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war_campaign:harvesting [2025/03/16 14:20] mortacuswar_campaign:harvesting [2025/07/04 20:20] (current) mortacus
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     * Roll d20 for every chance on the harvesting table     * Roll d20 for every chance on the harvesting table
  
-=== Currently Owned Materials and Crafting Progress(as of S.28): === +=== Currently Owned Materials and Crafting Progress(as of S.39): === 
-  * 1 Heart of an Ogre - Can be made into Amulet of Health(R) //**(5/7 days)** - Karan's Apprentice// +  * 1 Heart of an Ogre - Can be made into Amulet of Health(R) //**(7/7 days) - Ready** - Karan's Apprentice@Bridgeport// 
-  * 5 Skins from a hand of an Ogre - 2x can be made into Gauntlets of Ogre Power //**(0/7 days)** - in queue// +  * 5 Skins from a hand of an Ogre - 2x can be made into Gauntlets of Ogre Power //**(1/7 days)**// 
-  * 1 Will of Wisp Ectoplasm - Oil of Etherealness(R) //**(1/7 days)** - Dwarves of Khazad Ak'Nor// +  * 1 Will of Wisp Ectoplasm - Oil of Etherealness(R) //**(4/7 days)** - Dwarves of Khazad Ak'Nor// 
-  * 1 Forlarren Hand Forlarren Effigy: target and caster make WIS DC 13 save or be stunned for 1d4 rounds. //**(1/days)** - Dwarves of Khazad Ak'Nor//+  * 1x Blood Stag horns Slaad Spear to +2 //(1/14 days) - Dwarves of Khazad Ak'Nor// 
 +  * 1x Blood Stag blood - Necrotic enchantment 
 +  * 2x Leomarh Skin - Leomarh armor - Karan, whenever he has time to start 
 +    * also has 3 sets of Bones(+1 weapon), 6xBlood(Blur potion) 
 +  * +1 Elven made Mithral Axe(for the dwarf veteran as a substitute - //3/7 - Elven Grove// 
  
 === Crafting Rules: === === Crafting Rules: ===
  * ToDo, write out better, but:  * ToDo, write out better, but:
   * Items: Rare and up rarity require harvesting pieces/components from monsters.   * Items: Rare and up rarity require harvesting pieces/components from monsters.
 +    * Uncommon and below can be crafted for just their gold cost if suitable craftsman is found
   * Having the component(s) negates gold cost or halves the time required   * Having the component(s) negates gold cost or halves the time required
   * Regular crafting: (Consumable is half)   * Regular crafting: (Consumable is half)
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   - Two types of Enchantments exist:   - Two types of Enchantments exist:
     - Innate - Either caused by material or construction method/process, an item usually has only 1, rarely more related ones. Removing it destroys the item and is not guaranteed to be extracted fully.     - Innate - Either caused by material or construction method/process, an item usually has only 1, rarely more related ones. Removing it destroys the item and is not guaranteed to be extracted fully.
 +      - Most likely to get a single power, or a weaker version as enchantment
 +      - Legendary/Artifact items cannot be disenchanted
     - Added - additional ones added on after item's creation. Weaker overall, but can be easily transferred.     - Added - additional ones added on after item's creation. Weaker overall, but can be easily transferred.
   - Each weapon/armor can have additional enchantments up to its enchantment level   - Each weapon/armor can have additional enchantments up to its enchantment level
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     * Essence - ???     * Essence - ???
     * Core - ???     * Core - ???
-  +  *  **Blood Stag** 
 +    * Blood - Necrotic Charged Infusion(1d6 Necrotic on Crit) 
 +    * Horns - +2 weapon 
 +    * Core - //unknown// - was too damaged  
   * **Cave Fisher**   * **Cave Fisher**
     * Blood – Alcoholic and can be refined into Alchemist fire or Dwarven Alcohol     * Blood – Alcoholic and can be refined into Alchemist fire or Dwarven Alcohol
     * Carapace - Chitin Plate     * Carapace - Chitin Plate
     * Filament – Used as a sticky rope(thrown 20 ft, restrained, DC13 Str)/ can be crafted into  Rope of Climbing     * Filament – Used as a sticky rope(thrown 20 ft, restrained, DC13 Str)/ can be crafted into  Rope of Climbing
- 
   * **Chaos Elemental**   * **Chaos Elemental**
     * Remains – A potion of a random effect.     * Remains – A potion of a random effect.
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     * Core//(Requires Enchanted Vial)// - Elemental Gem or Infused Enchantment(Extra damage1d6) Random element every hit.      * Core//(Requires Enchanted Vial)// - Elemental Gem or Infused Enchantment(Extra damage1d6) Random element every hit. 
     * Essence(Requires Enchanted Vial) - ???     * Essence(Requires Enchanted Vial) - ???
- 
   * **Dragon**   * **Dragon**
     * Blood - Potion of Blindsight (Blindness, 30 ft Blindsight, 5 mins)     * Blood - Potion of Blindsight (Blindness, 30 ft Blindsight, 5 mins)
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     * (Young and up)Breath Sack - //unknown//     * (Young and up)Breath Sack - //unknown//
     * (Young and up)Heart - //unknown//     * (Young and up)Heart - //unknown//
- 
   * **Drakes/Wvyerns**   * **Drakes/Wvyerns**
     * Blood - Potion of Blindsight (Blindness, 30 ft Blindsight, 5 mins)     * Blood - Potion of Blindsight (Blindness, 30 ft Blindsight, 5 mins)
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     * Breath Sack - //unknown//     * Breath Sack - //unknown//
     * Heart - //unknown//     * Heart - //unknown//
- 
   * **Echhidna/Siren**   * **Echhidna/Siren**
     * Blood - Potion of Charm Person     * Blood - Potion of Charm Person
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     * Fingerbones - Effigy: Stun(Shared Remorse), both make DC 13 wis save or be stunned for 1d4 rounds.     * Fingerbones - Effigy: Stun(Shared Remorse), both make DC 13 wis save or be stunned for 1d4 rounds.
     * Essence//(Enchanted Vial)// - Consumable for Heat Metal, sticky, throwable     * Essence//(Enchanted Vial)// - Consumable for Heat Metal, sticky, throwable
- 
   * **Giant Mole**    * **Giant Mole** 
     * Claws/Bones - +1 melee weapons or ammunition     * Claws/Bones - +1 melee weapons or ammunition
- 
   * **Lightning Touched Eagle**   * **Lightning Touched Eagle**
     * Meat (Food, Lightning resist for 1 hour) - 2 servings     * Meat (Food, Lightning resist for 1 hour) - 2 servings
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     * (Matron only) Skin (Armor Enchant: Lightning resist)     * (Matron only) Skin (Armor Enchant: Lightning resist)
     * (Matron only) Heart - //unknown//     * (Matron only) Heart - //unknown//
- 
   * **Lizardmen**   * **Lizardmen**
     * Skin - Masterwork Leather Armor     * Skin - Masterwork Leather Armor
 +  * Leomarh(Limbo) 
 +    * Blood - Blur potion 
 +    * Bones - +1 weapons 
 +    * Skin - chameleon skin armor or enchantment
   * **Mephit**   * **Mephit**
     * Claws - Elemental arrows     * Claws - Elemental arrows
     * Essence - Elemental charged enchantment     * Essence - Elemental charged enchantment
- 
   * **Ogre**   * **Ogre**
     * Ogre Heart - Amulet of Health     * Ogre Heart - Amulet of Health
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     * Ogre Hide - Masterwork Leather armor     * Ogre Hide - Masterwork Leather armor
     * Ogre fat - Repelling Candle(Fear effect on anything with keen sense:smell)     * Ogre fat - Repelling Candle(Fear effect on anything with keen sense:smell)
- 
   * **Orc**   * **Orc**
     * Orc blood - potion of Orcish aggression(for 1 minute, use bonus action to move 30ft toward nearest enemy)     * Orc blood - potion of Orcish aggression(for 1 minute, use bonus action to move 30ft toward nearest enemy)
     * Warchief Heart - consume it for extra 1d8 melee weapon damage for 10 min.     * Warchief Heart - consume it for extra 1d8 melee weapon damage for 10 min.
     * Warchief Tusks - Orc Tusk Necklace(at least 10 tusks) - advantage on Intimidation rolls for any orc with smaller tusks     * Warchief Tusks - Orc Tusk Necklace(at least 10 tusks) - advantage on Intimidation rolls for any orc with smaller tusks
- 
   * **Panther**   * **Panther**
     * Fangs - +1 Ammunition     * Fangs - +1 Ammunition
     * Intact Claws - Claw Talisman - Unarmed or natural weapon attacks gain +1 atk/dmg and become magical.     * Intact Claws - Claw Talisman - Unarmed or natural weapon attacks gain +1 atk/dmg and become magical.
- 
   * **Slaad**   * **Slaad**
     * Blue Slaad:     * Blue Slaad:
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       * Claws - +1 Dagger, forces a roll on the wild magic table       * Claws - +1 Dagger, forces a roll on the wild magic table
       * Soul - //unknown//       * Soul - //unknown//
- 
   * **Snow Spider/Broodmother**    * **Snow Spider/Broodmother** 
     * Cold Sack – freeze bomb/ice ammo(15 ft cube, Con save - 1d6 cold, -10ft movement, disadv to next attack on fail)      * Cold Sack – freeze bomb/ice ammo(15 ft cube, Con save - 1d6 cold, -10ft movement, disadv to next attack on fail) 
     * Fangs - +1 weapons(light)      * Fangs - +1 weapons(light) 
- 
   * **Will-o-wisp** - Requires an Enchanted Vial   * **Will-o-wisp** - Requires an Enchanted Vial
     * Ectoplasm - Potion of Invisibility(VR) or Oil of Etherealness(R)     * Ectoplasm - Potion of Invisibility(VR) or Oil of Etherealness(R)
war_campaign/harvesting.1742134839.txt.gz · Last modified: 2025/03/16 14:20 by mortacus

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