
Alchemists and laboratory facilities
Rule, Optional rules
Starting alchemists who cannot afford a lab can keep working in their old master's lab or rent guild space.
From the book
Alchemists, unlike most other professions, cannot work without a laboratory, and a fully stocked one with a large furnace, glassware and all the necessary gear is far beyond what a beginner can afford. The young alchemist has two ways around this.
One is to stay with the Master he or she apprenticed under. Every Master alchemist will let former apprentices remain, provided they give one week a month to helping with the Master's projects; that week is spent on chores so dull that it earns no more than 1-100 experience points. In return the young alchemist may use all of the lab's facilities but must buy his or her own ingredients.
The other is to rent space from the local Alchemists' Guild. Any large town or city has a 65% (+1-20%) chance of such facilities, and each week there is a 50% chance that space is free. Rent is 10 G.P. a month plus 10 G.P. per level of the alchemist, covering running costs only, not ingredients. Some guilds, 30% of them, make the renter personally pay for any damage caused in their lab. Spell casters are seldom allowed to rent guild space unless a guild member will speak for them.
At a glance
- Master's lab
- Free use for 1 week/month of menial work (only 1-100 XP that week); supply own ingredients
- Guild lab
- 65% (+1-20%) chance in a large town; 50%/week space free; 10 G.P./month + 10 G.P. per level; 30% of guilds hold renter liable for damage
- Spell casters
- Seldom allowed to rent guild labs without a member's vouching