Here's what I have so far, @DragonParadox. Scroll down a bit to look at the industrial scale production. The formula are pretty simple, based on the item's regular cost, divided by 5 (rather than the normal 3, since we are mass producing this stuff), the minimum necessary Alchemy check result (plus a bonus of 10 from the two skill bonus statues everyone would use before starting work for the day and assuming the process allows each facility to effectively Take 10 on their production checks), and a full 30 days of making those Alchemy checks, since I'm assuming we can keep these things running every day of the year. We could ramp production up by adding additional shifts of workers, but that might be excessive.

I arrived at the price for each production facility by multiplying the price of an Alchemist's Lab by 100, then adding another 1,000 IM in to account for the building itself. Is that reasonable?

60 workers for each facility seems fair, though I don't know what we should pay them. @Azel? Cost of the Alchemical items goes down, but that should be mitigated by the wages we have to pay the workers.

Each facility would require a 5th level character with maxed Craft(Alchemy) ranks to operate. We have a couple wizards who would qualify, but we also have 12 Hedge Mages who would be eligible. I think this would be a worthy task for four of them.

I've got Explosive Packs, Alchemist's Fire, Sleep-Smoke, and Healing Salve slotted in for the first four facilities, but that can be changed if ya'll think we should do something else. And we can always add more facilities at a later date.

[X] Plan Alchemical Production Facility
-[X] Waymar has developed a simplified method of producing Alchemical substances in vast quantities heretofore thought to be impossible without the dedicated efforts of hundreds of Alchemists.
--[X] This method of Alchemy is not without its drawbacks, however, primarily the time and resources involved in preparing to produce a particular substance.
---[X] Each production facility is set up to produce only a single Alchemical substance and cannot be used to produce anything but that substance. The large-scale process requires a full month to go from unrefined reagents to finished substance.
----[X] It costs 30,000 IM and requires a month to construct and equip a production facility, requires a minimum of 60 workers trained to perform their particular tasks, and a manager with a Craft(Alchemy) skill rank of 8 or higher. Ten Hedge Mages will be tasked with managing the production facilities, with periods of work staggered so that each has six days off per month.
-----[X] A production facility can be retooled to produce a different Alchemical substance at a cost of 5,000 IM, a process typically requiring two weeks. During this time the workers are also trained in their new tasks.
-[X] Construction will begin on eight facilities at a suitable location near Everfire Dale which will be known as the Royce Alchemical Works. Each facility will be a separate building specially designed for safety and durability, as well as security and defense. They will be part of a larger complex meant to be expanded in the future with additional production facilities, as needed.
--[X] A central management office will contain a Statue of Magecraft (+5 Competence bonus to Crafting checks) and Statue of Crafter's Fortune (+5 Luck bonus to Crafting checks) which every worker and manager will use each day before starting their shift.
---[X] Production Facility #1: Explosive Packs (450 per month, Cost: 8 IM each, Not For Sale)
---[X] Production Facility #2: Alchemist's Fire (2,700 per month, Cost: 0.8 IM each, Not For Sale)
---[X] Production Facility #3: Sleep-Smoke (3,600 per month, Cost: 1 IM each, Not For Sale)
---[X] Production Facility #4: Healing Salve (2,160 per month, Cost: 1 IM per dose, Sales Price: 2 IM per dose)
---[X] Production Facility #5: Allnight (960 per month, Cost: 3 IM each, Sales Price: 6 IM each)
---[X] Production Facility #6: Alchemist's Kindness (72,000 per month, Cost: 0.4 IM per dose, Sales Price: 0.8 IM per dose)
---[X] Production Facility #7: Night Tea (720,000 per month; or enough for 24,000 women to each have a 30 day supply, Cost: 0.12 IM per 30 doses, Sales Price: .24 IM per 30 doses)
---[X] Production Facility #8: Liquid Ice (2,250 per month, Cost: 1.6 IM each, Sales Prices: 3.2 IM each)
-[X] If all goes as scheduled, the Royce Alchemical Works should be up and running by the first day of the 8th month.
--[X] Each worker will earn a wage of 6 IM per month and each Hedge Mage manager will earn a wage of 140 IM per month for a combined labor cost of 500 IM per production facility per month.
--[X] Alchemical items produced by these facilities will be sold at 50% of standard D&D pricing.
 
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[X] Goldfish

So these 4 Hedge Mages will be working 10 hours a day every day?
Harsh.
I'd count a few lost days in, for breaks and whatnot. Or use 5 to do the work of 4, so each can get a day's break every week.
 
Here's what I have so far, @DragonParadox. Scroll down a bit to look at the industrial scale production. The formula are pretty simple, based on the item's regular cost, divided by 5 (rather than the normal 3, since we are mass producing this stuff), the minimum necessary Alchemy check result (plus a bonus of 10 from the two skill bonus statues everyone would use before starting work for the day and assuming the process allows each facility to effectively Take 10 on their production checks), and a full 30 days of making those Alchemy checks, since I'm assuming we can keep these things running every day of the year. We could ramp production up by adding additional shifts of workers, but that might be excessive.

I arrived at the price for each production facility by multiplying the price of an Alchemist's Lab by 100, then adding another 1,000 IM in to account for the building itself. Is that reasonable?

60 workers for each facility seems fair, though I don't know what we should pay them. @Azel? Cost of the Alchemical items goes down, but that should be mitigated by the wages we have to pay the workers.

Each facility would require a 5th level character with maxed Craft(Alchemy) ranks to operate. We have a couple wizards who would qualify, but we also have 12 Hedge Mages who would be eligible. I think this would be a worthy task for four of them.

I've got Explosive Packs, Alchemist's Fire, Sleep-Smoke, and Healing Salve slotted in for the first four facilities, but that can be changed if ya'll think we should do something else. And we can always add more facilities at a later date.

[X] Plan Alchemical Production Facility
-[X] Waymar has developed a simplified method of producing Alchemical substances in vast quantities heretofore thought to be impossible without the dedicated efforts of hundreds of Alchemists.
--[X] This method of Alchemy is not without its drawbacks, however, primarily the time and resources involved in preparing to produce a particular substance.
---[X] Each production facility is set up to produce only a single Alchemical substance and cannot be used to produce anything but that substance. The large-scale process requires a full month to go from unrefined reagents to finished substance.
----[X] It costs 5,000 IM and requires a month to construct and equip a production facility, requires a minimum of 60 workers trained to perform their particular tasks, and a manager with a Craft(Alchemy) skill rank of 8 or higher.
-----[X] A production facility can be retooled to produce a different Alchemical substance at a cost of 2,500 IM, a process typically requiring two weeks. During this time the workers are also trained in their new tasks.
-[X] Construction will begin on four facilities at a suitable location near Everfire Dale which will be known as the Royce Alchemical Works. Each facility will be a separate building specially designed for safety and durability, as well as security and defense. They will be part of a larger complex meant to be expanded in the future with additional production facilities, as needed.
--[X] Production Facility #1: Explosive Packs
--[X] Production Facility #2: Alchemist's Fire
--[X] Production Facility #3: Sleep-Smoke
--[X] Production Facility #4: Healing Salve
-[X] If all goes as scheduled, the Royce Alchemical Works should be up and running by the first day of the 8th month.

OK that looks balanced. Do you want to add any aesthetic elements?
 
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[X] Goldfish

So these 4 Hedge Mages will be working 10 hours a day every day?
Harsh.
I'd count a few lost days in, for breaks and whatnot. Or use 5 to do the work of 4, so each can get a day's break every week.
It would be for the standard eight hours per day. Good point on the number of Hedge Mages, though. I'll add another in, which would allow each of them to only work 24 days per month and have six days off.
 
@Goldfish, setting up those facilities seem very cheap, considering the cost of other industries. I would say 30,000 IM sounds more fair, with re-tooling cost of 5,000 IM.

I would also change the first building spree a bit:

- add a facility for making Night-Tea, Alchemist's Kindness, Allnight and Liquid Ice
- Royce Alchemical Works (RAW) will be owed to 50% by Stepstones Manufacturing and to 50% by Waymar Royce
- in exchange for the right to mass-produce medical goods, the company has to sell military goods to the state at cost, all other profits are shared by the shareholders

How much Night-Tea, Alchemist's Kindness and Allnight could we make per facility?
 
@Goldfish, setting up those facilities seem very cheap, considering the cost of other industries. I would say 30,000 IM sounds more fair, with re-tooling cost of 5,000 IM.

I would also change the first building spree a bit:

- add a facility for making Night-Tea, Alchemist's Kindness, Allnight and Liquid Ice
- Royce Alchemical Works (RAW) will be owed to 50% by Stepstones Manufacturing and to 50% by Waymar Royce
- in exchange for the right to mass-produce medical goods, the company has to sell military goods to the state at cost, all other profits are shared by the shareholders

How much Night-Tea, Alchemist's Kindness and Allnight could we make per facility?
30,000 each? That's too much, IMO. How about 15,000 each, and leave re-tooling at 15,000? Remember, we have a lot of magical ways to shortcut construction.

And what's Allnight?

EDIT: Never mind, just looked it up.
 
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30,000 each? That's too much, IMO. How about 15,000 each, and leave re-tooling at 15,000? Remember, we have a lot of magical ways to shortcut construction.

And what's Allnight?
Allnight is a stimulant that removes fatigue for a -2 on skill checks.

And yes, those 30,000 IM are with those means of short-cutting. We still need materials, workers, etc. and this is hardly a bad deal, given the potential income.
Especially as we are talking about building huge metal equipment pieces for these factories.
 
So what price are we looking at?

Here's the finalized plan. Construction should cost 240,000 IM this month and we should be able to start production first thing next month. It's looking to be quite profitable.

[X] Plan Alchemical Production Facility
-[X] Waymar has developed a simplified method of producing Alchemical substances in vast quantities heretofore thought to be impossible without the dedicated efforts of hundreds of Alchemists.
--[X] This method of Alchemy is not without its drawbacks, however, primarily the time and resources involved in preparing to produce a particular substance.
---[X] Each production facility is set up to produce only a single Alchemical substance and cannot be used to produce anything but that substance. The large-scale process requires a full month to go from unrefined reagents to finished substance.
----[X] It costs 30,000 IM and requires a month to construct and equip a production facility, requires a minimum of 60 workers trained to perform their particular tasks, and a manager with a Craft(Alchemy) skill rank of 8 or higher. Ten Hedge Mages will be tasked with managing the production facilities, with periods of work staggered so that each has six days off per month.
-----[X] A production facility can be retooled to produce a different Alchemical substance at a cost of 5,000 IM, a process typically requiring two weeks. During this time the workers are also trained in their new tasks.
-[X] Construction will begin on eight facilities at a suitable location near Everfire Dale which will be known as the Royce Alchemical Works. Each facility will be a separate building specially designed for safety and durability, as well as security and defense. They will be part of a larger complex meant to be expanded in the future with additional production facilities, as needed.
--[X] A central management office will contain a Statue of Magecraft (+5 Competence bonus to Crafting checks) and Statue of Crafter's Fortune (+5 Luck bonus to Crafting checks) which every worker and manager will use each day before starting their shift.
---[X] Production Facility #1: Explosive Packs (450 per month, Cost: 8 IM each, Not For Sale)
---[X] Production Facility #2: Alchemist's Fire (2,700 per month, Cost: 0.8 IM each, Not For Sale)
---[X] Production Facility #3: Sleep-Smoke (3,600 per month, Cost: 1 IM each, Not For Sale)
---[X] Production Facility #4: Healing Salve (2,160 per month, Cost: 1 IM per dose, Not For Sale)
---[X] Production Facility #5: Allnight (960 per month, Cost: 3 IM each, Sales Price: 10 IM each)
---[X] Production Facility #6: Alchemist's Kindness (72,000 per month, Cost: 0.04 IM per dose, Sales Price: 0.13 IM per dose)
---[X] Production Facility #7: Night Tea (720,000 per month; or enough for 24,000 women to each have a 30 day supply, Cost: 0.12 IM per 30 doses, Sales Price: .40 IM per 30 doses)
---[X] Production Facility #8: Liquid Ice (2,250 per month, Cost: 1.6 IM each, Sales Prices: 5.33 IM each)
-[X] If all goes as scheduled, the Royce Alchemical Works should be up and running by the first day of the 8th month.
--[X] Each worker will earn a wage of 7 IM per month and each Hedge Mage manager will earn a wage of 80 IM per month for a combined labor cost of 500 IM per production facility per month.
--[X] Alchemical items produced by these facilities will be sold at 66.67% of standard D&D pricing.
 
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But it shouldn't?

We killed a dozen more powerful things than the Aspect on the last adventure alone.
This.
I totally get wanting to get an awesome and powerful item out of it, but, well...
We are neither making a new artifact out of 3 already existing, nor are taking a CR 22 Devil Lord's body.

The only profit to be had here is, realistically, such an unconventional loot as Dany doing metaphysical bullshit (making Tiamat weaker and getting closer to a mythic rank)
 
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What this could be is a Relic, not an Artifact.

They usually have a neat, unique-ish power but generally aren't too powerful, you can straight up buy them.

@Artemis1992 I like the frightful presence ability, tho I think 1/3 HD as age category a bit much. I think 60 ft of Frightful Presence and Blindsense are more than enough, and very draconic.

Honestly, the WoC additions are pretty out of theme to me, good as they are. So I'd drop that.
 
@Artemis1992 I like the frightful presence ability, tho I think 1/3 HD as age category a bit much. I think 60 ft of Frightful Presence and Blindsense are more than enough, and very draconic.
Platinum Helm gives 150ft Frightful Presence, this is the same with a very slight growth-potential.

Point on the WoC though, propably switching back to BLindsight for the actual proposal when we vote on it.
 
Platinum Helm gives 150ft Frightful Presence, this is the same with a very slight growth-potential.

Point on the WoC though, propably switching back to BLindsight for the actual proposal when we vote on it.
Actually, Platinum Helm gives:
- 3/day, as a swift action, 60 ft Frightful Presence (DC 10 + 1/2 HD + CHA)
- 60 ft Blindsense for one hour.

And these take either a feat or a sacrificed spell slot to activate.

So this cloak is widlly out of line compared to it.
 
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