Alchemy
Reagents
Those strange creatures lurking in the dungeon are alchemically potent. Their guts are, anyway.
Magic-Users (and Specialists with a Hunter's Mark on a creature) know which viscera have alchemical properties and can spend a Turn to harvest these reagents
When you harvest a reagent and store it, write down the reagent and the creature it was harvested from.
E.g., Eyes of salamander, Toes of dire bat, Tongue of hellhound.
Usually, any given creature can only produce ONE viable reagent. Huge monsters might produce several.
Sentient humanoids like humans, orcs, goblins, fey, etc., never provide reagents. Monsters without gets (e.g., wraiths) also do not provide reagents as they have no guts.
It must be monstrous!
Alchemy
Using Alchemy Tools (see Equipment Details), a Magic-User can brew alchemical substances as a Camp action.
- Transform as many reagents at the same time as you want. Each becomes an alchemical substance.
- You choose how to transform these alchemical substances (i.e., bomb, potion, or oil).
Alchemical Substances
Bomb
Throw it and create an area effect.
E.g. Throw a bomb to poison a foe with spider venom.
Potion
Affect the drinker.
E.g. Drink a potion to gain a giant spider's wall climbing ability.
Oil
Smear on surfaces to do different things.
E.g. Distill spider webbing into a glue-like oil that bonds with whatever it touches.