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==Alchemical Labs== Alchemical laboratories are pungent, dark rooms filled with burners and double burners, bubbling beakers, miles of glass and copper tubing and and strange, preserved specimens hanging from rafters and filling jars. There are two kinds of labs: standard and traveling. Traveling labs are expensive to purchase and limited in what they can do, but they ultimately allow a character to perform experiments โin the fieldโ. Standard labs cost a base 1000 gp, weigh 100 stone when packed up and occupy a minimum of 400 square feet when fully assembled. Alchemical labs may be improved upon, with a 25% loss of efficiency, so that upgrading a lab by 1000 gp requires an expenditure of 1250 gp. Note that purchasing or finding specialized equipment does not have the 25% penalty applied. In addition, every additional 500 gp spent on the lab increases the sq. footage needed by 100 sq. ft. (labs can be broken up between adjacent rooms). Traveling labs cannot be improved upon, as the space is limited and the rugged construction of the equipment does not allow for easy modification or expansion. Specialized equipment may be found or purchased that grants modifiers when working with specific substances or materials. Prices of such equipment will be determined by the DM. Alchemical labs also require the use of expendable ingredients, such as quicksilver, sulfur, amber, silkwater, etc. It is assumed that one can purchase a standard array of alchemical ingredients in a large enough market class. Such materials are cost 150 gp to purchase and include a general assortment of materials. Note that it may be possible to find unique materials that add modifiers to specific tasks. Costs of such materials will be provided by the DM.
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