sage has access to a minimal
Alchemy Laboratory and the proper
recipes, he may attempt to create
mundane incense, writing ink, paints and
pigments, poisons, powders and common
acids. Unless otherwise stated, creating
these substances requires 1d4+1 days of
uninterrupted time in the Laboratory.
A Sage-Alchemist who is also skilled in
Herbalism may attempt to create any of
the Herbal Substances listed in chapter 1
using a minimal Alchemical Laboratory
or Herbalists Workshop.
XXVI
Demi-Goddess of Alchemy
Alc em
XXIX
Libraries &
Laboratories
ust as any other skilled craftsman or tradesman must maintain a suitable place to
work in which to carry out the tasks related to their professions, so too must an
Alchemist have access to a properly stocked and equipped facility.
In the previous section, various types of Libraries and Laboratories were briefly
mentioned. In this section, we will discuss each type and detail the minimum requirements to create
each one and stock it with all the necessary tools and accoutrements
XXX
Tangle-Foot Bag
Value - 50gp
XP Value - 10
Cost to Manufacture - 30gp
Weight - 4 lbs
A Tangle-Foot bag is an Alchemical weapon
in the form of a leather pouch, completely
sealed with wax and filled with two
Alchemical substances. The substances are
kept separated by a thick layer of hard wax.
This item can be thrown as an indirect
missile weapon, but does not function
underwater.
Nervous Nobleson
XLI
Siege
Weapons
XLIX
Catapult hurling
Greek Fire Shot
Each creature
in the Effective
Area suffers
3d10 hit points
of damage on
the first round,
and 1d10 hit
points of
damage per
round for the
following two
rounds. A
successful
Saving Throw
vs. Breath
Weapon, modified by DexterityReaction Modifier, indicates the
creature suffers only half damage.
Stone objects and structures suffer
1d3 points of structural damage per
round for the following two rounds.
Wooden objects and structures suffer
2d4 points of structural damage per
round for the following two rounds.
Objects and structures that roll a
successful Saving Throw vs. mundane
fire suffer only half damage.
General
Description
moke-Powder is a
Magical, Alchemical
Substance that is the
fantasy counterpart of
black powder. As such, it is a new,
dangerous and relatively rare substance
that can be used to make bombs and
rockets or to fire projectiles from Cannons
and Hand-Cannons. In addition,
knowledgeable Alchemists can use it to
create other Alchemical items, including
Smoke Balls, Smoke Sticks, Sun Rods,
Thunder Stones, and Tinder Twigs.
This powder is almost never found in its
final, usable form. To reduce the chance
of accidents during storage and transport,
especially when dealing with large
amounts, the powder is kept as two
separate Alchemical, Quasi-Magical
components. One is a granular, steel blue
powder, and the other is in the form of a
fine, white powder. Alone, the substances
are mundane and inert, but when
combined in equal portions, the resulting
Smoke-Powder becomes Magical and
explosive. The two substances are usually
mixed only in small amounts as needed;
the Smoke-Powder is then placed in
Powder Horns until used. When more
than a few pounds are mixed, the SmokePowder is most often stored in Powder
Kegs.
If left uncovered or loaded in a weapon,
Smoke-Powder remains fresh and retains
its explosive properties for only one day.
Spoiled Smoke-Powder loses all of its
Magical properties and becomes a
mundane dust that may be used to blind
an opponent for 1d4+1 rounds if
successfully thrown into his eyes.
The recipe for Smoke-Powder is a carefully
guarded secret.
LIV
Smoke-Powder as an Explosive
Value - 100gp
XP Value - 25
Cost to Manufacture - 50gp
Weight - 1 lb
When ignited outside of a closed container,
Smoke-Powder burns with a loud fizzing
sound, a mundane cloud of smoke and a
flash of bright light. One pound of SmokePowder burns for 1 turn unless
extinguished, and glows brightly with
mundane light, clearly illuminating a 10foot radius. The cloud disperses normally.
A moderate or stronger wind clears the
smoke in 1 round; otherwise, it remains for
1d4+1 rounds. Smoke-Powder only
explodes if it is ignited while inside of a
closed container.
A hemp cord, saturated with SmokePowder, called a fuse, is employed to
facilitate igniting Smoke-Powder inside a
closed container from a comfortable
distance.
Fuses are cut to order in multiples of a
standard measurement of six-second
intervals; 10 such intervals burn for a
whole round. However, there are two
types of fuses- one type of fuse burns much
faster than the other. A fuse used to ignite
an explosive device or other object from a
distance burns 1 foot in 6 seconds, while a
fuse used to ignite a hand-cannon, cannon,
rocket or indirect missile burns 1 inch in 6
seconds. Thus, a fuse of the first type cut
to burn for a whole round is 10 feet long,
while a fuse of the second type cut to burn
for the same duration is only 10 inches
long. Regardless of the type of fuse or into
what lengths it is cut, each 6-second
interval costs 1gp and weighs 0.01 pounds.
LV
Sun-Rod
Value - 2gp
XP Value - 1/5
Cost to Manufacture - 2gp or less
Weight - 1 lb
The Active
Ingredients
required to create a Sun-Rod includes
Smoke-Powder. Each uses 0.01 lbs of the
substance. One pound of Smoke-Powder
makes 100 Sun-Rods. Each Sun-Rod also
requires an iron rod, costing 1gp. The
rod's golden tip is composed of Narra
Wood, which has been soaked in Lignum
Nephriticum (also known as Tincture of
Kidney Wood). Kidney Wood is a
combination of the wood of the Narra and
Kidneywood trees. The Smoke-Powder
acts as a trigger.
A Thunder-Stone is an Alchemical
weapon in the form of a heavy stone.
This item can be thrown
as an indirect missile
weapon with double the
normal range. It breaks
open upon striking a
solid object, creating a
deafening bang that is
treated as a mundane,
sonic attack. Each
creature within a 10-foot
radius must roll a
Constitution check, with
a -4 penalty, or be
deafened for 6 turns.
The Active Ingredients
required to create a
Thunder-Stone include
Smoke-Powder. Each uses 0.3 lbs of
the substance. One pound of SmokePowder makes 3 Thunder-Stones with
0.1 pounds left over.
Notes: Value, XP Value and Cost to
Manufacture are relative to large cities
in Civilized lands. These values may
be much higher elsewhere.
Humanoids will often pay as much as
three times this value. Cost to
Manufacture may be less if the
Alchemist creates his own SmokePowder.
LIX
LXX
Introduction
eferring to Chapter 3, the GM
may allow Non-Player Master
Alchemists to craft magical
items directly related to their craft, chief
among these items being Philosophers
Stones. These rare Magical Items not
only transmute base metals into precious
gold & silver, they can also produce
Potions of Longevity and Elixirs of Life
(also known as Aqua Vitae). For many
Master Alchemists, crafting these items is
just a step toward their ultimate goal to
create Artificial Life in their Laboratories,
without a spellcaster.
Automatum Mechanicus
LXXVII
Bestiary Entry
The Standard Homunculus
Climate/Terrain:
Same as Creator
Frequency:
Very Rare
Organization:
Usually Solitary
Activity Cycle:
Same as Creator
Diet:
Same as Creator
Intelligence:
Same as Creator
Treasure:
Usually None
Alignment:
Same as Creator
Number Appearing:
Armor Class:
Movement:
6, Fly: 18/B
Hit Dice:
2 (9 hp)
THACO:
19
Attack:
Bite (1d3)
Special Traits:
Infravision, Poison
Magic Resistance:
Same as Creator
Size:
Tiny (1 tall)
Morale:
13 14
Experience:
270
Bestiary Entry
The Standard Automaton
Climate/Terrain:
Any
Frequency:
Very Rare
Organization:
Solitary
Activity Cycle:
Any
Diet:
Nil
Intelligence:
Non (0)
Treasure:
None
Alignment:
True Neutral
Number Appearing:
Armor Class:
-2
Movement:
12, 14, 16 or 18
Hit Dice:
8, 10, 12 or 14 (6 hp/HD)
THACO:
13, 11, 9 0r 7
Attack:
Special Traits:
Magic Resistance:
See Below
Electrical Attacks See Below
None/Standard
Size:
Man-Sized (4 7 tall)
Morale:
20
Appendix L -LEGALITIES
Disclaimer: This tome contains rules for a game set in a fictional world, and though
many of the substances described herein have real-world counterparts, their effects are
mostly imaginary and their descriptions do not accurately reflect reality.
Do not try to create or use any of the recipes found in this guide.
Severe injury or even death could result.
Additional Credits: Dwarven Battle Brew was submitted by David Stairs, aka
Garkhal on the Dragonsfoot Forums, www.dragonsfoot.org, and used with permission.
Art distributed under Creative Commons Attributions Share Alike 3.0 License:
OSR Compatible Logo, Wayne Rossi, a derivative of the OSR Logo by Stuart
Robertson, (http://osrcompatible.org), Cover.
Lutin by Gordo, 10-11-2011, Tsaag Valren, Pages 20 & 23.
Orc Warrior by Wesnoth Community Artists, 06-11-2012, Page 24.
Wesnoth community artists of all Wesnoth Portraits among them: Kitty/Kathrin
Polikeit; Dark Adept; Girgistan/Christian Sirvi; LordBob/Emilien
Rotival;thespaceinvader/Philip Barber; Sleepwalker/Marcus Rosn;
JustinOperable/Justin Nichols; Valkier/Chris Wilson; bera/Bora Orcal;
Quellion/Santiago Iborra; Jason Lutes; James Woo; Alex Jarocha-Ernst; Nicholas
Kerpan; Pekka Aikio; Valdroni/Jason Frailey. full in:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/portraits/ARTISTS?revi
sion=49547&view=markup
Image of 6 Various Homunculi, compiled with assistance from Dan Hyland, Page 76.
OSR Compatible- This supplement is OSR Compatible and can be used with any old
school RPG or modern clones. It was designed with the advanced version of the game
in mind but with minimal changes can be used with original or classic rules or their
clones. Armor Class is given descending values, with lower numbers being better.
Fonts distributed under 1001Fonts Free For Commercial Use License
(FFC):
For Gold & Glory and FG&G are Trademarks of Justen Brown. Everything else in
this document is considered Open Game Content, EXCEPT the foreword, and the
proper names of peoples and places, and specific events, such as those within the
stories found at the beginning of each chapter and elsewhere.
END OF LICENSE
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