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Presenting

The Adventurers Practical Guide to

Alchemy and Herbalism


Written and Edited by
Moses Wildermuth,
Dan Hyland,
Chris Knowles,
and Josh Graboff
Layout by
Moses Wildermuth
Illustrated from the
Public Domain by
Moses Wildermuth

First Printing 2015

For Gold & Glory and FG&G are trademarks


of Justen Brown. This work is not affiliated with Justen Brown.

Foreword

fter much time and


hard research, The
Adventurers Practical
Guide to Alchemy and
Herbalism is finally
presented for your perusal.
Whilst every care has been taken to
preserve certain ancient and
medieval technological concepts in
this book, it is not a dry and lifeless
text. In producing this gaming
supplement, many books,
websites, and other documents
were scoured in an effort to
provide Players and Game
Masters with a rich and
historically authentic gaming
resource that will be of constant
use at the game table. Extra time
and effort was spent ensuring
that each entry was complete
with all the elements needed, so
that they can be placed easily
into any game world. This
includes Active
Ingredients, Costs and
Methods of Production and other insights, as well
as equipment needed to create and use the
substances.
The information presented in this book is based
upon and expands that found in the For Gold &
Glory rules book and is divided into six
chapters. This information provides the Players
more flexibility to develop their characters and
allows Game Masters to add more depth and
color to their campaign.

The Adventurers Practical


Guide to Alchemy and Herbalism
is an attempt to infuse a campaign
with a culturally based system to
understand, harness and exploit the
natural world before the rise of the
modern scientific age. The historical
cut off for research is approximately
the 16th Century in real world terms.
The first chapter focuses on the
Herbalism Non-Combat Skill. Players
and game masters will find useful
information here specifically designed
to supplement their game, rather than
tables of useless information
regarding individual plants and their
very specific real world uses. The
reader of the Practical Guide is
rewarded with recipes for advanced
Herbal Remedies and other
substances using plant based
materials. In many campaigns, the
Herbalism Skill is considered merely
part of a wider set of complementary
medical skills, but herein you will find
herbal-based recipes for substances
not designed to merely heal wounds.
The second chapter presents
examples of Non-standard recipes.
This includes substances created from
a decidedly non-human perspective.

In the chapters three through six, we introduce


and expand upon the Alchemy Non-Combat Skill.
In many ways, Alchemy is an advanced form of
Herbalism, adding minerals, animal parts and
even spells to the recipes. There are various levels
of expertise in the Alchemy Skill described herein.
The Arcane Specialist School of Alchemy is not
included but is planned for an upcoming
supplement.
Though it will slowly develop into what we now
know as the scientific method, Alchemy is far
from a scientific discipline, and Alchemists have
different methodology and interpretations of the
attributes, systems and consequences arising
from the experiments in their laboratories.
Alchemists take great care to create new recipes
and formulae, and most will, at least initially, be
closely guarded secrets. Each recipe in this book
will provide suggestions for how commonly or
uncommonly it is known.
Taken together, the six chapters of this
supplement provide a lot of new material for use
by both Players and Game Masters, including
some advice on how to integrate these new items
into a campaign, but as with any new material
presented for inclusion in a campaign, the final
decision for its use, and its interpretation,
is up to the Game Master.

Certainly, not every substance and


device found within the Practical
Guide has to be available in every
campaign world. The GM may place a
ban on Smoke-Powder in his
campaign but wholeheartedly
integrate much of the rest. In another
campaign, the players may find
themselves caught between the use of
Alchemical substances, and the
surrounding populations fear of the
new and the unknown. Still another
GM may create a campaign where
Smoke-Powder and the protoscientific methods of the Alchemists
are the foreground of a swashbuckling
urban campaign.
The Adventurers Practical Guide to
Alchemy and Herbalism was
produced specifically to supplement
the For Gold & Glory game
system but is OSR compatible and can
be used in a range of games that draw
on the legacy of the world famous
role-playing game that was first
released over forty years ago.

Table of Contents
Chapter 1 Herbalism
The Herbalist
The Herbalist Workshop
Herbal Remedies
Other Herbal Substances

I
II
III
V
XI

Chapter 2 Non-Human Restoratives


& Other Formulations

XV

Chapter 3 Introduction to General Alchemy


Sorts of Alchemists
Libraries & Laboratories
Alchemical Remedies
Other Alchemical Substances

XXV
XXVI
XXX
XXXII
XXXV

Chapter 4 Greek Fire


History of Greek Fire
Hand-Held Weapons
Siege Weapons

XLV
XLVI
XLVII
XLIX

Chapter 5 Smoke-Powder
General Description
Smoke-Powder Substances
Smoke-Powder Weapons
Accessories & Ammunition

LIII
LIV
LVIII
LXI
LXXIV

Chapter 6 Artificial Life


Introduction
Homunculi (Flying Minions)
Automatons (Metal Men)

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.

A Player Character who learns the


Herbalism Skill starts with 1 or 2 commonly
known recipes found in this guide, as
determined by the Game Master. The
Herbalist writes his recipes into Recipe
Books, which become his most prized
possessions. Recipes are traded amongst
Herbalists the way spells are traded
amongst Wizards. Using a relatively
inexpensive and portable workshop,
Herbalists may attempt to create mundane,
plant-based incense, poisons, inks, paints
and pigments, as well as Herbal Remedies
and other substances by following known
recipes. A successful Herbalism check is
required to successfully brew a batch of an
Herbal Substance. The GM may apply
penalties or bonuses to the check as
circumstances dictate.

In addition, a Healer who is also an


Herbalist can diagnose and treat all types of
poisoning and can diagnose (but not treat)
the cause of magical diseases.

Herbalist at his Workshop

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.

points of damage. Any creature within 10


of the explosion suffers 1d4+1 hit points of
damage. Sunfire is extremely sticky, and
cannot be rubbed or scraped off. Once
ignited, there is no mundane way to put
Sunfire out; water cannot douse it, nor
can sand. The flame continues to burn for
six rounds inflicting less potential damage
per round, so that in the 1st round damage
is 1d6+1, then in the 2nd round its 1d6,
then 1d6-1, 1d4+1, 1d4, and finally 1d41 in the 6th round. The damage per
round cannot be reduced below 1 hit
point, and no Saving Throws are
granted to avoid this damage,
however, the flames respond
normally to an Affect Normal
Fire or similar spell, and a
Darkness spell cast directly
upon the flame reduces the
Duration by half, or if it is cast
upon the flame after the third
round has passed,
extinguishes it completely.

Sunfire roils and swirls


furiously inside its flask
when exposed to daylight
or its equivalent, such as
the Effective Area of a
Against
Continual Light or
structures and
Sunray spell. When
items, it inflicts
exposed to both
twice as much damage as
daylight (or its
Greek Fire, but continues
equivalent) and air,
to burn for six rounds
the substance bursts
unless reduced by magical
into flames with a
means
(as above).
whooshing sound. It is
Elven Solar Priestess
not flammable under any
other conditions and cannot be ignited by
Sunfire can also be pumped through
flames or any lesser light source. If left
specially designed Elven Fire Projectors,
exposed to air without sufficient light for
however, it is considered too dangerous
more than one round, Sunfire loses its
for use in Hand Siphons. An Elven Fire
Quasi-Magical powers and becomes a
Projector is a rare, delicate, beautiful and
non-flammable, grease-like substance
deadly device. It is mostly crafted from
after only one round.
crystal spheres and thick glass tubes, but
is similar in operation to the Greek Fire
So long as the target is exposed to daylight
Projectors in use by other races. The GM
(or its equivalent), a crystal flask of
may adjudicate the exact specifics of this
Sunfire can be used as an indirect missile
device by slightly modifying the standard
weapon in the same way as a flask of
Greek Fire Projector (Refer to Chapter 4).
Greek fire. A direct hit causes 1d6+2 hit
(Continued on Next Page)

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.

Alchemy as King, with the Elements, his Queens

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

Research Laboratory - Alchimia Looks On

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.

When the bag strikes a solid object, the wax


breaks, and the two substances mix. The
substances combine to form goo, which
quickly expands into sticky tendrils and
bursts out of the bag, entangling any Largesized or smaller creature or object struck
and becoming tough and resilient upon
exposure to air. Huge-sized and larger
creatures and objects are immune to the
effects. A Large-sized creature that is
affected suffers a -2 penalty to its Dexterity
score. A Man-sized creature that is affected
suffers a -2 penalty to its to hit rolls, and a 4 penalty to its Dexterity score. A Smallsized or smaller creature that is affected
suffers a -4 penalty to its to hit rolls, and a
-6 penalty to its Dexterity score.
The GM must adjudicate
similar effects against
Animated Objects of the
appropriate size. Spell
casters covered by the goo
must roll a successful
Intelligence check, modified
by a -4 penalty, to
successfully cast an Arcane
spell requiring a somatic
component, or a successful
Wisdom check, modified by
a -4 penalty, to successfully
cast a Divine spell requiring
a somatic component.
(Continued on Next Page)

Nervous Nobleson

XLI

Siege
Weapons

Greek Fire Canisters


Value - 100gp
XP Value - 20
Cost to Manufacture - 60gp
Weight - 4 lb

Large quantities of Greek Fire are


stored in stone or ceramic jugs, called
Canisters, until needed. A Canister
holds enough of the substance for a
single shot from a Greek Fire
Projector or a Light Catapult.
Greek Fire is extremely flammable,
and if an open Canister comes into
contact with
flame, it
explodes.
Anyone
within a
15-foot
radius
suffers
3d10 hit
points of
damage
on the first
round, and
1d10 hit
points of
damage
per round
for the
following
two rounds.

Other open Greek Fire Canisters in the


Effective Area automatically explode
and increase the size of the Effective
Area, while closed Canisters are
granted a Saving Throw vs. Mundane
Fire to avoid exploding. A successful
Saving Throw vs. Breath Weapon,
modified by Dexterity-Reaction
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.

XLIX

Catapult hurling
Greek Fire Shot

Greek Fire Shot


Most cultures that engage in large
scale warfare have learned the art of
constructing and using catapults and
use them to hurl, among other things,
burning Canisters of Greek Fire,
bundled with coal, dried wood, cloth
or other flammable material. Firing
Greek Fire Shot reduces the catapult's
Range by half. Light catapults can
hurl one shot, medium catapults can
hurl up to two shots, and large
catapults can hurl up to three shots
per firing. When multiple shots are
hurled, they land 1d10 + 20 feet apart
from each other. Each shot breaks on
impact and scatters flaming Greek
Fire over a radius of 15 feet.

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.

Modern Siege Upon a


Fortification

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

The Active Ingredients are rather rare


and expensive, and three of them must
come from Quasi-Magical sources. The
Active Ingredients and where they
must be found are Sulfur brought forth
from an Active Volcano, Saltpeter from
the droppings of an Adult Dragon or
Huge-sized or larger Dinosaur,
Anthracite Coal from the Coal Mines
that produce the highest quality ore,
and Distillate of Crude Oil (Naphtha).
Creating the dual components of
Smoke-Powder requires one hour
spent in the laboratory per pound of
Smoke-Powder being created in a
single batch. The Alchemists work
cannot be interrupted by more than
one 10-minute break per 3 hours of
time spent in the Laboratory. For each
pound of this substance the Alchemist
attempts to create, he must roll a
successful Alchemy Skill check,
modified by a -1 penalty per pound
being created in the same batch. If a
check fails, that pound is not created
successfully, and the remainder of the
batch is ruined. For example, an
Alchemist endeavors to create 8
pounds of Smoke-Powder components.
He must spend 8 hours of time in the
laboratory, interrupted by no more
than 2 breaks of 10 minutes or less
each. At the end of the 8 hours, he
must roll 8 Alchemy Skill checks,
modified by 8. If the first Skill check
fails, the entire batch is ruined. If the
Alchemists first 4 consecutive Skill
checks are successful, but the 5th Skill
check fails, he has successfully created
4 pounds of Smoke-Powder
components, but 4 pounds are ruined.
Note: Value, XP Value and Cost to
Manufacture are relative to large cities
in Civilized lands. These values may be
much higher elsewhere.

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.

For an Alchemist to properly connect a


fuse to an explosive such as a Powder
Horn or Powder Keg, he must roll an
Alchemy check. If the check fails, the
Alchemist has measured the fuse
incorrectly, and the device explodes
either too early or too late by 1 round for
every point by which the check was
failed. Depending on whether the fuse
was cut too long or too short, add or
subtract the proper length of fuse from
the Alchemists possessions. If the
Alchemist rolls a natural 20 when
setting a fuse, the fuse fails to ignite the
Smoke-Powder, and it does not explode.
The following containers are commonly
used to store Smoke-Powder and can be
used as explosives.

A Powder Horn is a small watertight


container made from a bull's horn that
weighs about a half of a pound when
empty. A sealed Powder Horn keeps
Smoke-Powder fresh for up to a year. A
plain, unadorned Powder Horn costs as
little as 5gp, and when sealed, will keep
the Smoke-Powder dry under most
ordinary circumstances. A Masterwork
Powder Horn costs a minimum of 25gp,
but when sealed, will keep the SmokePowder dry even in a jungle or
underwater. A Powder Horn typically
holds one pound of Smoke-Powder
(costing 100gp, with a total weight of 1.5
pounds when filled).
(Continued on Next Page)

LV

Sun-Rod
Value - 2gp
XP Value - 1/5
Cost to Manufacture - 2gp or less
Weight - 1 lb

A Sun-Rod is an Alchemical item in the


form of a 1-foot long, specially crafted,
wrought iron rod with a golden-colored
tip. When struck, the golden tip glows
brightly with mundane light, clearly
illuminating a 10-foot radius. It glows for
6 hours, after which the tip is burned out
and worthless. It can be thrown as an
indirect missile.
A Sun-Rod taken
into an existing
magical darkness or
targeted by a
Darkness spell will
be blotted out. A
Sun-Rod is
ineffective against
magical darkness.
The effects of
multiple Sun-Rods
cannot stack, so
overlapping
effective areas do
not get brighter.

Spooking a Riding Horse

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.

Notes: Value, XP Value and Cost


to Manufacture are relative to large
cities in Civilized lands. These values
may be much higher elsewhere. Cost
to Manufacture may be less if the
Alchemist creates his own SmokePowder.
Thunder-Stone
Value - 30gp
XP Value - 8
Cost to Manufacture - 30gp or less
Weight - 1 lb

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.

A Master Alchemist only gradually


acquires the knowledge, tools and skills
required to successfully create Artificial
Life without assistance. He must also
remain a student, working closely with
more knowledgeable Master
Alchemists, spellcasters, artisans and
engineers, in addition to pursuing his
own research into the nature of life.
Indeed, creating Artificial Life often
becomes a lifelong obsession for those
who choose to pursue it, one that can
often go unfulfilled.

There are two distinct types of Artificial


Life that can be created by a Master
Alchemist without the aid of a spellcaster.
Those of the first type are known as
Homunculi, while those of the second as
Automatons.
Homunculi, while technically Constructs,
are flesh and blood, biological creatures
whose bodies are created by a complex
alchemical formula.
Automatons (more properly called
Automatums Mechanicus) are special
types of Constructs whose bodies are
constructed of mechanical parts.
In both cases, the body is crafted
in a special Laboratory, then
Arcane Magic is applied to
grant it the semblance
of life.

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:

1 (10% chance, 1d6)

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

Description: A Homunculus is a living, biological


Construct created to serve as a laboratory assistant, spy,
messenger and/or scout.

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:

1 (10% chance, 1d10)

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

8000, 10,000, 12,000 or


14,000
Description: An Automaton is an extremely complex,
quasi-magical, steam powered golem made of metal cogs,
gears, springs, cables, and other mechanical parts.
Experience:

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):

JSL Blackletter, Version 3.0, Copyright: 2000, Jeff Lee


The "JSL Blackletter" font is based upon a typeface created by William Bullokar, for his
"Booke at large, for the amendment of orthographie for English speech", published in
1580 by Henrie Denham.
Pillbox Opaque, Version 1.00, Copyright: 2004, Vic Fieger, Xaviera Comics
Honorable mention to Alchemy font (alchmy.zip),Copyright, 1993, by Kenneth Hirst.
All Rights Reserved. Copy Protected encoding is not included in any electronic form.
Declaration of Open Game Content (OGC):

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.

THIS LICENSE IS APPROVED


FOR GENERAL USE.
PERMISSION TO DISTRIBUTE
THIS LICENSE IS MADE BY
WIZARDS OF THE COAST!
OPEN GAME LICENSE
Version 1.0a

The following text is the property of Wizards of


the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc ("Wizards"). All Rights
Reserved.
1. Definitions: (a)"Contributors" means the
copyright and/or trademark owners who have
contributed Open Game Content;
(b)"Derivative Material" means copyrighted
material including derivative works and
translations (including into other computer
languages), potation, modification, correction,
addition, extension, upgrade, improvement,
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to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the
methods, procedures, processes and routines to
the extent such content does not embody the
Product Identity and is an enhancement over
the prior art and any additional content clearly
identified as Open Game Content by the
Contributor, and means any work covered by
this License, including translations and
derivative works under copyright law, but
specifically excludes Product Identity. (e)
"Product Identity" means product and product
line names, logos and identifying marks
including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language,
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audio representations; names and descriptions
of characters, spells, enchantments,
personalities, teams, personas, likenesses and
special abilities; places, locations,
environments, creatures, equipment, magical
or supernatural abilities or effects, logos,

symbols, or graphic designs; and any other


trademark or registered trademark clearly
identified as Product identity by the owner of
the Product Identity, and which specifically
excludes the Open Game Content; (f)
"Trademark" means the logos, names, mark,
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Contributor to identify itself or its products or
the associated products contributed to the
Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of
Open Game Content. (h) "You" or "Your"
means the licensee in terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice
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only be Used under and in terms of this
License. You must affix such a notice to any
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4. Grant and Consideration: In consideration
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Contributors grant You a perpetual, worldwide,
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exact terms of this License to Use, the Open
Game Content.
5.Representation of Authority to Contribute: If
You are contributing original material as Open
Game Content, You represent that Your
Contributions are Your original creation and/or
You have sufficient rights to grant the rights
conveyed by this License.
6.Notice of License Copyright: You must update
the COPYRIGHT NOTICE portion of this
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COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or
distributing, and You must add the title, the
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to the COPYRIGHT NOTICE of any original
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7. Use of Product Identity: You agree not to Use


any Product Identity, including as an indication
as to compatibility, except as expressly licensed
in another, independent Agreement with the
owner of each element of that Product Identity.
You agree not to indicate compatibility or coadaptability with any Trademark or Registered
Trademark in conjunction with a work
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expressly licensed in another, independent
Agreement with the owner of such Trademark
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13 Termination: This License will terminate
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be reformed only to the extent necessary to
make it enforceable.
15 COPYRIGHT NOTICE:
Open Game License v 1.0a Copyright 2000,
Wizards of the Coast, Inc.
System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.
Creature Collection Volume 1 Copyright
2000, Clark Peterson.
Modern System Reference Document
Copyright 2002, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by
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John Tynes, Andy Collins, and JD Wiker
Monster Manual II Copyright 2002, Wizards of
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Swords of Our Fathers Copyright 2003, The
Game Mechanics.
Mutants & Masterminds Copyright 2002,
Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of
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The Hypertext d20 SRD Copyright 2004, Jans
W Carton.
For Gold & Glory: Advanced Fantasy Role
Playing Game 2nd Edition Copyright 20092010; Author Justen Brown, Edited by Moses
Wildermuth.
The Adventurers Practical Guide to Herbalism
& Alchemy Copyright 2014; Author Moses
Wildermuth.

END OF LICENSE

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Notes:

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