The Adventurers' Guide to the Practical Application of Herbalism & Alchemy Sampler

Page 1


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 Š 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 population’s 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 mélange 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— you’re looking for something to help you clear up that bad cough you’ve 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 ranger’s 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 day’s 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. That’s 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 ha’penny 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 sage’s guild, they would show him greater respect. Today, however, was Epok’s 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 it’s 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 Herbalist’s 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.

L

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 Alchemist’s 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 Alchemist’s 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 Alchemist’s 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 Philosopher’s 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:

6

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 (1½’ 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 Sirviö; LordBob/Emilien Rotival;thespaceinvader/Philip Barber; Sleepwalker/Marcus Rosén; 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, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means 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, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or 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, sign, motto, designs that are used by a 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 indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 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 License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.


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 containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 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 Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker Monster Manual II Copyright 2002, Wizards of the Coast, Inc. Swords of Our Fathers Copyright 2003, The Game Mechanics. Mutants & Masterminds Copyright 2002, Green Ronin Publishing. Unearthed Arcana Copyright 2004, Wizards of he Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. 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


This work was produced and published by the Hawk Wolf Network, in association with others collectively known as the “For Gold & Glory Development Team�. It suffered many set backs, including cash flow issues, equipment breakdowns, loss of manpower and a spring cleanup effort that took the entire spring. During that time, this manuscript continued to grow and evolve like the Medieval Alchemy Manual that it is intended to imitate. Through it all, we have greatly appreciated the generosity of our friends and family, both local and online. Without your encouragement, support, patronage and patience, this book would never have been finished. This has also allowed us to develop our online store, where you can find all our products, including our line of Post Apocalyptic and Fantasy Role-Playing Game books and high quality, uniquely geeky stuff at affordable prices.

Visit http://www.hawkwolf.net/ to learn more.


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