Reagents

Those strange creatures that dwell in the Underworld are alchemically potent. Their guts are, anyway.

Adventurers with the Alchemy talent know which viscera have alchemical properties and can spend a watch to harvest these reagents.

When you harvest a reagent and store it in a hermetic bottle, write down the reagent and the type of the creature it was harvested from like this:

  • Hermetic bottle: Eyes of salamander

  • Hermetic bottle: Toes of dire bat

  • Hermetic bottle: Tongue of hellhound

Usually, any given creature can only produce one viable reagent. Huge monsters (elephant-sized or larger) might produce several. The GM will tell you what kind of reagents and how many can be harvested from a corpse.

Reagents can only be harvested from freshly killed creatures. Creatures that have sat for a watch or more lose their alchemical properties to rot and spoilage.

Similarly, harvested reagents that are stored outside of a hermetic environment cannot be used to brew alchemical substances. They rot too quickly.

What can be harvested?

Creatures in the Underworld are inherently magical. It is this magic that alchemists exploit. Only monstrous creatures provide reagents.

Some monsters yield no reagents. A wraith, for example, has no guts. A magically animated statue has no guts. No guts = no reagents. The GM makes the call on edge cases (“Is the blood on a bloodybones alchemically reactive?”), but in general this will be obvious to everyone.

Sentient humanoids like humans, orcs, elves, or underfolk never provide reagents.

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