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18:33, 24th April 2024 (GMT+0)

Crafting.

Posted by GMFor group 0
GM
GM, 262 posts
Tue 30 Jun 2020
at 14:05
  • msg #1

Crafting

Alchemy

Acid, Flask of (Common, DC 10)
Alchemist's Fire, Flask of (Uncommon, DC 15)
Oil of Slipperiness (Uncommon, DC 15)
Grants a +4 to Escape Artist rolls and escaping grapples
Smokestick (Common, DC 10)
Sunrod (Rare, DC 20)
Tanglebag (Uncommon, DC 15)
Thunderstone (Uncommon, DC 15)
Thundertwig (Uncommon, DC 15)
Smokebomb (Common, DC 10)


Herbalism
Pomander of Animal Warding (Uncommon, DC 15)
When burned or added to an open flame, fills the air with a scent that prevents animals from coming within 15ft.
Pomander of Warding (Rare, DC 20)
When burned or added to an open flame, fills the air with a scent that forces unliving coming within 15ft to roll a WILL save or retreat as if turned by a cleric
Potion, Antitoxin (Common, DC 10)
Grants a +5 bonus to FORT rolls to resist poison for an hour
Potion, Curative (Common, DC 10)
Heals d3 hit points.
Poultice, Healing (Common, DC 10)
Restores +d3 hit points, and grants a +3 bonus to FORT to resist disease and poison
Salve, Healing (Uncommoon, DC 15)
Jar has 8 uses; each use helps recover +d3 hit points
Salve, Soothing (Common, DC 10)
When used to aid daily recovery of hit points, gain +d3 hit points per day, of +2d3 for light activity
Tea of Refreshment (Uncommon, DC 15)
Removes one level of fatigue
Tea of Heroes (Uncommon, DC 15)
Grants a +2 bonus to REF saving throws, and temporarily removes one level of fatigue for 1 hour.

Poisons
Basic Poison (Common, DC 10, Injury)
FORT DC 10 or take d3 poison damage. Lasts for 1 minute, requires an action to apply to 1 weapon or 3 ammunition
Liquid Paranoia (Common, DC 10, Ingested)
WILL DC 15 or suffer from fear (GM's choice) for the next hour.
Assassin's Blood (Uncommon, DC 15, Ingested)
FORT DC 15 or take d12 poison damage.
Burnt Othur Fumes (Uncommon, DC 15, Inhaled)
FORT DC 15 or take d6 poison damage for each turn in the cloud. Suffers d3 damage per failed save afterwards, requiring 3 successful saves to prevent further damage.
Essence of Ether (Uncommon, DC 15, Inhaled)
FORT DC 15 or fall asleep for d6x15 minutes. Can be woken by a firm shake or application of an antitoxin - requires a successful WILL DC 15 roll, repeated attempts can be made each round
Midnight Tears (Rare, DC 20, Ingested)
FORT DC 20 save. Causes 3d6 damage, and d6 each unsuccesses FORT DC 20 roll. Requires 3 successes to prevent further damage.
Deathsleep (Rare, DC 20, Ingested)
<i>FORT DC 20 save. Poison will stay in system until target falls asleep when it will activate. Puts the target into a deathlike trance







Herbs and Fungi
Ashblossom
This tiny flower is bright red with a yellow center, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 blossoms
Location. Deserts, Volcanos
Uses. Potion of Resistance (Fire), Potion of Fire Breath

Cat's Tongue

Fairy Stool
This small pink mushroom is most often found in fairy rings. Ingesting it causes blindness for 1 minute on a failed Constitution saving throw (DC 20), along with vivid hallucinations.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 stalks
Location. Feywild, Forests
Uses. Potion of Truesight

Frost Lichen
words
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 bunches
Location. Arctic
Uses. Potion of Resistance (Cold)

Gillyweed
This emerald green kelp is found underwater and is always covered in tiny air bubbles, which makes it easy to spot by a trained herbalist.
Rarity. Common (DC 10)
Gathering. Herbalism Kit (DC 10)
Quantity. 2d4 leaves
Location. Coasts, Swamps
Uses. Potion of Waterbreathing

Hagfinger
These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 dried fingers
Location. Forests, Swamps
Uses. Pomander of Warding

Lightning Moss
This light blue moss grows only where lightning has struck and gives off a faint static electric shock when touched. If rubbed on the bottom of a creature's feet or pair of shoes, the creature's speed increases by 5 feet for 1 hour.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 clumps
Location. Coasts, Mountains
Uses. Potion of Resistance (Lightning)

Mandrake Root
This twisted pale root resembles a gnarled humanoid infant. It inflicts the poisoned condition for 1 hour when ingested.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 roots
Location. Underground
Uses. Drow Poison

Mindflayer Stinkhorn
This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a Constitution saving throw (DC10). On a success, the creature can cast detect thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 10)
Quantity. 1d4 stalks
Location. Underground
Uses. Potion of Resistance (Psychic)

Moonstalker
This pale blue flower grows in pairs and blooms only during the nighttime, and has an ethereal glow. The flower sheds dim light for 5 feet when blooming, and is often mistaken for glowing eyes from a distance.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 10)
Quantity. 1d4 x2 flowers
Location. Coasts, Swamps
Uses.

Morning Dew

Nightshade
It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned condition for 2d4 hours.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 20)
Quantity. 1d6 flowers
Location. Forests
Uses. Midnight Tears

Red Amanita Mushroom
This red-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist.
Rarity. Common (DC 10)
Gathering. Herbalism Kit (DC 10)
Quantity. 2d4 stalks
Location. Swamps, Forests
Uses. Potion of Healing, Potion of Greater Healing, Potion of Superior Healing, Potion of Supreme Healing

Rowan Berries
These small clusters of red berries grow on the rowan, a tree highly revered by druids. They are known for their purifying properties.
Rarity. Common (DC 10)
Gathering. Herbalism Kit (DC 5)
Quantity. 3d6 clusters
Location. Grasslands, Forests
Uses. Antitoxin

Silverthorn
This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 thorns
Location. Arctic, Mountains
Uses. Tincture of Werewolf's Bane, Oil of Sharpness

Singing Nettle
This vine has sharp, stinging hairs covering it. A creature who touches these hairs must make a Wisdom saving throw (DC 15) or be overwhelmed by the urge to bellow a song at the stop of their lungs.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 2d4 leaves
Location. Swamps, Mountains
Uses. Potion of Resistance (Thunder)

Sourgrass
This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful Constitution saving throw (DC 10) or become overwhelmed with nausea and inflicted with the poisoned condition for 30 seconds.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 5)
Quantity. 2d4 clumps
Location. Grasslands, Mountains
Uses. Soothing Salve

Wolfsbane
This white-grey flower blooms only on a full moon and in high altitudes. Canines who come within 10 feet of wolfsbane must make a Wisdom save (DC 15) or be forced to move as far as they can away from the plant.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 flowers
Location. Mountains
Uses. Tincture of Werewolf's Bane
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