The Brotherhood of Alchemists
Posted: Thu Oct 14, 2010 8:38 pm
The Brotherhood of Alchemists
This isn't so much a sidequest as a series of interlocking sidequests and NPCs. In Bree, Angolwen, and Minas Tirith the player can find a building where a Master Alchemist makes their home. They are unique, but talking to any of them will give you the same basic story: The Brotherhood of Alchemists is accepting a single new member this year, and he wants to be the one accepted. The spot goes to the first Master Alchemist to brew every potion on a list, and he's just a few potions short of completion. Bring him the ingredients he needs for a given potion, and he'll make three of them: one to drink himself, one to show to the Brotherhood of Alchemists as proof, and one for you!
Every time you turn in the ingredients for a potion to one of the Master Alchemists, one of the other two Master Alchemists also checks a random potion off his list, thus making it unavailable to the player. They didn't become Master Alchemists by being completely reliant on adventurers, after all. If you aid a Master Alchemist in making the last of the potions on their list, then that alchemist is inducted into the Brotherhood of Alchemists and has a handsome reward for the player. Unfortunately, the other two Master Alchemists now have no use for your services and you cannot interact with them any more. Each Master Alchemist rewards you differently.
Here are the alchemists, the potions they need help making, and their reward for the player upon completing their list:
Bree's Master Alchemist:
Elixir of the Fox (+3 Dex, Cun)
Elixir of Avoidance (+4 defense)
Elixir of Precision (+2 physical crit)
Elixir of Mastery (1 category point)
Final reward: Philosopher's Stone (Unequippable artifact that, when carried, boosts all stats by 1, increases all elemental resistances by 10%, and increases light radius by 1)
Angolwen's Master Alchemist:
Elixir of Mysticism (+3 Magic, Will)
Elixir of Resilience (+2 to all saves)
Elixir of Explosive Force (+2 spell crit)
Elixir of Focus (2 class talent points)
Final reward: Marshal's Belt (gives +.2 to Combat Training mastery, increases stamina by 50 and Con by 5)
Minas Tirith's Master Alchemist:
Elixir of Brawn (+3 Str, Con)
Elixir of Stoneskin (+4 armor)
Elixir of Invulnerability (-4% to enemy crit chance)
Elixir of Foundations (2 generic talent points)
Final reward: Amulet of the Burglar (+1 to Trap Detection, Heightened Senses, Trap Disarm, Evasion, Efficient Packing, Insulating Packing, Burden Management, and Pack Rat)
Note that the alchemists are rather themed by class except for their final reward. Choosing which Alchemist to help win should require some careful consideration, not just saying, "Hey, this is the warrior-friendly one. I'll help him." I also tried to make the rewards desirable for a great many classes. The Philosopher's Stone and the Amulet of the Burglar, in fact, would be useful for any class. The Marshal's Belt is the most specialized, but still desirable for most classes.
The ingredients for these Elixirs should only drop if the player has visited an alchemist and gotten the quest for the item in question, and if the player doesn't already have the required number. We don't want every stone troll to litter the ground with their body parts for the whole game. Ingredients that drop from uniques should drop whether the player has the quest or not, so as to avoid making the quests impossible. Each alchemist should have at least one potion that requires ingredients only found in the Far East, thus providing motivation for linking Middle Earth and the Far East with portals.
Turn-in Strategy: Since turning in the ingredients for a potion causes one of the potions for another alchemist to become unavailable, some care is required. It is entirely possible to fail to get any of the final rewards. If, for example, you get the Elixir of Brawn and the Elixir of Stamina for the Minas Tirith alchemist, then decide to go get the Elixir of Focus for the Angolwen alchemist, turning in the Elixir of Focus could cause the final Minas Tirith alchemist potion (Elixir of Foundations) to get completed, thus making the Minas Tirith alchemist the winner... only you weren't the one who got him his stuff for the final potion, so you get no reward. Gambling with your turn-ins can result in getting extra potions, but losing means not getting a final reward.
If this sounds like something Darkgod wants, I could come up with the additional details: ingredients for each potion, the alchemist dialogs, etc. I'm also considering adding a fourth potion to each alchemist, as it might make the whole turn-in minigame more interesting.
Post your thoughts and suggestions. I don't have my heart set on any of the ideas in here.
This isn't so much a sidequest as a series of interlocking sidequests and NPCs. In Bree, Angolwen, and Minas Tirith the player can find a building where a Master Alchemist makes their home. They are unique, but talking to any of them will give you the same basic story: The Brotherhood of Alchemists is accepting a single new member this year, and he wants to be the one accepted. The spot goes to the first Master Alchemist to brew every potion on a list, and he's just a few potions short of completion. Bring him the ingredients he needs for a given potion, and he'll make three of them: one to drink himself, one to show to the Brotherhood of Alchemists as proof, and one for you!
Every time you turn in the ingredients for a potion to one of the Master Alchemists, one of the other two Master Alchemists also checks a random potion off his list, thus making it unavailable to the player. They didn't become Master Alchemists by being completely reliant on adventurers, after all. If you aid a Master Alchemist in making the last of the potions on their list, then that alchemist is inducted into the Brotherhood of Alchemists and has a handsome reward for the player. Unfortunately, the other two Master Alchemists now have no use for your services and you cannot interact with them any more. Each Master Alchemist rewards you differently.
Here are the alchemists, the potions they need help making, and their reward for the player upon completing their list:
Bree's Master Alchemist:
Elixir of the Fox (+3 Dex, Cun)
Elixir of Avoidance (+4 defense)
Elixir of Precision (+2 physical crit)
Elixir of Mastery (1 category point)
Final reward: Philosopher's Stone (Unequippable artifact that, when carried, boosts all stats by 1, increases all elemental resistances by 10%, and increases light radius by 1)
Angolwen's Master Alchemist:
Elixir of Mysticism (+3 Magic, Will)
Elixir of Resilience (+2 to all saves)
Elixir of Explosive Force (+2 spell crit)
Elixir of Focus (2 class talent points)
Final reward: Marshal's Belt (gives +.2 to Combat Training mastery, increases stamina by 50 and Con by 5)
Minas Tirith's Master Alchemist:
Elixir of Brawn (+3 Str, Con)
Elixir of Stoneskin (+4 armor)
Elixir of Invulnerability (-4% to enemy crit chance)
Elixir of Foundations (2 generic talent points)
Final reward: Amulet of the Burglar (+1 to Trap Detection, Heightened Senses, Trap Disarm, Evasion, Efficient Packing, Insulating Packing, Burden Management, and Pack Rat)
Note that the alchemists are rather themed by class except for their final reward. Choosing which Alchemist to help win should require some careful consideration, not just saying, "Hey, this is the warrior-friendly one. I'll help him." I also tried to make the rewards desirable for a great many classes. The Philosopher's Stone and the Amulet of the Burglar, in fact, would be useful for any class. The Marshal's Belt is the most specialized, but still desirable for most classes.
The ingredients for these Elixirs should only drop if the player has visited an alchemist and gotten the quest for the item in question, and if the player doesn't already have the required number. We don't want every stone troll to litter the ground with their body parts for the whole game. Ingredients that drop from uniques should drop whether the player has the quest or not, so as to avoid making the quests impossible. Each alchemist should have at least one potion that requires ingredients only found in the Far East, thus providing motivation for linking Middle Earth and the Far East with portals.
Turn-in Strategy: Since turning in the ingredients for a potion causes one of the potions for another alchemist to become unavailable, some care is required. It is entirely possible to fail to get any of the final rewards. If, for example, you get the Elixir of Brawn and the Elixir of Stamina for the Minas Tirith alchemist, then decide to go get the Elixir of Focus for the Angolwen alchemist, turning in the Elixir of Focus could cause the final Minas Tirith alchemist potion (Elixir of Foundations) to get completed, thus making the Minas Tirith alchemist the winner... only you weren't the one who got him his stuff for the final potion, so you get no reward. Gambling with your turn-ins can result in getting extra potions, but losing means not getting a final reward.
If this sounds like something Darkgod wants, I could come up with the additional details: ingredients for each potion, the alchemist dialogs, etc. I'm also considering adding a fourth potion to each alchemist, as it might make the whole turn-in minigame more interesting.
Post your thoughts and suggestions. I don't have my heart set on any of the ideas in here.