21d 15:22:31 until the OGMW forums will transition to fully read-only mode. Read more here.
For consistency with the new site, OGMW now accepts email address as a login credential in addition to user name. User name will eventually be removed, so we recommend getting in the habit of using email address going forward.
Clear-stone. A chrystal that forms in near-pure running water. It looks like a small glass pebble often with a green or blue tint, in rare cases yellow. It is highly sought after by collectors. If placed in dirty water, the water begins to sizzle and froth as the impurities are removed. The clear-stone can also sterilize stone and metal, so is sometimes used by medicine men to clean their tools before doing surguries or making medicine. If Fluxweed, Dithafoil, and lemon juice are added to water that is currently frothing from purifying small pieces of granite and limestone, the liquid will stop frothing and will instead churn and steam. If all the water is allowed to evaporate, it just becomes a big mess, but if water is periodically added for the several day process, it will eventually turn into a light greay viscous subtance. If the clear-stone is removed, the substance hardens after an hour.
Effect of stone syrup: lightly smearing the substance on a petrified indevidual will turn them back for 10 minutes, then they will repetrify. If they drink some of the syrup (not the clear-stone), the effect will become more permanent. For 24 hours after drinking it, they are their normal self. After, their skin and joints harden, skin rough and pourus to the touch. It is as though they have the stone skin spell on them, but speed is halved, and all rolls involving movement is at disadvantage (range attacks are up to the DM based on situation). Drinking some over multiple days will maintain/restore their normal state, or a lesser restoration spell can cure them.
Lol. I started a dozen projects almost a year ago, and now I am finally finishing them. I feel like if I lose momentum now, it may take me another year to get going again. XP
Look on the bright side, you'll have plenty of herbalism updates for the rest of the year.
Right, I was thinking that.
Hamnier, I appreciate all of the things you've contributed. Please don't be offended if you don't get immediate feedback or addition to the site. I am going to be going over a lot of what you've submitted and using it as resources for updates in the future. Keep it coming!
Occurs to me that a low-level, and/or low-magic variant, campaign could make amazing use out of this. It offers the chance to investigate how the normal folk of the world might try to get by whenever a party of adventurers isn't wandering around with their all-solving hammers and spells.
No worries. It is your work after all, I'm just giving suggestions. Ones I hope you like, and I'll do my best to adjust/drop any that you say probably aren't good for whatever reason, but suggestions all the same. And I am churning out a lot, so I understand you not wanting to immediately respond to everything.
That said, what do you think of the three things for Grlarshh? He hasn't left entirely yet, perhaps these can be part of his last push to regain some level of power over Vornoth?
Quote:
Originally Posted by ChaosHarbinger
Occurs to me that a low-level, and/or low-magic variant, campaign could make amazing use out of this. It offers the chance to investigate how the normal folk of the world might try to get by whenever a party of adventurers isn't wandering around with their all-solving hammers and spells.
That is in part why I am such a fan of this feature. Most of the parties I am DMing for are low leveled. One party just split with two level 3 characters trecking up to talk with the barbarians, and neither of them have any healing capabilities. Another person wants to try Farland, so I am advising them to take a healer's roll in this party. It seems like a medicine man or a shawman would make a lot more sense if they meet in Anaria, and at level 3 or 4 they would probably be more effective than a cleric anyways. After traveling for a spell with no healing and having to gauge their health so closely, they will cherish every brew the healer shoves down their throats. XP
I very much like the Grlarshh stuff. The ink is stellar. I like the ideas you are coming up with, although some things like the cauldrons of Grlarshh idea would probably be more appropriate as an adventure rather than an item or spell to release for "general consumption." In general, herbs and herbal effects released on the website for "general consumption" should be less powerful than magical abilities. This maintains the flavor as well as the balance.
Compiled list of herb ideas. (I left the background and the feat and such alone on the front page. I saw no reason to carry that over to here since that was never really messed with.)
Braided Vines. Found in Jila on Eruna. The strands of this vine grow in tight clusters which wrap over each other, giving it a braided appearance. They are extremely nutritious, and if the thick meaty vines are a regular part of your diet it begins to improve your muscle tone and reflexes. You can tell when someone has grown on a diet of them.
Effect of a recent diet of Braided Vines: (after a week of at least 1 per day.) as long as you are eating it every day, you get advantage on rolls for climbing
Effect of a prolonged diet of Braided Vines: (after a month of at least 1 per day.) as long as you are eating it every day, you get advantage on rolls for climbing, and a temporary +1 dexterity modifier.
Effect of having been raised on a diet of Braided Vines: "racial" +2 dexterity and +15ft climb speed.
Herb: Common (in Jila)
Price: 5sp
Chromus Slime. This thin slime substance is often observed to flow within water current as if it had a mind of its own. Often times, scientists mistake this slime with mercury, as it has the same consistency and look. When attempting to alter the slime, it reverberates and alters the other plant life it touches instead.
Effect: Add to any potion or poision that is not a powder or gas. The final effect of ingesting or otherwise applying it after all other calculations is the exact opposite (ie a "sleeping draft" becomes a "waking draft"). This is up to the DM’s discretion on the specifics per potion/poison.
Slime: Rare
Price: Same as whatever it is mixed into, but add one day to creation time for full reversal to take effect. It applied before the day is up, a Wild Surge effect happens instead of the normal effect.
Firebreath peppers are particularly potent, causing more burn than flavor. It was as a joke that it was discovered it did the same for spells. Throwing a mix of powdered Firebreath, powdered silver, and fine ash into the path of a spell, it seems as though the magic itself catches aflame.
Effect: Throw powder into the air as casting a ranged spell, the spell ignites causing an additional 2d4 fire damage to the effect of the spell.
Herb: Uncommon
Price: sp
Knotweed. Rarely visible above ground, instead getting all its nutrients by attaching to the roots of larger plants. It gets its name from how it wraps around the roots making a large knot. When ground into a powder, it reacts in a similar way as yeast. It can be used to make a sourdough-esk bread which can cure headaches and hangovers. When laced with traces of mercury, it is often given the name "Mana" and it can give extra energy to magic users. But the potency of the Mana can vary because of how the mercury and knotweed powder react with each other during the fermenting period.
Effect of "Mana": When the Mana is prepared, roll 1d6 to determine the quality of the Mana. One loaf can be cut into 6 servings. Eating one serving of Mana grants 2 extra spell slots. You can only eat one serving of Mana each day or else lose 1 level of exhaustion instead of gaining spell slots.
1- Just Bread: The mercury is neutralized by the knotweed, it is only good for headaches and hangovers.
2- "Flat Mana": Gain 2 level 1 spell slots
3- E"Plane Mana": Roll 2d4. Gain 1 spell slot of the level of each die roll.
4- "Good Mana": Roll 2d6. Gain 1 spell slot of the level of each die roll.
5- "Strong Mana": Roll 2d8. Gain 1 spell slot of the level of each die roll.
6- "Grand Mana": Roll 1d8. Gain 1 spell slot of the level you rolled, and 1 level 9 spell slot.
Herb: Very Rare
Price: 100sp
Mandrake Root. This tan root has serrated edges all along its body that often cause injury to Herbalists that do not properly know how to handle it. When stripped of its outer skin, the soft tender center can be boiled into a tea with lemons and honey that reduces pain from poison or disease.
Effect of Madrake Tea: Half any damage recieved from each poison currently in effect rounded up.
Herb: Common
Price: 15sp
Milkweed Seeds. These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive effects this way. When crushed up, diluted, and mixed into other liquid potions, these seeds make the potions its mixed into more potent.
Effect: Add to any potion. Double the dice rolled for the effect, or if there is no die roll, double the length or another effect (DMs discretion).
Herb: Common
Price: Add 25sp to whatever it is added to.
Olive Grass. Grows anywhere that grass can grow. It can be distinguished by it's smoothness on one side and roughness on the other. Squeezing the grass releases a fine amount of oil which smells vaguely sweet. When the oil is added to smoking mixes, it adds an alluring fragrance to the smoke. If it is added to boiling water and the steam is breathed in, it helps with most basic nose, throat, and lung ailments (cough, congestion, etc.).
Herb: Common
Price: 5sp
Radiant Synthseed. This long black and boat shaped seed emanates a strong yellow glow, and often exerts the smell of flowers. When the seed is cracked open, a person can find a few smaller looking seeds of the same nature. When crushed and mixed into a fragrant incense with powdered silver, it can be used to make some spells more potent.
Effect of Radiant Incense: With the incense on their person, a devoted follower of a god (ie. cleric or paladin) can add 5d4 radiant damage to any attack spell they cast, the incense wafting away. Anyone else can hold the incense while casting a spell that causes radiant damage to add 2d4 radiant damage.
Herb: Rare
Price: 15sp for 1 use
Sageroot. The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They can be used to make a paste that functions similar to a potion of healing when applied to a wound, or brewed and infused into berries (which harden) to make into pills for quick boosts of energy.
Effect of Sageroot Paste: (Sageroot, Bestra's Weed, and honey) Heal 2d4
Effect of Sageroot Pills: (Sageroot, milk, strips of meat, and up to 10 White Berries. After removing the berries/pills, everything else can be seasoned and eaten as a meal. The brewing only takes about an hour, but the berries need to be stored in an air-tight container for 2 days) 1 pill allows re-rolling 1s for the next 5 minutes. 2 pills allows re-rolling 1s and 2s for the next 5 minutes. 3 or more pills causes regurgitating and losing any benefits gained from other pills.
Herb: Common
Price: 50sp; 50sp
Spineflower Berries. Often found hanging amongst the bone-like flowers, this white berry can be harvested and crushed to enhance toxins made by scoundrels. However, this effect only applies when introduced directly to the bloodstream. When ingested normally these berries provide little sustenance, but do not harm the person.
Effect: Add to any poison which is applied to weapons or open wounds. Double the dice rolled for the effect, or if there is no die roll, double the length or another effect (DMs discretion).
Herb: Uncommon
Price: Add 25sp
Spinenut Seeds. The bushes that spinenuts are from grow in arid locations, and grow large bulbs with thick spines where it holds moisture and nutrients for droughts. The bulbs are known and spinenuts, and are an excellent source of food and water after shaving off the spines. At a particular part of the year, the spinenuts grow seeds, which some species of birds love to eat. If ground into a powder and mixed with saffron and olive oil, breathing it in can clear the mind. It can also be used like a smelling salt, dabbing a bit on a sleeping or unconscious creature's nose will instantly wake them.
Effect of Spinenut Powder: Wake a sleeping or unconscious creature. advantage on wisdom checks for the next 10 minutes
Herb: Uncommon
Price: 25sp
Last Draft. (Don't know the mix.) Made by zealous followers of Grlarshh and used for suicide assassinations. This poison will slowly kill the consumer, but will make them twice as deadly until then.
Effect: Proficiency bonus gains +2 and every roll is at advantage, but max health permanently drops by half rounded down each sunset. If the creature has less than 4 max health at sunset, they die. The soul is then collected by Grlarshh, and cannot be brought back unless Grlarshh agrees (in which case max health is restored to what it was before being poisoned).
Potion: Very Rare
Price: sp
Blood of Grlarshh. A special acid-like ink boiled for a month over a cursed fire (Don't know the mix). It is an essential part of a more modern ritual used to mark one as a follower of Grlarshh. The ink is branded onto the left thigh depicting a skull, and grants them special privileges from Grlarshh. These privileges range from shelter in the secret places (the few that are left), to access to unique lines of work, to access to Grlarshh's own power and protection. It also acts as a way to communicate and locate, as the Priests of Death are able to locate people with the brand, and can give instructions or summons through dreams.
Effect: Those branded can be tracked and receive communications through their dreams. It is a distinction for specific spells so they can pass safely in an otherwise dangerous area. It is also a beacon to draw specific spells which seek the brand.
Spell and Potion: Very Rare
Price: ?
Grlarshh's Spite. This truly is a wonder of modern magic. After generations of work, this massive ritual can almost be unleashed upon the lands. Cauldrons at every secret place are churning with the remedy, preparing the year long process in mass. He-Who-Walks-In-Darkness is already wounded. His forces are poised to fall at the hands of the light. All that is needed is a little push, then the great god of death can fill the void...
Effect: When one gallon of the completed potion and one pint of a single creature's blood is added to the potion, for 1 hour it causes all creatures who share that blood within a 1 mile radius to gain 3 levels of exhaustion, while all those with the Brand of Grlarshh are permanently at 0 levels of exhaustion and 10% temporary max health, and heal 1d4 each turn. Once the effect wears off, all with the Brand lose their temporary health and gain 1 level of exhaustion. Only one potion can be in effect at a time, but it can be made larger, an extra mile radius for every gallon of potion and pint of blood up to a 6 mile radius If multiple potions intersect, Wild Surges spawn randomly throughout the affected areas insted of the normal effects. The blood used can be from different creatures, but they must be of the same species, but even then, if they are too different (such as different subspecies, half-species can be especially unpredictable). If blood from multiple species are used, the potion explodes affecting everything in a 50ft. radius, causing 2d10 damage of each acid, fire, force, psychic, and thunder (total of 10d10).
Spell and Potion: Very Rare
Price: ? Expensive, can't actually buy, takes a year to prepare 4 doses in an average sized cauldron.
These would go with more specific Lycanthrope mechanics
Lycanthrope Stew. Less a stew and more a chuck of boiled meat, this helps one afflicted with lycanthropy to manage their "symptoms". To prepare the "stew", Boil water, 5sp worth of silver (such as 5 silver coins), and Olive Grass (the grass, not just the oil). Add a helping of FRESH meat and let boil for an hour. The meat can be eaten in any way they desire as long as it does not come into contact with any meat not prepared this way, otherwise it loses its magical properties.
Effect of Lycanthrope stew: Eases the pain and madness of transforming during the first few months and allows them to better control their appearance while in their humanoid form.
Potion(?): Common
Price: 5sp
These mushrooms have a glossy oil coating their white surface making it hard for anything to blemish it. It is extremely dangerous because the mushroom is highly poisonous while the oil covering it is a numbing agent, thus one may eat it and feel nothing until they die. If the oil is scraped off the mushroom before consuming, the creature will wretch violently gaining 1 level of exhaustion and 2d6 poison damage. Mixing a scraped baldcap with powdered silver and Mage's Cowl into a past can be used in an attempt to cure lycanthropy if used before the first full moon after being infected.
Effect of Baldcap mix: The creature is incapacitated for an hour. After an hour, the creature vomits violently, receives 2d4 poison damage, and gains a level of exhaustion. Roll 3 saves, Str 18, Con 18, and Wis 18. if the creature succeeds two of the saves, they are freed from lycanthropy. If not, they can try again, but each time they try they receive an additional 1d4 poison damage. Once the full moon rises and they transform, the poison will not be able to burn out the curse.
Herb: Uncommon
Price: 25sp
Quote:
Originally Posted by Farland
I very much like the Grlarshh stuff. The ink is stellar. I like the ideas you are coming up with, although some things like the cauldrons of Grlarshh idea would probably be more appropriate as an adventure rather than an item or spell to release for "general consumption." In general, herbs and herbal effects released on the website for "general consumption" should be less powerful than magical abilities. This maintains the flavor as well as the balance.
True. I wasn't really considering the Grlarshh stuff as something anyone could make (who would want to sit around for a year?), and I don't see the Priests wanting to give it out, especially before it's unveiling in some major event. I was just in the mode of making herbs and potions, and this seemed like the most logical place to put it.