Atlantean Trilogy Archive
A candlelit table with an open tome, bone and crystal dice, scrolls and miniatures on a painted map, sharks circling a sunken city beyond.

Buying magical and alchemical ingredients

Rule, Equipment

Shop-bought ingredients come prepared and priced at averages the judge can adjust; specialty shops are mostly in large cities, and some animal parts should be unobtainable by purchase.

From the book

Metals, gemstones, animal parts, herbs and plants bought from a shop or guildhouse come fully prepared, already dried, powdered or otherwise ready to use. The listed prices are only averages, and the Game Judge may raise or lower them to suit how easy a given substance is to find in that place, climate or season.

Few ingredients can be had everywhere. Shops that stock them, such as herbalists, apothecaries and alchemical suppliers, are usually found only in large cities, and alchemists' guilds sometimes have spare common ingredients left over from their members' constant use. The book advises the Judge to make some animal ingredients impossible to buy at all, so that players have reason to go out and hunt for them.

Gathering in the wild is slow going. A single plant seldom gives more than one or two drams of usable material, big patches are rare finds, and a character usually comes across only 1-4 (d4) plants of any one kind. An inventory sheet is provided to help keep track of what a character has collected.

At a glance

Prepared
Dried, ground, ready for use
Wild yield
Seldom more than 1-2 drams per plant
Wild patch
Usually 1-4 (d4) plants of a type
Where
Herbalists, apothecaries, alchemical shops; alchemists' guilds may sell surplus