
Alchemical mishap chart
Rule, Optional rules
When a success roll signals a lab mishap, percentile dice determine the damage, from spoiled ingredients to a furnace-destroying blast.
From the book
Whenever a chance-of-success roll in the laboratory shows that something has gone wrong, percentile dice are rolled on this chart, with no modifiers, to see how bad the damage is.
On 1-10% the materials simply fail to work, and each ingredient used has a 10% chance of being spoiled or contaminated and needing replacement. On 11-20% the vessel holding the mixture breaks and the substance escapes into the lab, with the Game Judge deciding the consequences; this result counts only as an ordinary failure if an aludel was in use. On 21-50% a minor explosion hurts nobody but does 10-100 (d10x10) G.P. of damage to equipment and ruins the experiment, though the lab stays usable.
A roll of 51-79% is a real explosion: 1-12 points of damage to everyone within 20 ft., 100-1000 (d10x100) G.P. of damage, and a week of repairs. A costly explosion on 80-95% deals 3-24 (3d8) to everyone within 40 ft., doubled if alchahest was involved, and does 1,000 plus 100-2,000 (d20x10) G.P. of damage needing 2-5 (d4+1) weeks to fix. A catastrophic explosion on 90-100% deals 5-50 (5d10) within 100 ft., again doubled with alchahest, destroys the furnace and adds 2,000-5,000 G.P. of structural damage to walls and ceilings.
At a glance
- 1-10%
- Materials failure; each ingredient 10% chance defective
- 11-20%
- Defective container; mixture escapes (ignored if an aludel was used)
- 21-50%
- Minor explosion: 10-100 G.P. equipment damage; experiment ruined
- 51-79%
- Explosion: 1-12 damage within 20 ft.; 100-1000 G.P. damage; 1 week repairs
- 80-95%
- Costly explosion: 3d8 within 40 ft. (double with alchahest); 1,000 + 100-2,000 G.P.; 2-5 weeks
- 90-100%
- Catastrophic explosion: 5d10 within 100 ft. (double with alchahest); furnace destroyed; +2,000-5,000 G.P. structural damage
Printed ranges 80-95% and 90-100% overlap.