TEXT: Gregorius21778: 
  Works and Misfortunes
  of Ye Alchemist
  Version 1.1; written by Kai Pütz
  (c) 2018
  
  Legal & other stuff:
  Created by:
   
  Kai Pütz; (c) 2018
  My blog:
  www.gregorius21778.wordpress.com
  Artwork, page background: copyright “The Knotty-Works”; used with permission.
  Artwork, cover &other :
  “Publisher´s Choice Quality StockArt (c) Rick Hershey / 
  Fat Goblin Games”
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame
  Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  How to use this supplement:
  You want to give your players access to a source of healing potions, but a bland “magic potion shop” will not
  fit the atmosphere of your game? You want an element of uncertainty that just handing out a list of what is on
  sale will not generate? You want something that will turn any purchase into a minor encounter at the start (or
  the  end)  of  an  adventure?   Do  you  want  an  ongoing  background  story  about  the  Works  and
  Misfortunes of Ye Alchemist the characters visit regularly?
  If you do, the purchase of this PDF will not only give you the basics about two  fantasy OSR NPC (Howell
  the alchemist and Turlough, the Dwarf smith) but also a set of rules for randomizing the available healing
  potions and a total of  30 incidents that will affect the PC´s current and future business with Howell (and
  have the potential to terminate it). These incidents include:
  •
  ideas for little, odd side quests
  •
  potion offers based on existing spells
  •
  surprise offers of new alchemical products (which may not be without flaws)
  •
  dangerous encounters related to ye alchemist
  •
  two magic items the PC may acquire
  •
  diverse mishaps and misfortunes!
  Use a d100 to determine a random incident for each visit after the first, or handpick and arrange those you
  like to create your own “chain of events” around ye alchemist. 
  Last but not least, optional rules are included to make Alchemy accessible for players as a Specialist skill.
  Have fun!  … and don´t inhale the fumes!
  
  Howell, the Alchemist lives in a town where he rented
  the complete upper floor of a smithy (reachable by a
  separate outside stair) from a dwarf named Turlough
  Coalbelly. The childless, unmarried smith spends most
  of his time working or drinking, and both so much that
  it will have him end in an early grave (for his kind).
  Howell has established himself a laboratory and keeps
  this and his work as much of asecret as doing business
  allows him. He used to live a monk´s life in a monastery,
  but the studies he had started to conduct forced him to
  flee one night. He then took a couple of books with him
  that were kept under lock and key in the abbey. 
  Howell believes firmly that everything that may be
  harvested and extracted from god´s creation is godly, as
  well as what it may be harnessed for. This is a point of
  view not shared by others of his faith. In fact, what the
  abbey later found out about his doings will have him
  being put on trial for heresy and witchcraft if he ever
  returns to the monastery, or is caught by those who the
  prior informed about “the fallen monk”. 
  Howell is a 3rd level Specialist with WIS: 16 and 10
  hit points
  Turlough is a 1st level Dwarf with CON:15 and
  STR:14 as well as 16 hit points. 
  Turlough knows what Howell does and assumes
  that he is in hiding, and uses both to press money
  out of him (by sudden increases of the rent). 
  The player´s characters may learn about Howell
  when  they  look  for  an  alchemist,  try  to  buy
  potions or want to sell magic items of one kind or
  another. While Howell is not advertising what he
  does, he needs to pay for a living and so he slowly
  developed  a  network  of  hearsay  and  word-of-
  mouth  recommendation  that  may  lead  the
  characters to him. Furthermore, Turlough may
  have slipped a word or two in a tavern while
  being drunk. 
  The first time the PC meet Howell he will have
  1d4+1 potions of Cure Minor Wounds (as cast by a 2nd
  level cleric) ready, and will be eager to sell them. At
  first he will demand 500sp per bottle, but the PC may
  haggle to get them for as little as 200sp a piece. If the
  characters doubt the truth of his claims in regard to
  his potions and one of them is wounded, Howell will
  even give them one for 100sp just to show that he
  speaks the truth (as he is currently desperate to gain
  money). 
  When the PC visit him again, the number of potions
  he has to offer is determined by a d8 and the price
  that the PC paid last time (per potion):  If the result
  is equal or lower to the price in sp divide by 100
  (round down), Howell will have 1d4 potions ready
  the next time the characters meet him (if at least a
  week has passed). Otherwise, non will be available
  this  time.  If  Howell  is  asked  about  it,  he  will
  grudgingly reply “Why should have I made any? It is not
  like I could earn a living with them”. If the PC pay him
  200 sp up front, he will have 1d4 potions ready next
  time,  but will still demand additional payment for
  them.
  The alchemist lives a rather interesting life, and the
  happenings of it will affect the characters business
  with him (or themselves). Roll a d100 every time the
  PC visit him again and at least a week has passed.
  Cross-out a result once it has been used in your game.
  If the result comes up again, take the result right
  below  it  instead.  This  means  that  sooner  or  later,
  things will come to an end. Of course, you may simply
  hand-pick results you like and use them in any order. 
  01-04# Improved Formula
  Howell brewed up 1d4 potions of  Cure Light Wounds
  based  on a new, “improved”  formula. The potions
  each  heal  1d6+5  points  of  damage,  but  after  1d4
  rounds a character who drank one will feel weak for a
  1d6 turns (-2 to all melee damage rolls). 
  05-08# Snuffbox
  The former monk will be very excited to offer the
  characters a new substance he created. He calls it
  Vulcanos´  Salt,  and  it  indeed  looks  very  much  like
  orange-red salt. According to Howell one has to sniff
  it  like  tobacco,  and  he  offers  it  in  a  little  silver
  snuffbox. Characters who take it will at first feel a
  burning  sensation  in  the  nose  and  then  become
  excited and invigorated within 1d3+1 rounds. From
  then on they may ignore the effects of exhaustion and
  increase their Strength Bonus by +1 for 2d6 turns.  On
  the  downside,  they  check  for  Surprise with  a  d4
  instead of a d6 till the effect expires. 
  Howell does not know it yet, but the salt he created is
  potentially addictive: if the roll for the duration shows
  doubles the character  has to take a dose each day
  unless  a  Save  vs.  Devices is  passed.  An  addicted
  character that decides (or is forced) to go through
  withdrawal will feel weak and listless:  during the next
  adventure the character will suffer a -2 penalty to all
  melee damage rolls and checks for Surprise with a d4
  instead of a d6. 
  
  Howell offers a snuffbox of Vulacnus´ Salt for 10sp
  (enough for 20 applications), and will be able to offer
  his personal snuffbox the next time the PC ask (2d8
  applications are left, but the price is still 10 sp). If he
  is ordered to produce more, the price will increase by
  +10 sp each time “because...”
  09-10# Poisonous Brew
  The  quarters  of  the  alchemist  will  have  a  foul,
  sickening stench to them when the PC visit him. He
  will smile maliciously as he tells them that he has
  something  for  them  that  “those  like  you  will  find
  useful”. A failed brew of his turned out to have highly
  toxic qualities if imbibed or introduce into the blood
  stream (“say, by being cut by a weapon coated with it. It
  is impossible to mask it in food or drink”). A victim of
  this slimy, ochre-gray stuff  must Save vs Death after
  1d4 rounds or will suffer violent seizures and foam
  from the mouth. It is thereby helpless and must pass
  another saving throw after 2d6 rounds. On a success,
  the victim overcomes the effects, otherwise it will
  die from a heart attack. Creatures with 5+ HD are
  immune to the poison.
  Howell does not know it, but he will be unable to
  reproduce the brew. He will offer his current batch
  for 50sp, but will eventually sell it for as a little as 25
  sp.  The brew itself will lose its potency after 3d6+2
  days. The flask holds 10 applications: one application
  is good for 4 arrows, bolts or throwing knifes, or for
  one minor or light weapon. Other weapons need two
  applications. Applications to a weapon need to be
  renewed after each fight or after 1d4+3 turns have
  passed (the slime dries)
  11-14# Dragonbreath Potion
  On one of the shelves, three small vials  with  an
  orange-red, glowing liquid will catch a character´s
  eye. The content of the bottles seems to move and
  twirl on its own, in a way that reminds of dancing
  flames. If asked, Howell will reluctantly tell that this
  is one of his latest experiments, one he did not have
  the guts to test yet. If his formula is right, he says,
  these  are  potions  of  dragonbreath,  and  the  user
  should  be  granted  a  flaming  breath  after
  consumption. But he would rather not test it in his
  laboratory. He will then ask the PC if they would like
  to  test  it:  a  bottle  should  hold  enough  for  5
  applications, and he will give them one for free if
  they are willing to test it.
  The  liquid  is  always  as  hot  as  fresh  tea.  After
  drinking a small cup of it (what Howell´s estimates to
  be one application) a character will have the feeling
  of a warm movement in the stomach for 1d6 turns. If
  another application is consumed during this period,
  roll again and take the new result as the duration if it
  is higher than the current one. When the character
  tries to throw up what´s in his or her stomach it will
  shoot  up  the  throat  like  scalding  hot  food  and  a
  heartbeat later, the PC spews forth flames. The flames
  may be used as an attack and deal 1d4 damage per
  application that has been consumed. The victim may
  half  the  damage  with  a  successful  Save  vs  Breath
  Weapons. 
  The flames are not completely harmless to the user.  If
  the  damage  is  6+  in  total  (before  reduction),  the
  character will not only badly burn the own mouth and
  lips but turn the own teeth into blackened stumps as
  well (-1 Charisma bonus). This damage may be healed
  with Cure Minor Wounds. 
  If the characters want to buy the remaining bottles
  after the test, they will be offered for 300 sp each.
  “The ingredients are very rare”, Howell will say (but not
  tell what they are). He will not be able to produce
  more of the potion. 
  15-18# Special Ingredients I
  Howell will ask the characters if they would be able to
  procure a special ingredient for him: he needs the
  spittle of a young woman who is currently having a
  baby, and is herself the seventh child of her mother. If
  they  are  able  to  procure  this,  he  will  pay  with  a
  healing potion for it. A vial (that the woman will have
  to spit into about a dozen times till it is filled) is
  provided as well. If the PC try to trick him or bring
  him other spit by accident, the alchemist will never
  entrust them with other such tasks again (cross out all
  “Special Ingredients” entries).
  19-20# Enraged Customer: Love Potion
  On  their  way  upstairs  to  Howell´s  workshop  the
  characters will hear a heated argument from inside. A
  man shouts at Howell from the top of his lunges,
  calling him a liar, quackster and imposter. Howell´s
  own voice is drown out by the the other´s, and his
  part of the argument is unintelligible (but he is clearly
  raising his voice).
  A merchant came to Howell to buy a love potion.
  Howell figured that he -could- brew one up, but told
  the man up front that “such things are fickle, it may
  not work”. Of course, it did not and the customer is
  now enraged and wants his money (300 sp) back from
  the  alchemist.  When  the  PC  arrive,  roll  for  the
  merchant´s  Reaction.  On  a  result  of  Indifferent or
  better, he will just continue to argue and demand his
  money back, on a worse result the merchant will draw
  a hidden weapon (cane sword: counts as rapier, but
  only does 1d6 damage) and ready himself for a fight. If
  the characters calm him down, he may be willing to 
  
  settle for  150 sp, but if the reaction was hostile the
  merchant will simply want to leave. He will later
  spread rumors about “the evil warlock” that lives
  over the dwarf´s smith.  The next incident will either
  be 45-48#Thiefs or 76-80# Witch-Finders at Work
  (Referee´s choice). If the PC manage to talk Howell
  into a total refund, nothing else will happen.
  21-24# Magic Item I
  At  an  auction  of  belongings  that  have  been
  confiscated  by  the  church  (but  have  later  been
  deemed non-heretical) Howell bought a silver hand-
  mirror of a noble woman. Said  woman  had  been
  burned at a stake a couple of years ago, as she had
  been found guilty of sadistically draining serfs of
  their blood and of conducting infernal rituals. Rumor
  has it that she was a vampire. Howell determined
  with  certain  techniques  and  procedures  that  the
  mirror was magical and able to show the reflection of
  invisible things as if they would be visible. He will
  sell the mirror for 500sp. If the characters do not buy
  it then, roll a d6 next time. If the result is equal or
  higher than the current price divided by 100, the
  mirror has been sold to a third party. Otherwise, the
  price will drop by 100 sp. Repeat until it is sold.
  25-28# Giant Size Potion
  The alchemist´s workshop will have a dent in the
  ceiling, while Howell himself will have a bandaged
  head and a VERY bright grin on his face. “THIS you
  are going to love! Trust me, THIS you will want to own
  BADLY!” He was able to create an Enlarge Potion (as
  per the spell with the same name) that will increase
  the size of a character by 50% for two turns (his first
  brew was... not that well-dosed). He will offer the
  potion for 500sp. 
  29-30# There has been an accident...
  The street in front of the smithy will be exceptional
  quiet during the PC´s visit. Nobody seems to loiter or
  stand for a chat. Those who are out in the open haste
  by, and perceptive characters may note that some of
  the passers-by give Howell´s workshop in the upper
  story a worried look. Turlough will be found idle in
  his smithy, both drunk and in a sour mood. It does
  not look like business is good for him at the moment.
  The alchemist  had an  accident. The result  was a
  loud  !PUFF!  and  a  most  foul  smelling  cloud  that
  killed all the nearby flies and made some people in
  the  quarter  feel  sick.  Howell  himself  still  is.  His
  rooms have a foul tang to them, and he keeps to his
  bed together with a pot for vomit and one for feces.
  He did not prepare anything due to being sick and
  will send the PC away.
  31-34# Drunken Turlough
  When the characters come knocking, Howell has a
  black eye and several bruises on his face. Last night,
  Turlough was in a very sour mood regarding the last
  and current “rent” that Howell failed to pay. He was
  drunk and beat the alchemist up pretty bad (e.g. sat
  on his chest and pounded on him). Howell will not tell
  any  of  this  and  will  be  tight  lipped  about  what
  happened. He will sell what he has for half the regular
  price,  just  to  be  able  to  pay  up  Turlough.  If  the
  characters ask the dwarf about Howell, Turlough will
  get a high-red face and shout at them that they should
  mind their own business (before he throws them out
  and threatens to call the guards if they don´t leave).
  35-38# Partial Amnesia
  Due to a failed experiment, Howell has temporarily
  lost some of his memory. He still knows who he is, but
  he is not sure who is a customer he can trust and who
  might be a witch-hunter. A Reaction roll decides if he
  is willing to treat the PC as customers (result of 9+) or
  if he will claim not to know anything about alchemy
  and send them away. The temporal amnesia will be
  over after 1d4+1 days.
  39-40# Anti-Venom
  The  alchemist  has  brewed  up  a  very  potent  anti-
  venom. It looks a bit like milk and has a metallic
  smack to it, but will grant a re-roll of a failed Save vs
  Poison (with a +2 bonus to it) if taken after a poison
  took effect. If it is taken prior to it, the potion will
  grant a re-roll on all Save vs. Poison for the next 2d6
  turns. Sadly, it is not without side effects: for 1d6
  turns (the higher of the duration die results if it was
  taken  prior  to  a  poisoning)  the  character  will  be
  sweaty, unwell and weak (-1 penalty to all dice rolls
  but Saves vs Poison). Howell will sell the anti-venom for
  200 sp each and will from now on have 1d3 of these
  potions readily available. They do go off after 4d6
  days, at which point they start to look, smell and taste
  like putrid milk. 
  41-44# Special Ingredients II
  Howell will ask the characters to procure special
  ingredients for him. He is in need of the heart and
  the  testicles  of  a  fine  young  steed,  (“Not  some
  merchant´s beast of burden or one of the old horses that
  are brought to the slaughter. It must be a fine steed at its
  prime.”)  and offers a healing potion for it. If the
  characters trick him, he will never entrust them
  with  such  tasks  again  (cross  out  all  “Special
  Ingredients” entries). 
  
  45-48# Thieves
  The next time the PC seek out Howell, they will be
  watched from the shadows of a nearby alley. Once
  they leave again, three figures will slip out of it a few
  moments later and follow them. At a moment that
  seems appropriate (or before the PC enter a different
  place) they close in and produce rapiers and pistols.
  The robbers will demand their bags and backpacks
  (but  not  their  purses  or  jewelry)  and  will  try  to
  retreat after they got it. If the characters resist, they
  will attack but retreat (or flee) as soon as one of them
  is heavily wounded (or worse).
  The three are cutthroats that have heard about the
  alchemist and want to rob his customers to sell the
  potions themselves (they think that this is a good
  plan). One of them is 2rd level Fighter with 15 hit
  points,  the  others  are  1nd level  Specialists  (Sneak
  Attack  3;  Stealth  3)  with  6  hit  points.  All  carry
  rapiers, both one of the Specialists and the Fighter
  have a black powder pistol, the fighter will wear
  leather armor (AC:14). Furthermore, each of them
  carries 1d3 hidden knives and a purse with 4d6+3 cp. 
  49-50# Charm Person Potion
  On their next visit, Howell will be surprisingly well-
  disposed toward Turlough (as soon as the dwarf is
  mentioned) and have a new offer for the characters:
  a potion that will have the one who drinks it fall
  under the spell of the first person to address him or
  her thereafter. If the PC point out that the alchemist
  himself  might  be  under  the  effect  of  it  (towards
  Turlough), he will just shrug. “Could very well be the
  truth, yes. But if so, it could be worse. Turlough is, under
  his grumpy surface, a reasonable and well-meaning man. I
  guess one could even call him sympathetic if one gets to
  know him better.” The potion works like a first level
  Charm spell and is sold for 400 sp. He made 1d4 of
  them, but will not make any further ever again (and
  will act odd if he is asked why).
  51-54# Magic Item II
  As  the  characters  enter  the  laboratory  of  the
  alchemist a new curio comes to their attention: on a
  by-table  rests  a  large  human  skull,  crowned  by
  antlers. “I first thought somebody tried to fool me, but it
  is authentic.” It is the skull of a woodland fairy, one
  that was “minor nobility”, so to speak. A character
  that raises the skull with both hands above the own
  head will benefit from the equivalent of a 3rd level
  Speak with Animals spell and will gain a +2 bonus for a
  mundane animal´s Reaction. But the magic does only
  affect woodland animals, and if a fairy finds it in the
  possession of the characters it will demand it to be
  handed over on anything but a Reaction roll of 9+.
  The skull counts as an oversized item, and Howell
  will demand no less than 1.000 sp for it. 
  55-58#
  55-58# Turlough smashed the Lab
  In  a  drunken  fit  Turlough  marched  up  to  the
  alchemists door, kicked it in and smashed most of the
  lab while he cursed him for his “ungodly works!” Not
  all of Howell´s equipment has been destroyed, but a
  lot of it. He will not be able to offer any potions when
  the PC come knocking, and when they come back next
  time he will only have half of the goods he would
  usually be able to provide, each for 100sp more than
  he usually charges per item.
  59-60# Bad Batch
  Unbeknownst to Howell, his latest batch of healing
  potions is flawed. They still restore hit points, but at
  the end of the day any character that imbibed one
  must Save vs. Poison (with a -1 penalty for every potion
  after  the  first).  On  a  failure,  the  character
  permanently loses 1 point of Constitution for every
  potion. Howell won´t believe a word about this, unless
  the  character  that  explains  it  to  him  scores  a  9+
  Reaction roll. In that case, he will be terribly sorry
  and offer all of his goods for a special price from now
  on  (100  sp  less)  to  each  harmed  character,  as
  compensation.
  61-64# Invisibility Potion
  “I finally was successful with this one!” The alchemist will
  offer the characters a filigrane glass vial with a clear
  liquid in it. It is a 2nd level Invisibility potion. He has
  only one for sale (another one he keeps for himself)
  and demands 600 sp for it. 
  65-68# Special Ingredients III
  Howell  asks  the  characters  to  procure  a  special
  ingredient for him. He is in need of a life, venomous
  snake (which one does not matter) that has bitten a
  virgin at least once. For their troubles he offers a
  healing potion. If they trick him, he will never entrust
  them with such a task again (cross out all “Special
  Ingredients” entries). 
  69-70# Fumes of Sleep
  The alchemist tries to sell something special to the PC
  this day “which is, honestly, a by-product of an experiment
  of mine. But adventurous folks like you may have a use for
  it”.  He  offers  two  small  vials  made  of  clay.  Each
  contains a liquid “..that is unhealthy, but without further
  effect. But when the two liquids mix... “ ...fumes develop
  quickly that have an effect similar to a 1st level Sleep
  spell. A  Save vs. Poison is called for instead of one
  against  Magic, and monsters with 3+ HD are entirely
  unaffected by it. The small vials may be thrown like 
  
  grenades. Howell is unsure about the price and the
  characters may gain them for as little as 100 sp.
  When they paid at least 300 sp, there is a 1-out-of-6
  chance  that  the  alchemist  will  have  prepared
  another set on their next visit.
  71-74# Metal-Melting Potion
  Today´s special offer is a potion that dissolves metal,
  but is non-aggressive towards organic substances.
  Howell sells it in a glass ampulla not larger than a
  woman´s small toe that contains ten drops of the
  potion: one drop is enough to dissolve a coin within
  one round or eat away a lock within three. Three
  drops will melt the links of an iron chain within
  three rounds. Doubling the number of drops will
  quicken the process by one round, fewer drops than
  stated above will become inert before the work is
  finished. The melting produces acrid fumes that are
  toxic. Those who use it in enclosed, small spaces
  must Save vs. Poison (-1 per drop above the first) or
  will suffer a -2 penalty for all dice rolls for 2d6 turns.
  The potion is a by-product of an experiment, and
  Howell will thereby sell it for 200sp but will never be
  able to reproduce it.
  75# Gold!
  As the characters come knocking, Howell will open
  the door in a brilliant mood and with a wine-red
  nose. He will listen to what they say, but not answer
  to it “I am out of business, and will never start up that
  work ever again. Here, take this for your troubles, but
  leave me to my own devices from now on.” With this
  words, the alchemist will hand them a little gold
  nugget (worth 1d4 gold pieces) and close the door.
  The alchemist indeed found a way to turn lead into
  gold, but his gold isn´t “the real thing”. It begins to
  corrode like cheap iron after a about a week. For a
  few days, Howell lives the life of his dreams, but an
  angry mob will eventually storm his home. He will be
  thrown into a prison tower, put on trial and in the
  end,  burn  at  the  stake.  (unless  the  characters
  intervene somehow) This may very well be the end of
  Howell, the Alchemist.
  76-80# Witch-Finders at Work
  The people in the streets of the neighborhood will be
  startled,  and  some  will  be  in  a  hurry  to  get
  somewhere else. The reason is a group of witch-
  finders that the characters will encounter not far
  from the home of the alchemist. They make a show
  of their presence, complete with a  torchbearer and a
  monk that holds a staff with an oversized iron cross
  at its end. Basically, they move around in the streets,
  from shop to shop, and question everyone they deem
  suspicious (or just easy to startle) about “a 
  blasphemous heretic and alchemist”. If they try to
  question the PC depends on a Reaction roll: on a result
  of 7 or worse they will try to stop them in the middle
  of  the  street.  The  best  Charisma  bonus  of  the
  characters applies, but they suffer a (-1) for each of
  them that looks unusual (which is up to the setting and
  the Referee), a (-2) for every obvious Elf in the group
  and a (-3) if one of the characters is obviously a Magic-
  User. If the characters  are unwilling to give -any-
  answer, the group will hue and cry about it. If the
  Reaction roll indicated a Hostile result, they will then
  demand that they follow them to the magistrate (or a
  similar body of justice) under the threat of violence.
  Otherwise, a few lies will be enough, but the Witch-
  Finders will remain suspicious (they treat everybody
  that way). 
  If the encounter is rolled for again, the witch-finders
  will immediately want to bring the characters in front
  of  the  magistrate  under  the  accusation  of
  collaboration with a heretic. 
  Should  the  PC  be  brought  to  the  magistrate,
  another  Reaction is  rolled  once  the  Witch-Hunters
  brought forth the charge (collaboration with a heretic,
  buying forbidden potions and poisons, keeping the
  whereabouts  of a  heretic  secret  to  hide him  from
  justice, being vagabonds and what not). A spokesman
  of the PC (or one of their own)  may answer to those
  claims. The spokesman´s Charisma bonus modifies the
  result, and another +1 is given as the magistrate wants
  to occupy itself with other matters than the claims of
  some roving band of witch-hunters. On a result of
  Indifferent or better, the character may go their way
  without further molestation. Otherwise, the city guard
  is ordered to put them into a cell and search their
  belongings.  After 1d4 days, they are either released
  (but charged a fee of 1 sp per day for bread and water)
  or put on trial (if they owned any potions, spellbooks
  or obviously arcane items). Of course, they are offered
  freedom  if  they  reveal  the  whereabouts  of  Howell
  instead (and abandon their heretic items). 
  Should the PC fight the Witch-Hunters they are up
  against three level 0 human NPC (3 hit points; two
  with minor weapons, one with a small weapon), a level
  1 Fighter with 8 hit points, a cudgel (small weapon)
  and leather armor (AC:14) and a level 1 Cleric with 6
  hit points, a whip an a prepared Command spell. 
  81-84# Clearsalt
  The alchemist will  consider himself lucky to have
  made  “such a useful an overall valuable creation!” His
  experiments about purifying a substance  “to a more
  basic and pure form of itself” provided what he calls
  clearsalt: an almost translucent crystalline salt that has
  “magnificent purifying effects on all kinds of foods”. A meal
  that  was cooked  with  clearsalt  is  treated  as being
  under the effect of Purify Food & Drink, but is so salty
  that it is the opposite of delicious. Furthermore, 
  
  anyone who eats such food will need to consume
  twice as much water on the next two days. Even
  worse: somebody who consumes food prepared with
  clearsalt more often than (CON bonus +2) per week
  must Save  vs Death. Otherwise, the character dies of
  organ  failure,  with  symptoms  similar to  drinking
  large amounts of saltwater, within 1d4 days.  Major
  Healing or Cure Disease may rescue the character.
  Howell  does  not  know  this  and  sells  a  pouch  of
  clearsalt (enough for 40 meals) for 30 sp. 
  85-88# Better Gunpowder
  Howell  found  himself  a  more  steady,  and  less
  obscure  source  of  income:  the  creation  of
  gunpowder. He hides the fact from Turlough (for
  some reason, Howells thinks that gunpowder over a
  smithy might in fact be more dangerous than his
  other experiments) and sells through a third-man.
  The latter cuts into his profits, but he is still happy
  for the extra money. Of course he is willing to sell to
  the characters as well, and on each visit he now
  additionally offers (2d8):
  1
  One firebomb
  4sp
  2-3
  3d6 shots of powder
  2 cp each
  4-7
  1d4 powder horns
  9 cp each
  8
  One small powderkeg 30 sp
  (500 shots)
  Of  course,  he  although  offers  his  “new,  improved
  gunpowder” to “special customers” (guinea pigs): he
  claims it to be much more reliable and is able to offer
  1d4  horns  for  2  sp  each.  His  gunpowder  is more
  reliable (misfire is determined with a d12 instead of a
  d10).
  89-90# Those useless henchmen!
  The alchemist will be in a most foul mood when the
  characters meet him, and not even welcome them in.
  “I have NOTHING right now! NOTHING” will he say before
  closing  the  door.  Persistent  characters  may  learn
  from him that his latest batches were failures due to
  poor ingredients. He had trusted somebody else with
  the procurement  “but from now on I shall take care of
  such things myself!”. He has -no- offers this time, and
  the next time a “Ingredients” incident is rolled he will
  only ask the PC to do the task if they achieve a result
  of 9+ on a Reaction roll.
  91-94# Deliver a serious warning
  In a drunken fit, Turlough came up to the alchemist
  to start trouble and (once gain) beat him up badly.
  Howell is still battered and bruised when he lets the
  PC in, and there is a hateful expression on his face. “I
  had it with this drunkard. I had it with his threats and
  drunken fits. You want to buy healing from me? I sell it for
  you... in exchange for hurt!”. Howell has two healing
  potions ready, and offers both to the PC when they in
  turn teach Turlough a lesson  “and tell him to better
  keep his hands of me”. As a proof, he demands nothing
  less than a little finger of the dwarf. If the players
  decline, he will scoff at them “very well, then. You know
  where the door is...” He will be unwilling to sell them
  anything, all he wants is “that you teach that wrinkled,
  beef-witted coalgnome a lesson!”
  They cannot talk him out of it at that moment, but
  when they leave him alone for more than a week and
  try again, they may make him sell his goods for sp to
  them  once  more  on  a  10+  Reaction  roll.  If  the
  characters do the deed, ignore all further results that
  included  Turlough having harassed  or mishandled
  Howell. The overnext incident from now on will be
  76-80#Witch-Hunters at Work, and those will stop
  and question the PC (Turlough tipped them off after a
  while).
  95-98# A Spellbook!
  If  there  is  somebody  among  the  PC  that  Howell
  assumes to be a Magic-User, he will approach him
  with a special offer “This one here, you see, is without
  use to me as I cannot make any sense out of it. But I guess
  you  can,  can´t  you?” The  alchemist  will  offer  the
  magic-user a slightly worn leather folio. It will turn
  out to be a spellbook, written in flourish but clear
  writing, in blue ink and with illuminations of holy
  symbols on the left upper and lower right corner of
  each page. Howell will not tell how he got his hands
  on this (he bought it from a thief that procures some
  of his ingredients for him), but offers it for 500 sp.
  The following spells are included in the book:
  Change Self;  Detect Invisible; Detect  Magic; Bookspeak;
  Unseen Servant
  99-00# An End to it All
  When the PC return to the smithy all they are going
  to find is a charred ruin. Not long ago, so they will be
  told, there was an explosion that set the night ablaze
  and had the roof of the smithy fly up high into the
  air. The good folk of the quarter had to deal with
  multiple minor fires from the burning debris that
  rained down all around. Two charred corpses were
  found later. This is the end of Ye Alchemist, for ye is
  dead.
  
  Alchemy as a Specialist Skill
  (Optional Rules)
  A Specialist with with an Intelligence Bonus of at
  least +2 may pick up Alchemy as a skill. Unlike other
  (“basic”) skills, Alchemy starts out with zero dots,
  which means that the only dots in the skill will be
  those that are allocated to it. 
  Brewing Potions
  The main use of the skill is the creation of magic
  potions. The process* and cost is the same as for a
  Magic-User, but instead of knowing the spell (which a
  Specialist cannot, as the class cannot learn spells) the
  right formula must be known. 
  A formula is to an alchemist what a spell is to a
  magic-user: it is more of a science than “pure magic”,
  but it is still more of an art than math or chemistry.
  Likewise, many of the formula in the tome of an
  alchemist  contain  very  strange  components,  and
  often a certain  mood, time or circumstance is as
  important for the brewing of a potion (or the harvest
  of an ingredient) as the ingredients themselves. For
  every  spell  there  exists  a  (theoretical)  potion
  formula. Formulas are kept in (non-magical) tomes
  and can be researched* and transcribed* the same
  way as spells, only the costs are different.
  Researching a Formula with an equivalent on the Spell
  list costs 20 sp per day.
  Researching a brand New Formula costs 30 sp per day.
  Transcribing a  Formula from another´s alchemist tome 
  costs 5 sp per day. 
  An alchemist may not “transcribe” a formula from a
  spellbook (for the lack of the Read Magic spell), but
  may  transcribe  a  spell  from  a  magic  scroll  to  a
  formula (as scrolls are made to be accessible and
  usable by the mundane mind). The process* is the
  same as for a Magic-User transcribing a spell from
  scroll to spellbook.
  *see the LotFP Player Core Book pp. 80-83.
   
  The Laboratory
  The  laboratory  of  an  alchemist  contains  far  less
  books and much more beakers, stoves, pots, special
  ingredients etc. as that of a Magic-User. It is still
  esoteric, but usually not as outrageous as its “truly”
  magical counterpart. That being said, the rules for
  value and space are the same as for Magic-Users, and
  a laboratory must have a worth of at least 500sp to
  allow the creation of potion. 
  In  all other regards, the rules  for laboratories of
  Magic-Users and alchemists are interchangeable, but
  an alchemist will never find more than 50% of a
  Magic-User´s lab to be worthwhile, and the other
  way around. If -another- would pick through the left
  overs, what remains would only have 3d6% of its
  assumed value, and any further lefts-overs would be
  considered junk by both classes. 
  As alchemists make use of many natural ingredients,
  a Specialist that has the Bushcraft skill as well may
  gather such in the wilds. A day worth of foraging
  produces 
  Bushcraft Skill level x 5 x 1d6 sp
  additional worth for a laboratory which worth is less
  than 750 sp. 
  Alchemist also may cultivate special gardens to have
  a steady supply of ingredients. These are treated as a
  (small scale)  Investment* *.  Such gardens may be
  planted with rather common (stable), exotic (risky) or
  bewildering (wild) plants. The latter may require the
  Referee´s express permission and/or might be the
  hook for an adventure
  ** see LotFP Player Core Book pp. 53-54
  Further uses of the Skill
  Aside from brewing potions, the Alchemy skill may be
  used to identify an unknown potion and to indicate if
  a  certain  substance  is  poisonous  or  otherwise
  harmful.  The  latter  attempt  may  suffer  from  a
  penalty if the harmful aspect was hidden (e.g. mixing
  a poison into spiced wine). It is advised that the
  Referee rolls such skill test in secret. 
  
  Further Suggested Material
  My own titles:
  Gregorius21778: 50 Elixirs for “classic” RPG
  (more weird OSR potions for your game)
  Gregorius21778: 50 Mythic Abilities
  (apply a duration and they become the result of a potion, 
  too)
  Gregorius21778: Examples of the Dark Arts Vol.2
  (more, sinister magic items for your OSR game)
  Gregorius21778: Foul is all Magic
  (an ingredients generator; pay-what-you-want)
  Gregorius21778: Ye ol´mad monk
  (more weirdness for your OSR game; pay-what-you-want)
  Other sources:
  The Gardens of Ynn are a wonderful not-of-this-world 
  location to venture to for harvesting bewildering plants!
  Vacant Ritual Assembly#1 offers a frightening, dark 
  place to acquire magic items: the ghoul market. PWYW
  Alchemical Tools & Ingredients -1d100 will help you 
  if you need more stuff to clutter up the lab.
  Potion Ingredients – 1d100 provides a random 
  ingredients table.
  
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