Wednesday 23 January 2013

RULES: Alchemy Overhaul.

Here is the new Alchemy system I'll be implementing in Arventine. It's based on gathering ingredients to make potions and other fun items. I will be giving out ingredients in treasure parcels, and you can also try to skill check yourself to sourcing some on your own. Also players can do this straight away, I won't be asking for any crafting feats to be taken.
If any other DM wants to implement this into their game, bear in mind the DCs are tuned to the Arventine party, so they might need need dropping for a lower level game.

~Moss.


GATHER ALCHEMICAL INGREDIENTS

(Daily, must be trained in the skillcheck. Forage can’t be used on the same day as Gather.)

Gathering ingredients can be done anywhere, but has contextual environmental skill DCs:
Forest/cave/countryside/plains etc: DC:15
City/Town/Dungeon etc: DC:20
Desert/wasteland: DC:25
Success: Roll a d6 on the ingredient table below.

1 - Ignus 
2 - Aquae 
3 - Aether 
4 - Maga 
5 - Vitae 
6 - Mort 

These can be combined into potions, oils and powders. Preparing a potion takes an hour and the user make a Arcana or Religion check of DC:20 to successfully make the potion. If a player makes potion that fails by 5 or less on the check, he will recover/make instead one ingredient rolled off the table, but the original ingredients will be destroyed.
The basic recipes follow as such:

POTIONS
Potions can be drunk as a minor action.

HEALING
Spend a healing surge and regain 10 HP
1 x Vitae, 1 x Aether, 1 x Maga.

VITALITY
Spend a healing surge and regain 25 HP
2 x Vitae, 1 x Aether, 2 x Maga, 1 x Mort.

ANTIDOTE
Take an immediate saving throw on an ongoing effect with either the disease or poison keyword.
1 x Mort, 2 x Aquae

SWIFT
+1 bonus to your next attack roll, and +1 to your reflex until the end of your next turn.
1 x Ignus, 2 x Aether, 1 x Mort.

IRON WILL
+1 bonus to your will, until the end of your next turn.
2 x Maga, 1x Aqua.

GUTS
+1 bonus to your fortitude, until the end of your next turn.
2 x Ignus, 1 x Vitae

MUSK
+1 to your next diplomacy skill check, within 1 game day.
3 x Aether, 1 x Mort, 1 x Aquae.



OILS
Oils can be applied to melee weapons as a standard action. They last 1 hour or one encounter, whichever comes first. Oils can be applied to ammunition in the same way, but only last for one attack. Only one oil can be working on a weapon at any given time.

HANGMAN
+1 damage to humanoid creatures. (+2 at Paragon)
3 x Mort, 1 x Maga.

TOOTH
+1 damage to beasts. (+2 at Paragon)
2 x Aquae, 1 x Mort.

NECROPHAGE
+1 damage to undead. (+2 at Paragon)
2 x Vitae, 1 x Ignus

OUTSIDER
+1 damage to elementals and demons. (+2 at Paragon)
1 x Vitae, 1 x Mort, 1 x Aether.

HOLY
+1 damage to immortals. (+2 at Paragon)
1 x Aether, 1 x Mort, 1 x Ignus.

HORNET
A critical hit with this weapon causes the target to feel immense pain. They are dazed as well and any other effects (save ends).
1 x Ignus, 1 x Mort, 1 x Aether.

PYRO
Your attacks with this weapon do +1 fire damage.
2 x Ignus, 1 x Maga, 1 x Mort.

BLIZZARD
Your attacks with this weapon do +1 cold damage.
2 x Aquae, 2 x Aether.

CORPSE
Your attacks with this weapon do +1 necrotic damage.
2 x Mort, 1 x Maga, 1 x Vitae.

MELT
Your attacks with this weapon do +1 acid damage.
2 x Maga, 1 x Mort, 1 x Aquae.

WOUND
+2 to any ongoing damage that you inflict with this weapon.
1 x Vitae, 1 x Maga, 2x Aether.


POWDERS
Powders are miscellanous extras that have a variety of uses.

BASIC RITUAL COMPONENT
Provides up to 100gp worth of ritual components
1 x Aquae, 1 x Maga, 1 x Ignus.

RARE RITUAL COMPONENT
Provides up to 500gp worth of ritual components.
2 x Aquae, 3 x Maga, 1 x Ignus, 2 x Aether.

LIFE SALT
(minor) Sprinkle on a creature with negative HP, and they will immediately stabilise.
2 x Vitae, 1 x Mort, 1 x Aether.

QUICKSILVER DUST
(minor) When applied to any flesh, the quicksilver will turn into a froth if the flesh is that of a lycanthrope.
1 x Maga, 1 x Aquae.

TRUEFLESH
(minor) Will reveal a creatures true form through any enchantment up to level 20. Use on Doppelgangers, et cetera.
2 x Mort, 1 x Ignus, 2 x Maga.

PIXIE DUST
(minor) Sprinkle around you and you gain +1 bonus to Bluff and intimidate checks. Lasts one hour. Does not work when checking against Fey creatures.
1 x Vitae, 1 x Aquae, 1 x Maga.

ALCHEMIST'S FIRE
Bursts into flame when lit. Causes 2d10 fire damage. there is enough powder in each unit to occupy at most a 5 x 5 foot square.
3 x Ignus, 1 x Aether.

FREEDOM
Sprinkle on locks. +2 to thievery checks. the lock is dissolved and cannot be relocked until it is fixed or replaced.
2 x Maga, 1 x Ignus.

FLUX WAX
(standard) Coat any implement with this powder. The next attack that uses the Arcane keyword crits on a 19 or 20. 
1 x Vitae, 2 x Aether, 1 x Mort.

SCHOLAR
(Minor) Sprinkle on anything you wish to examine, and get a +2 bonus to Arcana checks.
1 x Acquae, 1 x Maga.

SUN
(standard) Ranged 10. Dex Mod +2 vs. Reflex: 1d8 +Dex radiant damage, and the target is blinded until the end of the attacker's next turn.
2 x Vitae, 1 x Ignus, 1 x Mort, 1 x Aether.




Thursday 10 January 2013

ARVENTINE: January 9th update.

As Zod flew down the hole into some sort of strange, demonic scrying ritual, Alain Fu thought he was done for. Luckily for him, seconds later, Christophe came screaming down the pit after him, planting his blade straight through the demon's skull, killing him dead. After battling some demon seers, they examined the scrying bowl on the lower level. Dropping a sacrifice of blood into the bowl, Fu summoned a smokey image of himself leading a demonic host to battle across an unnamed plain, flanked by Blind Varlets. With suspicious and concerned faces, the party finally cleared out Conrad's Point, and the treasures therein.

Upon returning to Khare, they were almost immediately confronted by Pavel Flind, the doyen of the Court of Jakob. Rather upset at the party trying to play the Court against the other gangs, Pavel demanded a substantial financial offering to 'let it slide'. Fresh from battle, the party characteristically declined the offer, and found themselves in a brawl with Flind and his swordsmen. The swordsmen, despite their skill, where soon dispatched, and Flind soon found himself dead with Sarah's axe buried in his skull. 

They soon reached Sapphoro's shop where, underneath a poster advertising Khare's Smelliest Griffon, Hanged Men doyen Bad Krum was waiting for them. Upon hearing about the demons at Conrad's Point, he told the party that demons had been reported all over the city since the Eclipse appeared in the sky. However, exuberant at the thought of Pavel Flind being dead, Krum declared Gang War, and feverishly gave the party the location of Forkiz Geung's (Orrind's kidnapper) secret domain: a decommissioned sewer underneath the Flowers In A Cursed Land brothel that could be access at midnight.

Before they went after Orrind, they had some old business to attend to. Remembering Dogbone's revelation about Suzzarn having a secret house in the river district, they set out to check it out. They arrived at small shack guarded by a nervous looking teenage streetboy. Toying with wither killing or turning him into a gas, Christophe chose to adopt his old 'drunken Lord Melchior' rountine, and tricked the lad into drinking wine laced with sleeping draught. Inside they found numerous clues that:

1) Outed Suzzarn as a potential member of the Blind Varlet cult. 
2) Spoke more of the Eclipse - a ritual to be undertaken at nearby Mount Shareat, that required the Cyrinishad, and an entity referred to as 'the Annointed One'.
3) That a doppelganger and some trickery was involved in the party's dealings with Baba Yaga in the Dire Woods. 

Leaving everything as they found it, the party crept away from the shack. On their way home, they found themselves cornered by soldiers of Bane, who dragged them to the Palace of Lord Azzur. Inside they were given an audience with Suzzarn, who turned out to be a courtier of Azzur. Suzzarn made a few veiled threats about the Cyrinishad and Shareat, and the party managed to leave unscathed. On their way out, the Banites attacked the party under Suzzarn's orders, exclaiming "Take what the paladin is carrying, take the wizard alive!" The party dispatched the soldiers and fled the scene to the brothel.

Hiding out in the brothel until midnight, the party indulged in the local product before entering the sewers to rescue Orrind. Not before long, they ran into an old friend - the Drow bounty hunter Tinve Aleaza'baen, who seemed rather jittery and troubled. After Christophe convinced her of the party's good intentions, she told them her and her men were en route to kill her master, Forkiz Geung, but they could not get past the Balhannoth, an Underdarkien beast that lived in the tunnels. The party finally took the Balhannoth out, and they and Tinve  both assailed the House of Pale Lanterns. 

In the cellar they found a beleaguered Nelson and Forkiz, who informed them that Orrind had just been sold - sickeningly to Suzzarn, supposedly as 'leverage'. Nelson and his master pleaded the party to help them flee the city, but it was an offer that fell on deaf ears, and the two were left to die at Tinve's blade. 

Now, faced with foes unknown, the party has some tough times ahead of it....