Bunt / Oliver

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May 16, 2024 7:20 pm
I am guessing there is and herborium or alchemy bazaar somewhere? How much do the ingredients for these potions cost in town?

Corrosive Agent
A mix of minerals and plant extracts form this clear and scentless fluid.

DeepShade
A blend of common river plants is used to craft this toxin.
May 16, 2024 7:30 pm
There is the general store, Valpip's, and there is a local druid with a garden as well as Gulfis the Grippli shaman.

Pricing had a general format I used for Skeeve that I need to lookup
May 16, 2024 8:24 pm
Here's the text from Spell Reader, which covers the making of runes and talismans:

Perform a standard 2d6 Test to successfully read the scroll. When successfully read, the magic of the scroll takes effect, and the scroll turns to dust. If the Test is failed, the magic is not invoked and the scroll is unaffected.
You have mastered a few arcane words, inscribed into your talisman. Test to craft spell scrolls using words of power, failure requires you start over. The more words combined the greater the effect and the more costly the scroll and longer it takes to craft. Spells crafted only using mastered words tests at advantage.
# Word 1 (Rune) 2 (Talisman)
Minutes 1 10
Gold 1 10


Scrolls could be extended to include 3 or 4 Words, but I don't remember what the stepping was. (I don't think it was a full 10x each step, but could be wrong.) Actually, doing a full 10x each step should work just fine. 100 minutes is just over a hour and a half, and 1000 minutes is basically a day. So, it does work out OK, though 1000 GP scroll or potion should be absolutely outrageous! (Like blow up an entire building or raise someone from the dead.)

To transition that to alchemy, make that Components instead of Words and it should transfer fairly directly. So, with just the base Trait he can make potions, oils, and bombs that take 1 or 2 Components. He has to take Advanced Alchemy (or whatever) as a Prestige Trait in order to make items that take 3 or 4 Components.
May 17, 2024 11:41 am
During their downtime in town, Oliver buys a few herbs and minerals from the garden of the local druid and from Gulfis the shaman, and proceeds to try to concoct two flasks of corrossive agent and two flasks of deepshade, carefully following the swamp witch's recipe.
OOC:
Corrosive Agent
A mix of minerals and plant extracts form this clear and scentless fluid. [interpreting this means two ingredients]

DeepShade
A blend of common river plants is used to craft this toxin. [interpreting this means one ingredient]

Deducting 60 gp from Oliver, and just using 22 minutes. If you rule that Deepshade is two ingredients instead, ignore the second roll of Deepshade, as I'd need more money.

Rolls

Alchemy - Corrosive agent 1 - (2d6)

(44) = 8

Alchemy - Corrosive agent 2 - (2d6)

(25) = 7

Alchemy - Deepshade 1 - (2d6)

(26) = 8

Alchemy - Deepshade 2 - (2d6)

(61) = 7

May 17, 2024 7:31 pm
I'm good with the above. So, go ahead and add the three concoctions to your inventory.
Jan 13, 2025 6:51 pm
Two things

1) I'm thinking of calling dibs on the Quartermaster backpack, with the intention of using it for ingredient searching.

2) There's this Occultist trait which was in work in the Trait integration section, which I'm very interesting in. To dust it off a bit... it still needs work to be eligible as a trait, right?

Citing below that full post.
Psybermagi says:
Prestige trait: Occultist
Prerequisite: Alchemist and Spell touched
You have learned to enhance the potency of substances through transfiguration circle. Using material to craft a transfiguration circle roll a test. If you succeeds it activates but if it fails you must start again and lose half the materials. This feat can be taken multiple times. Everytime you take this feat, you learn a different kind of transfiguration circle and can maintain 1 additional circle.
Transfiguration Circles: (examples)
Battle : You can link weapons and ammunition to your transfiguration circle by engraving sigils onto them. When attacking with these linked weapons any attack with one or more 6's rolled triggers the magic and you can add the effects of an alchemical substance to the attack.
Attilery : A single creature can stand in this circle and all attacks he unleashes have their range increase 1 zone and gain the effect of an alchemical material placed in the circle
Rejuvenation : Each action a creature spends doing nothing in this circle removes 1 disease, poison, curse, or restores 2 health.
Infuse : Test to infuse the properties of an alchemical material to any mundane item. The infusion lasts 1 day and the infusion ends when it is triggered and takes effect. Items can only hold 1 infusion type but adding additional infusions increased the number of days it will persist.
Blend : This allows you to combine the effect of 2 alchemical material with a successful Test.
Prestige trait : Array master
Prerequisite: Artificer
You have mastered a magical formations that can be crafted into arrays allowing you manipulate the formations effects. Spending time and materials you create an arrays in an area or on an item. This can be taken multiple times with each time adding 2 formation types to your repertoire.
Formations :
Shield : Block Attack, Block Movement
Blade : Sever (cause persistent harm), Carve (inanimate)
Spear : Volley (multiple ranged attacks), Pierce (Single attack disadvantage ++Damage)
Club : Crush area, Shadder Barrier/shield
Refuge : Alarm, Group Defense
Mask : Illusion, Conceal
Prestige trait : Battle Alchemist
Prerequisite: Alchemist
Through practice and dedications you have created an alchemical star filled with an essence of the universe within your very soul that drives your craft to new height. Attacks using the essence, standard magical test. Manipulate tiny objects, materials, and fluids that are close/near without touching. Test to infuse alchemical materials with your star essence. This can be taken multiple times. Each time creates a new star with a different essence.
Stars: Fire, thunder, wood, metal, stone, acid, lightning, ice, chaos, order,...
Jan 14, 2025 8:18 pm
Come to think of it, maybe I should tag @daryen for the post above
Jan 14, 2025 10:53 pm
:-)

Let me read through that and think about it. For the backpack, that's for you to hash out with the others. Once everyone realizes what the Regiment Bottle actually is, I think Grin will want it for reasons ...
Jan 19, 2025 7:10 pm
I'm going to take spell-touched to be one step closer to Occultist!

What does spell-touched grant? From my understanding, I can freely do cantrip-level magic? Like, a bit of telekinesis, a bit of fire, and the sort? Or couls you clear that out for me?

Also, how would we go about the flavor of how I got that? Maybe something with Yoci's dim magic meditation alcove?

Edit: Thank you Psybermagi for working out such a beautiful Feat! <3
Last edited January 19, 2025 7:25 pm
Jan 19, 2025 7:29 pm
Yes, Spell-touched gives you basically unlimited cantrip magic. The key phrase the rules use is "subtle". In DnD terms, it is things like Spark, Mage Hand, Light, Prestidigitation, and stuff like that. The one "bonus" is that you get a magic bolt (that can be either pure energy or with an elemental visual effect) attack that attacks with 2d6, but can never gain Mastery or Advantage. (This was Skeeve's go-to attack for the longest time!)

And yes, Spell-touched, with some training, will let you access the dias in the meditation alcove. Fortunately, you will have a couple handy teachers at the Manor when you get back. (No one in Brahdhavehl has any idea of what the dias is, so no training or information here.)

(I'm gonna be honest here. I don't think I will ever make a character in a magic-enabled Tiny D6 game that doesn't have Spell-touched. It's just *so* much fun!)
Jan 19, 2025 8:02 pm
Sounds great! Also, quick question: Traits cost 10 XP, right?
Jan 19, 2025 8:16 pm
Yep
Jan 19, 2025 9:39 pm
Another question! Oliver's XP is 25 and he has used 20, right? (Including the 10XP expense for Spell-touched)

Daryen told us we had 15XP. I'm guessing you meant "remaining XP", and I previously had spent 10 for the Berserker Trait, so that would total 25
Jan 27, 2025 10:50 pm
[ +- ] Flavor justification for Spell-Touched
Jan 27, 2025 10:53 pm
[ +- ] Oliver learned/traded two new recipes
OOC:
So, what's the deal?
Oliver knows the following recipes:
[ +- ] Corrossive Agent
[ +- ] Deepshade
Last edited January 27, 2025 10:56 pm
Jan 31, 2025 11:37 pm
Are the items listed in the magic shop available? Concretely, these things caught my attention. Is any of them available, or does the shop need updating?

50gp
Feather Fall scroll
Color Spray scroll
Shock scroll

100gp
Air Bubble scroll
Burning Gaze scroll
Vine Strike scroll

200gp
Fireball scroll
Dispell Magic scroll
Rope of Climbing
Feb 1, 2025 4:01 pm
Sure, they're available. None of the players have bought any, and I assume they are slowly bought by NPCs, the replenished in the background. So, there should be one of each available. If you want multiples, we'll have to roll.
Feb 1, 2025 4:30 pm
Nice! The only one I might take multiples of is Shock, but we'll see after I find how much I spend in alchemical ingredients and/or any other interesting extra ware that you put along the way before we set out to adventure.
Feb 1, 2025 4:31 pm
Also, I haven't forgotten the recipes. They just got sidelined by other issues.
Feb 1, 2025 5:06 pm
Urgent matters first, yeah. Absolutely no rush there. In fact, it will be a while until I use them, so even if the craft is done retroactively (or if I can't find the ingredients just yet and need to search for some while adventuring), that's fine
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