HAZOR GULGIRTH – ALCHEMICAL BUSINESS AND NOTES
Your lab is outfitted to research potions of up to level 11.
Alchemical Knowledge – chance of failure is 3% (18 Intelligence)
Level 1:
Delusion (learned via research) - (need Doppleganger Flesh and silverleaf herb).
Level 6:
formula for oil of sharpness +3 (need Claw from demon or devil with 10 HD, and Steelbloom herb); note this was learned on Wizard’s Isle, and the formula cannot be taught or transferred to others).
Level 11:
Sharpness Oil +6 - Blindweed and a claw from a Daemon of at least 16 hit dice.
The Cauldron’s Cupboard
A stone building 1‘ thick walls in Aertael to house an Alchemist Business with a showroom in front with a big shop window in front and 2 Laboratories in the back. Let us assume it is three “small stone buildings” in size or a 40’ x90’ two story building, and it is in a high class neighborhood. Name it: The Cauldron’s Cupboard. Commission Artisans to have a beautiful, durable artful large sign lettered and carved with THE CAULDRON’S CUPBOARD and a picture of potion bottles in an opening cupboard carved and painted. Commission knowledgeable Agents to purchase glassware and alchemist implements on my behalf, brought to Amrath, and assembled in the two laboratories. (This is very top-of-the-line gear.) Transfer and reassemble the Equipment I already have for cooking the formula of Oil of sharpness +3. Commission Carpenters to build and assemble 20 beautifully wood and glass locking cabinets.
These would run about 500g each, for a 6’ high by 4’ wide cabinet, top 4’ would be lockable glass doors with four shelves, bottom 2’ would be lockable wooden doors. Commission Masons and Ironsmiths to build a bank of two cooking stoves and one smelting stove with exhausts for fumes and smoke in each laboratory. Commission a 20x20x20 foot cube to be dug out of the ground as a basement underneath the center Laboratory (I will line the walls and floor with the wall of iron spell: three inch thick iron and forbiddance spell the area with a password of “Tuoni”).
Total costs for this: 29,620gp
For purposes of monthly costs, I will halve that, and say that 14,810 is related to the laboratory, which causes a 1481 gp monthly charge, ratioed over whatever percent of the month the lab is in use. I haven’t seen anything about hiring any staff or an alchemist, so the shop will be closed and unproductive whenever Hazor is otherwise busy, but won’t incur any monthly costs, other than the 1% cost of maintenance for structures, 148gp in this case. Total monthly costs = 1629gp.
Additional gear: glass flasks with Glasssteel - 24
Panels of glass in the shop enchanted with Glasssteel - 24
Paraswarm cast eight Defensive Zone spells at level 21, permanent, on the premises.
As far as sales go, you will sell 0-5 potions on any given day, assuming you have a stock of 100 assorted potions; if your stock falls below that, sales will be propotionate. Potions will sell for the amounts listed in the DMG/UA tables. 10% sales tax is paid to the government.
As far as 'constantly looking', I am fine with that, but you're going to have to be the one to remind me each game, how much time you spent doing that. I don't want it to become my job to keep up with remembering to have you check. Alternatively, you could visit each city once, find the alchemist, and prepay him or her some amount for ‘x’ amount of rakshasa blood and silverleaf – something higher than the usual rate of 75g and 100g – and they would notify you when you had your money’s worth. (You get the impression that it’s going to have to be significantly higher, as constantly being out of these items – especially the silverleaf – could cost them a lot of other business.) From talking to the alchemist in Aertael, you learn that in a typical week, you might find anywhere from none to half a dozen of each, in any shop in a city. Just let me know how many cities you want to do this in.
(Hazor can teleport around to the four cities in Attelllaria (Aertael, Caepal, Port and Belegram) and shop at each herbalist in a day, but that will preclude any alchemy that day. He will find d6-1 silverleafs at each shop for a cost of 100g each; same for rakshasa blood, d6-1 per day at a cost of 75g each)
You got the spoon formula on Wizard's Island, and had some time unused between when you finished that and the next game. I think you used about three months training stuff there, which would give you six months you could burn up searching cities - there are four in Attellaria that qualify - and getting the spoon made. It takes 5 weeks to make the spoons. I’ll call it two weeks to do all the arrangements for the spoon, so 4 months 1 week checking alchemists for materials.
Notes of spoon of stirring and such
The spoon molds will be made from a ceramic using a method called 'lost wax', which creates a solid block of fired clay with a spoon shaped cavity. These are fairly cheap, 10g each. There is a precious metalsmith of the level you need in Aertael, and he agrees to cast your spoons for 1400g, including being ready for you for an entire day, for you to appear to do the casting.
Through your research, you learn that this metal, Larunda, is a rare substance, but that there is a powerful creature of limbo that lives in a well of it, and will trade for small amounts. This creature is some sort of giant, that can apparently live in this otherwise poisonous liquid metal. Between your research, your sword, and your commune, you find his exact location, and you determine that what this creature desires is rare precious metals. You could probably get him to trade you for mithral or adamant, and believe that it would cost you 300 mithral or 150 adamant for the 15 larunda you need; he would probably take as little as 50 obol. Let me know your preference. You have very good coordinates, and could plane shift there safely, more than likely.
This uses up all the time on the Island that wasn’t otherwise claimed. However, you have taken some time off between games, enough to add up to a month that you could spend brewing Delusion potions, and then stirring them and identifying them with your spell.