
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