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Author Topic: Keyforged Alchemists Guild  (Read 252 times)

Jerick

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Keyforged Alchemists Guild
« on: September 18, 2023, 09:03:17 pm »

Main thread here

Guild Members:
Da'Lir (Jerick) Guild master
Bim the Great (Megam0nkey)



Spoiler: Known Ingredients (click to show/hide)
Spoiler: Available Tasks (click to show/hide)


Spoiler: Guild Stats (click to show/hide)

Da'Lir shuffled around his tent setting up the few delicate bottles and tools that had survived the journey. Slowly making his newly formed guild ready for business. He had picked some Bardgrass on the way there, that wasn't hard the stuff practically grew everywhere. Aside from that, he had some Badger Fern but unsurprisingly he hadn't seen any growing around here. Those were the only two herbs he'd really dealt with since he'd been exiled. Before that, he usually used aquatic plants but there was going to be little luck getting plants from beneath the west sea out here. Though he'd been surprised by just how many people had been willing to hire an alchemist who wouldn't ask nor answer any questions. And he'd been just as surprised by how quickly some of that business had gotten violent. But he was free of all that nonsense now. Free to start over. He thought he'd forgotten how to feel pride but he could feel the faint stirring of that long-neglected emotion as he hammered a sign into the ground in front of his humble tent. It read; Keyforged Outpost's Alchemist Guild. Now open for business!
« Last Edit: September 24, 2023, 07:14:42 am by Jerick »
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MadMonkey

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Re: Keyforged Alchemists Guild
« Reply #1 on: September 19, 2023, 12:23:50 am »

Over in The Adventurers Guild we are thinking some monsters will drop body parts suitible for potions. One common one might be monsterous eyeballs since most monsters have those!
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Jerick

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Re: Keyforged Alchemists Guild
« Reply #2 on: September 19, 2023, 08:03:21 am »

Excellent, send over any bits you feel might be useful for potion brewing and I'll figure out their basic properties are, if it's magical or not, and what the Ph and instability of them are. Far more bits of a monster maybe useful than you might expect; horns and claws can be ground down to powder, feathers burnt to usable ash, many creature's blood can make excellent potion bases. Just bring back all the ichors and chunks you can easily move and I'll sort out what's useful from what's not and we can negotiate prices from there.

Also, would the adventurers guild be open to being commissioned to go fetch rare herbs? The most potent ones have an awful habit of growing in dangerous, hard-to-reach places.
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Megam0nkey

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Re: Keyforged Alchemists Guild
« Reply #3 on: September 21, 2023, 01:56:28 am »

Bim shall harvest some badgergrass, conjuring a minor spirit of wind to collect it for him.
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Jerick

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Re: Keyforged Alchemists Guild
« Reply #4 on: September 21, 2023, 05:27:11 am »

Spoiler: Known Ingredients (click to show/hide)
Spoiler: Available Tasks (click to show/hide)
Spoiler: Guild Stats (click to show/hide)

Bim shall harvest some badgergrass, conjuring a minor spirit of wind to collect it for him.
[Rolling 1d20 Result: 2] Wind spirits it turns out aren't that good at identifying plants. It makes things worse when Bim slips up and instructs it to harvest badgergrass rather than bardgrass. The wind spirit does its best and delivers a massive quantity of weeds, grass, twigs, and leaves. Despite that bardgrass is so plentiful and widespread that there is still a fair amount of it in the pile. Though sorting through the mass of plants is tedious it provides some unexpected boons. Not all the things the wind spirit brought back are useless. The pile contains cornberries and monduks snout mushrooms. As a user of magical arts Bim can easily tell that there is some magic making them potential ingredients. Though he cannot tell what effects they have.
Bim finds 11 bardgrass, 5 cornberries and two monduks snouts
(Gentle reminder to keep track of your own personal stash of ingredients. Since it's possible for you to get them in other threads such as in the adventurers guild it makes it much easier to keep track that way.)


While Bim deals with the pile of junk his wind spirit brought him Da'Lir scuttles about gathering and securing his gold reserves. He'd made a respectable profit through some less scrupulous alchemies in the past and was now putting that money into his new guild. He was unsure how he was going to make back that money but right then it didn't matter much to him. He wanted this new guild he was building to succeed and flourish.
« Last Edit: September 22, 2023, 11:13:23 am by Jerick »
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RoseHeart

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Re: Keyforged Alchemists Guild
« Reply #5 on: September 21, 2023, 08:05:55 am »

I have an idea for a for an Alchemy and Cartography guilds colab. We the Cartography Guild can provide a list of known locations. You the Alchemy Guild can determine where ingredients grow, with some possibly being found in multiple locations.

This will be an activity for all players. To pick alchemy ingredients.

Members of the Alchemy Guild can obtain an ingredient once a day. All other players can receive an unidentified ingredient once a day, and bring it here.

Based on where it was harvested from, an Alchemy member will roll a die for the gatherer and identify it for them from the list of possible ingredients!
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Jerick

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Re: Keyforged Alchemists Guild
« Reply #6 on: September 21, 2023, 09:05:43 am »

Ohh that sounds fun. I wonder what kind of locations you'll come up with.
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Megam0nkey

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Re: Keyforged Alchemists Guild
« Reply #7 on: September 21, 2023, 04:18:49 pm »

Test out these new materials!

Firstly, mix Monduks Snout in a potion with a Bard Grass base, mixed with a Badger Fern
Secondly, Determine if Monduks Snout is a potion base, if it is, use it as one with Cornberries and a Badger fern

bim will use his own equiptment, being a wizard and all, hes bound to have some.
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Jerick

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Re: Keyforged Alchemists Guild
« Reply #8 on: September 22, 2023, 11:11:21 am »

Alright, a few clarifications first:
About the equipment; I am going to assume his is a Basic set of equipment. All the fragile, specialised, awkwardly-shaped, and expensive glassware that makes up the more advanced stuff are not exactly the kind of things you haul off to an unclaimed frontier. The basic set has a max instability of 5 (hold on five? Did I set basic equipment to five? That's way too low. You'd have a hard time making cough syrup with that before something went wrong) 8. Basic equipment has and has always had a max instability of 8.

Potion bases will never be marked as (Effects Unknown).
Admittedly I only just realised how potentially awkward to figure out they could be. The uncertainty around if something is or isn't a Potion Base pretty much guaranteed failed potions. So no, you'll know if something is a base.

Tasks and brewing potions aren't mutually exclusive.
Just so you know there's no limit to brewing potions. Even when hard at work on a demanding task every proper alchemist can make time to make potions.

And finally, can I ask you to call out when you're taking something out of (or putting something into) guild storage? I did initially miss that you were using Badger Fern from the storage.
Now on to the fun stuff:



Bim mixes; [1*Monduks Snout,1*Bardgrass,1*Badger Fern].
There are two very minor cross-reactions between the ingredients; Instability down, Ph down.
The potion is stable enough for the tools you're using (no roll on the instability table)
Total Ph: 10, undrinkable but perhaps usable in other ways.
The potion has two effects; Intoxication at a potency of one. At a potency of one, this effect is very similar to alcohol but with the caveat that the intoxication is magical in nature. However, it wears off just as quickly.
Re-hydration at a potency of one. This effect instantly re-hydrates the drinker even from the verge of dying of dehydration. (The higher the potency the longer it will be before the drinker expirences thirst again)

Spoiler: Known Ingredients (click to show/hide)
Spoiler: Available Tasks (click to show/hide)
Spoiler: Guild Stats (click to show/hide)
« Last Edit: September 24, 2023, 07:14:05 am by Jerick »
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MadMonkey

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Re: Keyforged Alchemists Guild
« Reply #9 on: September 22, 2023, 09:26:12 pm »

The Unsung Heros have returned from The Southern Marshes with some potential potion supplies. Bruv is willing to give the items in exchange for 3 potions.

Spoiler: The Loot (click to show/hide)
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Jerick

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Re: Keyforged Alchemists Guild
« Reply #10 on: September 24, 2023, 07:18:35 am »

Added your request to the task list!

Now currently I'm working on the cartography guild's request for lists of usable plants. My fellow alchemists are encouraged to add ingredients to help fill out the table if they want. (I'll figure out the effects and all the cross-reaction stuff for the things they add). I've got a bunch of stuff done for the north (though it's making it clear I need a better way to list the ingredients, the spoiler is getting long)

Near north sub-arctic scrubland
Varn Thorns
Snow Blight Berries
Crow's Eye
Wanderer's Respite
Climber's Boon

Northern Bogs
Snow Blight Berries
Crow's Eye
Singing Reeds

River and lake banks
Snow Blight Berries
Wanderer's Respite
Singing Reeds
Taffer Sap

Coniferous Forest
Varn Thorns
Averhorn flowers
Moon Coin mushroom
Carrion Vine
Taffer Sap

Permafrost
Gurd Root
Ember Wheat
Spike Bush Bark
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