The alchemist's lab must be set up in an enclosed area in a fixed and stable location. The temperature must be maintained between 40 and 110 degrees farenheit (5 and 43 celsius), and the area must be protected from breezes, precipitation, excesive light (e.g., direct sunlight), excessive smoke, and any kind of motion. Tents, shacks, enclosures within ruins, rooms in inns, houses, and dungeons are all acceptable if they meet these parameters.
keeps this site and its author alive.
A lab in a wagon must be packed before moving and set up before use by the same rules, or suffer the same losses and damage as well as d10x5% damage to the wagon (from spills of chemicals, possible fires and explosions).
Excluding furniture (at least one piece per level is necessary), the weight of equipment and chemicals in the lab is 10#/level/level. Alchemists cannot use an unfamiliar lab, and if they share a lab (such as with leveled apprentices) costs, weights, and set-up times are cumulative.
Alchemists are able to precisely identify creatures (and plants) from minimal information. Such identification can be made from sightings, possibly from less information. The base chance for correct identification of a common monster is the alchemist's intelligence plus his level, all over twenty. This is penalized by modification to the die roll of +3 for uncommon, +6 for rare, +9 for very rare, and +12 for unique. There is an additional +3 penalty if the alchemist does not himself see the creature, but is relying on description, tracks and other signs of passage, smells, and/or body parts, et cetera. Conversely, if he has a captured specimen, the bonus is -3 if the creature is dead, -6 if alive. This roll applies to identifying unusual ingredients as well. Success confers certain knowledge of the precise creature type; failure does not prevent the player from guessing. The referee may impose additional penalty or bonus for such things as familiarity with area, foreign monsters, and previous sighting.
M. J. Young Net