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Downtime / Downtime Events

Alchemist Events

Source Ultimate Campaign pg. 115
d%Event
01-10Discovery
11-30Cold remedy
31-40Healing potion demand
14-45Embarrassing affliction
46-55Cosmetic problem
56-70Accidental poisoning
71-80Contamination
81-85Unstable mutation
86-95Explision
96-100Outbreak


Accidental Poisoning: An inept employee accidentally poisons one of your customers—enough to debilitate the customer for a few days, but not enough to cause a fatality. You lose 1 point of Influence. There’s a 25% this customer is actually a rival alchemist snooping around, in which case your rival’s shop is closed for 1d6 days, and because of the lack of competition your business gains a +5 bonus during that time on its first check each day to generate capital.

Contamination: Rat poison, laxative, or some other dangerous product spills into the rest of your wares, forcing you to throw out the contaminated inventory. You lose 1d6 for 1d6 days Goods or Influence, divided as you see fit. Alternatively, you may continue to sell the tainted product, treating this event as an accidental poisoning (01–50), cosmetic problem (51–90), or outbreak (91–100).

Cold Remedy: Your create a treatment for a minor illness currently making the rounds in the settlement. You gain 1 point of Influence, and the building gains a +5 bonus on its next check to generate capital.

Cosmetic Problem: A batch of bad potions causes side effects such as abnormal hair growth or loss, skin discoloration, warts, or unusual body odor. You lose 1d2- points of Magic and 1d3 points of Influence.

Discovery: The introduction of a new material makes your alchemical recipes more potent, leading to booming sales. For 1d6 days, the business gains a +10 bonus on its first check to generate capital each day.

Embarrassing Affliction: A wealthy merchant, noble, or other person of note privately asks for help with a personal problem, such as halitosis or bedroom performance problems. If you succeed at a DC 20 Craft (alchemy) check, you discreetly deal with the problem and gain 1d4 points of Influence; there’s a 10% chance the customer recommends you to someone with a similar problem and the building gains a +10 bonus on its next check to generate capital. If you fail, there is no effect, but this doesn’t reflect poorly on you because the customer wishes to keep the problem private.

Explosion: Crafting goes awry or dangerous reagents are spilled, causing an explosion. You lose 1d2 points of Goods and must attempt a DC 20 Survival check. If you fail, your building catches fire, as the fire general building event, except there is a 50% chance of a minor fire and a 50% chance of a major fire.

Healing Potion Demand: Local temples have a healing potion shortage and ask you to help pick up the slack with alchemical remedies. Attempt a DC 20 Craft (alchemy) check. If you succeed, the healers praise you and you gain 1 point of Influence and 1d2 points of Magic. Otherwise, the healers badmouth your incompetence or unwillingness to help, and you lose 1d2 points of Influence.

Outbreak: Something in your shop is making people sick—perhaps a bad reaction created poisonous gas, a monstrous ingredient carries a lingering disease, or a rival alchemist planted something dangerous. Attempt a DC 30 Craft (alchemy) check. If you succeed, you remedy the problem before it causes any permanent harm. Otherwise, treating and compensating the victims costs you 1d3 points of Goods, 1d4 points of Influence, and 1 point of Magic.

Unstable Mutation: A alchemical mishap causes one employee to temporarily mutate into a hideous, clumsy creature. Either you hide the employee in your business, losing 1d2 points of Goods per day for 1d3 days as the employee accidentally breaks merchandise, or you send the employee home and the building takes a –5 penalty on its next 1d3 checks to generate capital since people know about this incident.