Dissolution House Rules and Descent Into Pandemonium: Difference between pages

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House rules for the [[campaign::Dissolution]] campaign.
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The idea of the [https://seanmccoy.substack.com/p/dungeon23 #dungeon32] "contest" was to build a megadungeon by creating a brief outline of one room, each day, for the year of 2023, in a [https://www.jetpens.com/Hobonichi-Techo-Weeks-Planners/ct/4080 particular kind of notebook]. This is the result of mine, with an introduction written after it was all done.</div>


== Critical hits ==
== Introduction ==


When you roll within your critical range, you have a choice:
This presentation of what turned into ''Descent Into Pandemonium'' explains, up front in this introduction, some things that became only clear as the design went on. This makes the megadungeon a bit easier to understand, particularly the glossary. For the most part, however, the sections after the introduction remain mostly as they were originally written, so you can sort of see the evolution of the idea. There are a couple of places where an idea from later in the process necessitated changing a prior location slightly, but this was avoided most of the time.


* You may roll for a critical hit, as per the standard rules.
=== Premise ===
* You may automatically just take max weapon damage. (If your critical multiplier is &times;3, you deal 1.5 times max weapon damage.)


This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:
The #dungeon23 pitch suggested making the dungeon have a level a month, but this one is done a level a week. The rough plan was a decent ever downwards, with order giving way to chaos the deeper you go. By the time you get to the bottom, you're accessing planes of chaos.


{| class="wikitable"
Given that, it seemed right to start with a temple devoted to order at the top, abandoned for two millennia. As it turns out, this time frame obliterates a lot of what you might normally see in a dungeon. Some research discovered that, over 2000 years in an underground, slightly damp environment with breathable air…
|-
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
|-
| '''Description''' || the base dice damage of the weapon || fixed damage from strength, magical plusses, etc. || sneak attack, vital strike, added energy damage, etc.
|-
| '''Standard rules''' || colspan="2" | Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually &times;2) || Applied only once, even if critical succeeded.
|-
| '''House rule''' || colspan="2" | ''No additional roll needed''. Damage roll treated as if highest number came up on each die. If range is &times;3, multiply the result by 1.5 (round down). ||  Applied only once
|}


To use abilities that trigger off of critical hits (such as critical feats), you ''must'' make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.
* …stalactites average about 20cm of growth.
* …all wood, cloth, leather, and organic materials decompose to dust and dirt
* …bones will have decomposed to dust
* …teeth will have fully or mostly decomposed; a few might remain intact
* …most metals (e.g. copper, iron, silver) corrode to dust
* …brass and some other metals may or may not have survived, based on their immediate environment
* …glass, stone, gold, platinum, and bronze remain mostly to fully unchanged
* …some crystals (e.g. quartz) remain intact and some (e.g. salt) do not, depending on their chemical makeup


In most cases, the house rule will result in a lower ''average'' damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:
This last fact led to the early idea that this temple to order was specifically attracted to crystals as expressions of order spontaneously created in nature, making crystals a theme through much of the megadungeon.


{| class="wikitable centeredcells"
=== Sources ===
|-
! !! colspan="4" | Damage Roll !! colspan="3" | No crit || colspan="3" | Standard crit (if achieved) || colspan="3" | House rule
|-
! Situation !! Weapon !! Bonus !! Ancillary || Crit range !! Min !! Average !! Max !! Min !! Average !! Max !! Min !! Average !! Max
|-
| '''Lostwhite w/ +1 flaming flail''' || 1d8 || +9 || +1d6 fire || &times;2 || 1+9+1=<br/>11 || 4.5+9+3.5=<br/>17 || 8+9+6=<br/>23 || 2(1+9)+1=<br/>21 || 2(4.5+9)+3.5=<br/>30.5 || 2(8+9)+6=<br/>40 || 8+9+1=<br/>18 || 8+9+3.5=<br/>20.5 || 8+9+6=<br/>23
|-
| '''Lostwhite w/ +1 greatsword''' || 2d6 || +11 || || &times;2 || 2+11=<br/>13 || 7+11=<br/>18 || 12+11=<br/>23 || 2(1+11)=<br/>24 || 2(7+11)=<br/>36 || 2(12+11)=<br/>46 || colspan="3" | 12+11=<br/>23
|-
| '''Lostwhite w/ +1 battleaxe''' || 1d8 || +7 || || '''&times;3''' || 1+7=<br/>8 || 4.5+7=<br/>11.5 || 8+7=<br/>15 || 3(1+7)=<br/>24 || 3(4.5+7)=<br/>34.5 || 3(8+7)=<br/>45 || colspan="3" | 1.5(8+7)=<br/>22
|-
| '''Caralaria w/ fist and vital strike''' || 1d10 || +6 || +1d10 || &times;2 || 1+6+1=<br/>8 || 5.5+6+5.5=<br/>16 || 10+6+10=<br/>26 || 2(1+6)+1=<br/>15 || 2(5.5+6)+5.5=<br/>28.5 || 2(10+6)+10=<br/>42 || 10+6+1=<br/>17 || 10+6+5.5=<br/>21.5 || 10+6+10=<br/>26
|-
| '''Scoffney w/ +1 rifle''' || 1d12 || +1 || || '''&times;3''' || 1+1=<br/>2 || 6.5+1=<br/>7.5 || 12+1=<br/>13 || 3(1+1)=<br/>6 || 3(6.5+1)=<br/>22.5 || 3(12+1)=<br/>39 || colspan="3" | 1.5(12+1)=<br/>19
|-
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d12 || +1 || +3d6 || '''&times;3''' || 1+1+3=<br/>5 || 6.5+1+3(3.5)=<br/>18 || 12+1+3(6)=<br/>31 || 3(1+1)+3=<br/>7 || 3(6.5+1)+3(3.5)=<br/>24.5 || 3(12+1)+3(6)=<br/>44 || 1.5(12+1)+3=<br/>22 || 1.5(12+1)+3(3.5)=30 || 1.5(12+1)+3(6)=37
|-
| '''Oreni's ''scorching ray''''' || 4d6 || || || &times;2 || 4(1)=<br/>4 || 4(3.5)=<br/>14 || 4(6)=<br/>24 || 2(4(1))=<br/>8 || 2(4(3.5))=<br/>28 || 2(4(6))=<br/>48 || colspan="3" | 4(6)=<br/>24
|}


The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.
=== Rough History ===


== Sneak Attacks and Ranged Weapons ==
* The “Kiooliciti” (kiːuˈlɪsɪtiː) refers to a religious movement/culture centered around worship of order and law, particularly in how it manifested in crystals. Though advanced, the Kiooliciti have been forgotten, the Kioolicit language extinct.
* Two thousand years ago, a Kioolicit temple flourished here, on the slope of a temperate mountain forest, part of a magically advanced, but now extinct, civilization.
* Though some activity took place above ground, the bulk of the temple descends, in levels, into the rock.
* Geomantic forces concentrated a potent source of order into a huge geode deep in the rock, with the temple built here to protect and access.
* The Kiooliciti forged a powerful artifact, The Axiom, to harness and use this source of order, ultimately constructing most of their society around it.
* While the priests spread Kioolicit teaching and culture to extend their influence, the culture’s mages became obsessed with using portals to capitalize on that influence, and built a tesseract connecting their labs across the globe.
* Three chaotic gods bristled at the existence of The Axiom, and became briefly obsessed with the idea of corrupting its power to stabilize a permanent path between the plane of Pandemonium and the center of Kioolicit society.
* The machinations of these gods arranged an unlikely alliance of extraplanar chaotic forces, which breached the temple’s tesseract and moved up to attack the temple.
* Kioolicit defenders managed to stall the invaders before they reached the surface.
* The short stalemate was broken by necromantic plague, turning many of the temple defenders into an undead horde.
* Remaining defenders managed to confine the horde to the lower levels of the temple, then gathered what they could and abandoned the temple entirely, burying the surface entrances, and severing portal connections.
* In time, the invaders shattered The Axiom and absconded with its heart.
* The invaders, having accomplished their actual goal, never breached through to the surface as the Kiooliciti feared and, over two centuries, the garrison guarding the surface faded to nothing, along with what was left of the Kioolicit culture.
* Within the temple’s somewhat humid conditions, two millennia have taken their toll on what was left behind.
* Over that time, most of the potent wards and spells used to seal the temple have also faded.


Just a clarification to the standard rules on sneak attacks:
=== Glossary ===


* Sneak attacks ''can'' be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
* Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
* You cannot normally flank a target with a ranged weapon.


So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus. Targets lose their Dex bonus to AC in any of the following situations:
== The Temple Beneath ==


* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Blinded blinded]
=== A. The Surface ===
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Cowering cowering]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Flat-Footed flat-footed] and does not have [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Uncanny-Dodge-Ex- Uncanny Dodge]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Helpless helpless]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Stunned stunned]
* Target is [http://www.d20pfsrd.com/skills/climb climbing]
* Attacker is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Invisible invisible]
* Attacker successfully [http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Feint feints] against the target.
* Attacker or ally uses [http://www.d20pfsrd.com/feats/greater-feint-combat---final Greater Feint] against the target.


== Reach Spell ==
Half-way up a forested mountain, an ancient trail leads to ruins.


This one is really a mistake that was active for long enough to make us keep it. This is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').  
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==== 1.1 Stone-Capped Well ====


This changes magic (particularly clerics and other healers) quite a bit. It also fits the definition of a broken rule, as it is hard to imagine any caster that wouldn't take this feat, but so be it. It is pretty fun.
* Rune-covered
* Repellent


== Wands ==
==== 1.2 Feet of the Colossus ====


Similarly, we treat wands as if they all have the Reach Spell feat. That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.
* All that remains of a massive granite statue, created by magic.
* Overgrown, no paths remaining.
* Scattered haphazardly on all sides of the left foot are balls of hair and bones (like owl pellets), about volleyball size, as well as larger solitary bones, skulls, and antlers.
* Ancient and weathered
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== Vital Strike ==
=== Week title ===


From the look of the errata, looks like we read this one wrong as well, but we're keeping it as well. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.
Week description


== Arterial Strike ==
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This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in ''Complete Warrior''.
=== Week title ===


'''Prerequisite''': Sneak attack ability, base attack bonus +4.
Week description
'''Benefit''': If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed bleed]. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.


== Close Shot (Combat) ==
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This is a new feat, which extends "point blank" range.
=== Week title ===


'''Prerequisite''': base attack bonus +3.
Week description
'''Benefit''': Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:
* Using [http://www.d20pfsrd.com/feats/point-blank-shot-combat---final Point Blank Shot].
* Sneak attacking with ranged weapons.
* Using the Reach Spell feat (see above).
* Casting touch spells from wands (see above).
* The Furtive Shot rogue talent (see below).
'''Normal''': Point blank range is normally 30'.


== Furtive Shot ==
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This is a new [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Rogue-Talents rogue talent]:
== Appendices ==


''Furtive Shot ([http://www.d20pfsrd.com/basics-ability-scores/glossary---final#TOC-Extraordinary-Abilities-Ex- Ex])'': If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.
=== Appendix A: The Arch Keys ===
 
The early Kiooliciti experiments with portals led to the five "polyhedral" portals. The location of these are summarized here, in addition to the location of the keys that allow their use:
 
* Tetrahedral (yellow): 3.26, tesseract entrance. Keys: 2.2, 4.7, 4.8
* Cubic (orange): 1.28, smashed. Keys (shattered): 2.14, 4.26
* Octahedral (purple): 3.11, near geode. Keys: 1.13, 2.14, 4.7
* Dodecahedral (green): 4.16. Keys: 2.11, 4.4, 4.14
* Icosahedral (blue): 5.17. Keys: 5.3, 5.10, 5.27
 
=== Appendix B: Shards of the Axiom ===
 
Since reassembling the Axiom forms an overriding goal of this megadungeon, here is a list all the locations that mention containing shards of the shattered artifact:
 
 
 
=== Appendix C: Tesseract Connections ===
 
When the Kiooliciti built their tesseract, they labelled the ''edges'' of its graph not the ''nodes''. (After all, it is the edges that are the hard things to create and monitor.) Each edge (a connection between rooms of the tesseract) has been given an alchemical symbol. Most are two way (↔), some are one way (→), and some are broken (—). The edges are:
 
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* 🜁 air 3.26 → random destination.
* 🜂 fire 1.21 — 3.26
* 🜃 earth 3.26 ↔ 4.15
* 🜄 water 3.26 ↔ 5.1
* 🜉 aqua vitæ 4.15 ↔ 6.2
* 🜌 vinegar 4.15 ↔ 5.1
* 🜍 sulphur 4.29 ↔ 5.11
* 🜎 philosophers sulfur
* 🜏 black sulfur 5.7 ↔ 5.17
* 🜑 mercury sublimate 5.10 ↔ 5.17
* 🜔 salt 5.6 ↔ 5.7
* 🜕 nitre 5.11 ↔ 5.21
* 🜖 vitriol 5.3 ↔ 5.7
* 🜨 verdigris 5.21 ↔ 5.30
* 🜶 alkali 5.17 ↔ 5.31
* 🜳 regulus 5.4 ↔ 5.5
* 🜬 sublimate of antimony 5.4 ↔ 5.8
* 🜢 sublimate of copper 5.5 ↔ 5.8
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* 🝁 quicklime 5.15 ↔ 6.3
* 🝅 alum 5.15 ↔ 6.3
* 🜩 tin 5.2 ↔ 5.8
* 🜚 gold 5.16 ↔ 5.19
* 🜛 silver 5.20 ↔ 6.1
* 🜠 copper 5.29 ↔ 6.2
* 🜪 lead 5.2 ↔ 5.14
* 🜜 iron 5.8 ↔ 5.31
* 🜫 antimony 5.20 ↔ 6.1
* 🜾 bismuth 5.16 ↔ 6.4
* 🜺 arsenic 5.8 ↔ 5.13
* 🜼 realgar 5.30 ↔ 6.4
* 🜸 marcasite 5.20 ↔ 6.4
* 🜿 tartar 5.10 ↔ 5.16
* 🝃 borax 5.31 ↔ 6.1
* 🜘 rock salt 5.2 ↔ 5.11
* 🝉 gum 5.9 ↔ 5.13
* 🝊 wax 5.2 ↔ 5.20
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* 🝕 urine 5.2 ↔ 5.29
* 🝖 horse dung
* 🝞 sublimation 5.2 ↔ 5.22
* 🝟 precipitate 5.10 ↔ 5.24
* 🝠 distill 5.15 ↔ 5.23
* 🝢 dissolve 5.8 ↔ 5.25
* 🝣 purify 5.2 ↔ 5.27
* 🝤 putrefaction 5.17 ↔ 5.26
* 🝩 crucible 5.9 ↔ 5.28
* 🝪 alembic 5.25 ↔ 7.3
* 🝭 retort 5.23 ↔ 7.31
* 🝑 trident 5.24 ↔ 6.5
* 🝎 caput mortuum 5.20 ↔ 5.27
* ⍚ “evaporate” 5.26 ↔ 6.1
* ⍝ “encase” 5.27 ↔ 5.31
* ⍢ “grind” 5.27 ↔ 6.2
* ⌱ “extract” 5.28 ↔ 6.3
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Revision as of 06:57, 24 December 2023

The idea of the #dungeon32 "contest" was to build a megadungeon by creating a brief outline of one room, each day, for the year of 2023, in a particular kind of notebook. This is the result of mine, with an introduction written after it was all done.

Introduction

This presentation of what turned into Descent Into Pandemonium explains, up front in this introduction, some things that became only clear as the design went on. This makes the megadungeon a bit easier to understand, particularly the glossary. For the most part, however, the sections after the introduction remain mostly as they were originally written, so you can sort of see the evolution of the idea. There are a couple of places where an idea from later in the process necessitated changing a prior location slightly, but this was avoided most of the time.

Premise

The #dungeon23 pitch suggested making the dungeon have a level a month, but this one is done a level a week. The rough plan was a decent ever downwards, with order giving way to chaos the deeper you go. By the time you get to the bottom, you're accessing planes of chaos.

Given that, it seemed right to start with a temple devoted to order at the top, abandoned for two millennia. As it turns out, this time frame obliterates a lot of what you might normally see in a dungeon. Some research discovered that, over 2000 years in an underground, slightly damp environment with breathable air…

  • …stalactites average about 20cm of growth.
  • …all wood, cloth, leather, and organic materials decompose to dust and dirt
  • …bones will have decomposed to dust
  • …teeth will have fully or mostly decomposed; a few might remain intact
  • …most metals (e.g. copper, iron, silver) corrode to dust
  • …brass and some other metals may or may not have survived, based on their immediate environment
  • …glass, stone, gold, platinum, and bronze remain mostly to fully unchanged
  • …some crystals (e.g. quartz) remain intact and some (e.g. salt) do not, depending on their chemical makeup

This last fact led to the early idea that this temple to order was specifically attracted to crystals as expressions of order spontaneously created in nature, making crystals a theme through much of the megadungeon.

Sources

Rough History

  • The “Kiooliciti” (kiːuˈlɪsɪtiː) refers to a religious movement/culture centered around worship of order and law, particularly in how it manifested in crystals. Though advanced, the Kiooliciti have been forgotten, the Kioolicit language extinct.
  • Two thousand years ago, a Kioolicit temple flourished here, on the slope of a temperate mountain forest, part of a magically advanced, but now extinct, civilization.
  • Though some activity took place above ground, the bulk of the temple descends, in levels, into the rock.
  • Geomantic forces concentrated a potent source of order into a huge geode deep in the rock, with the temple built here to protect and access.
  • The Kiooliciti forged a powerful artifact, The Axiom, to harness and use this source of order, ultimately constructing most of their society around it.
  • While the priests spread Kioolicit teaching and culture to extend their influence, the culture’s mages became obsessed with using portals to capitalize on that influence, and built a tesseract connecting their labs across the globe.
  • Three chaotic gods bristled at the existence of The Axiom, and became briefly obsessed with the idea of corrupting its power to stabilize a permanent path between the plane of Pandemonium and the center of Kioolicit society.
  • The machinations of these gods arranged an unlikely alliance of extraplanar chaotic forces, which breached the temple’s tesseract and moved up to attack the temple.
  • Kioolicit defenders managed to stall the invaders before they reached the surface.
  • The short stalemate was broken by necromantic plague, turning many of the temple defenders into an undead horde.
  • Remaining defenders managed to confine the horde to the lower levels of the temple, then gathered what they could and abandoned the temple entirely, burying the surface entrances, and severing portal connections.
  • In time, the invaders shattered The Axiom and absconded with its heart.
  • The invaders, having accomplished their actual goal, never breached through to the surface as the Kiooliciti feared and, over two centuries, the garrison guarding the surface faded to nothing, along with what was left of the Kioolicit culture.
  • Within the temple’s somewhat humid conditions, two millennia have taken their toll on what was left behind.
  • Over that time, most of the potent wards and spells used to seal the temple have also faded.

Glossary

The Temple Beneath

A. The Surface

Half-way up a forested mountain, an ancient trail leads to ruins.

1.1 Stone-Capped Well

  • Rune-covered
  • Repellent

1.2 Feet of the Colossus

  • All that remains of a massive granite statue, created by magic.
  • Overgrown, no paths remaining.
  • Scattered haphazardly on all sides of the left foot are balls of hair and bones (like owl pellets), about volleyball size, as well as larger solitary bones, skulls, and antlers.
  • Ancient and weathered

Map

Week title

Week description

rooms

Map

Week title

Week description

rooms

Map

Week title

Week description

rooms

Map

Appendices

Appendix A: The Arch Keys

The early Kiooliciti experiments with portals led to the five "polyhedral" portals. The location of these are summarized here, in addition to the location of the keys that allow their use:

  • Tetrahedral (yellow): 3.26, tesseract entrance. Keys: 2.2, 4.7, 4.8
  • Cubic (orange): 1.28, smashed. Keys (shattered): 2.14, 4.26
  • Octahedral (purple): 3.11, near geode. Keys: 1.13, 2.14, 4.7
  • Dodecahedral (green): 4.16. Keys: 2.11, 4.4, 4.14
  • Icosahedral (blue): 5.17. Keys: 5.3, 5.10, 5.27

Appendix B: Shards of the Axiom

Since reassembling the Axiom forms an overriding goal of this megadungeon, here is a list all the locations that mention containing shards of the shattered artifact:


Appendix C: Tesseract Connections

When the Kiooliciti built their tesseract, they labelled the edges of its graph not the nodes. (After all, it is the edges that are the hard things to create and monitor.) Each edge (a connection between rooms of the tesseract) has been given an alchemical symbol. Most are two way (↔), some are one way (→), and some are broken (—). The edges are:

  • 🜁 air 3.26 → random destination.
  • 🜂 fire 1.21 — 3.26
  • 🜃 earth 3.26 ↔ 4.15
  • 🜄 water 3.26 ↔ 5.1
  • 🜉 aqua vitæ 4.15 ↔ 6.2
  • 🜌 vinegar 4.15 ↔ 5.1
  • 🜍 sulphur 4.29 ↔ 5.11
  • 🜎 philosophers sulfur
  • 🜏 black sulfur 5.7 ↔ 5.17
  • 🜑 mercury sublimate 5.10 ↔ 5.17
  • 🜔 salt 5.6 ↔ 5.7
  • 🜕 nitre 5.11 ↔ 5.21
  • 🜖 vitriol 5.3 ↔ 5.7
  • 🜨 verdigris 5.21 ↔ 5.30
  • 🜶 alkali 5.17 ↔ 5.31
  • 🜳 regulus 5.4 ↔ 5.5
  • 🜬 sublimate of antimony 5.4 ↔ 5.8
  • 🜢 sublimate of copper 5.5 ↔ 5.8
  • 🝁 quicklime 5.15 ↔ 6.3
  • 🝅 alum 5.15 ↔ 6.3
  • 🜩 tin 5.2 ↔ 5.8
  • 🜚 gold 5.16 ↔ 5.19
  • 🜛 silver 5.20 ↔ 6.1
  • 🜠 copper 5.29 ↔ 6.2
  • 🜪 lead 5.2 ↔ 5.14
  • 🜜 iron 5.8 ↔ 5.31
  • 🜫 antimony 5.20 ↔ 6.1
  • 🜾 bismuth 5.16 ↔ 6.4
  • 🜺 arsenic 5.8 ↔ 5.13
  • 🜼 realgar 5.30 ↔ 6.4
  • 🜸 marcasite 5.20 ↔ 6.4
  • 🜿 tartar 5.10 ↔ 5.16
  • 🝃 borax 5.31 ↔ 6.1
  • 🜘 rock salt 5.2 ↔ 5.11
  • 🝉 gum 5.9 ↔ 5.13
  • 🝊 wax 5.2 ↔ 5.20
  • 🝕 urine 5.2 ↔ 5.29
  • 🝖 horse dung
  • 🝞 sublimation 5.2 ↔ 5.22
  • 🝟 precipitate 5.10 ↔ 5.24
  • 🝠 distill 5.15 ↔ 5.23
  • 🝢 dissolve 5.8 ↔ 5.25
  • 🝣 purify 5.2 ↔ 5.27
  • 🝤 putrefaction 5.17 ↔ 5.26
  • 🝩 crucible 5.9 ↔ 5.28
  • 🝪 alembic 5.25 ↔ 7.3
  • 🝭 retort 5.23 ↔ 7.31
  • 🝑 trident 5.24 ↔ 6.5
  • 🝎 caput mortuum 5.20 ↔ 5.27
  • ⍚ “evaporate” 5.26 ↔ 6.1
  • ⍝ “encase” 5.27 ↔ 5.31
  • ⍢ “grind” 5.27 ↔ 6.2
  • ⌱ “extract” 5.28 ↔ 6.3