What Alchemical stuff do we want to create this turn?

With the changes made to the way we handle Alchemy, we can produce some very large quantities of stuff for quite cheap.

Do we want to produce industrial quantities of a cheap, effective contraceptive? It would cut down on unwanted pregnancies, but in the long term might slow population growth.

What about a cheap, effective hangover cure? That seems like something every trading vessel would be able to sell immediately upon entering port, especially once it gains a reputation for actually working.

Vermin Repellant would be great for Sothoryos, if we are looking to establish an outpost there. Are we?

And if utility products aren't what we need, we could start stockpiling large quantities of Alchemical weapons; Alchemist's Fire, Liquid Ice, Thunderstones, etc.

Input would be appreciated.
 
@Goldfish, I could do with a stock of various strategic weapons. I will put together a list for you.

Here's the current Alchemy page of the Accounting Spreadsheet. I've got various stuff plugged in for now, but it can be changed easily. Something I forgot about last month, but have corrected this turn, is that Unseen Crafter's can Take 10 on anything they produce. This let's us know right away how much of an item we can produce each week and evens out the wild RNG swings we might see from week to week.

So all you need to do is plug in the item's crafting DC and cost in D&D gold pieces to see how much we'll produce that week and what it will cost us.

For example, a week of Valeria producing Alchemist's Fire would create 178.5 vials of the stuff at a cost of just 238 IM. We could make 17 of the large 10 pound Alchemical Firebombs from that and have eight smaller vials leftover.
 
Here's the current Alchemy page of the Accounting Spreadsheet. I've got various stuff plugged in for now, but it can be changed easily. Something I forgot about last month, but have corrected this turn, is that Unseen Crafter's can Take 10 on anything they produce. This let's us know right away how much of an item we can produce each week and evens out the wild RNG swings we might see from week to week.

So all you need to do is plug in the item's crafting DC and cost in D&D gold pieces to see how much we'll produce that week and what it will cost us.

For example, a week of Valeria producing Alchemist's Fire would create 178.5 vials of the stuff at a cost of just 238 IM. We could make 17 of the large 10 pound Alchemical Firebombs from that and have eight smaller vials leftover.
Good. I would ask you to make a large batch of Ravens next month. We still have no concrete plans for the conquest of Myr and it can't hurt to have both the weapons and the delivery system ready in case we need to fire-bomb a army or two into submission.
 
Good. I would ask you to make a large batch of Ravens next month. We still have no concrete plans for the conquest of Myr and it can't hurt to have both the weapons and the delivery system ready in case we need to fire-bomb a army or two into submission.

How many do you consider a large batch?
 
Argo's Horseshoes of Speed bring his base speed from 30 ft. to 60ft., enhancing his jumping and allowing him to outrun regular horses who have a base speed of 50 ft.

I shall campaign for horseshoes for every Minotaur! They're CL 3 and only cost 300 IM apiece, so even the weakest crafter can make them. :)

The Istaheq jumps from a base speed of 60 ft. to goddamn 90 ft. Rhango should frankly start worshipping us as a god.
 
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Argo's Horseshoes of Speed bring his base speed from 30 ft. to 60ft., enhancing his jumping and allowing him to outrun regular horses who have a base speed of 50 ft.

I shall campaign for horseshoes for every Minotaur! They're CL 3, so even the weakest crafter can make them. :)

The Istaheq jumps from a base speed of 60 ft. to goddamn 90 ft. Rhango should frankly start worshipping us as a god.

Bone-Breaker could also use some basic gear; a Healing Belt at the very least, and maybe even a PfE item. If he's going to be king of the horses, he's got to be properly equipped, after all.
 
Bone-Breaker could also use some basic gear; a Healing Belt at the very least, and maybe even a PfE item. If he's going to be king of the horses, he's got to be properly equipped, after all.
This is the reason I'm making sure not to bug you this turn about the Greater Ribbons of Disguise. Feel free to assign the growing stockpile of the PfE items and Healing Belts as you see fit.
 
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