==== Harvesting Rules ==== - Intelligence check to discover harvestable pieces //(will do in the background myself)// * Arcana, Investigation, Medicine or Nature depending on creature type * //Can get specialist information from others// - Dexterity/Wisdom(Survival) vs DC 10 + CR of monster for 1 chance * Appropriate tools allow to add proficiency if trained * Help action needs a DC15 Int(skill dependent on creature) check * Every 5 over DC grants extra harvesting chances * Roll d20 for every chance on the harvesting table === Currently Owned Materials and Crafting Progress(as of S.29): === * 1 Heart of an Ogre - Can be made into Amulet of Health(R) //**(6/7 days)** - Karan's Apprentice// * 5 Skins from a hand of an Ogre - 2x can be made into Gauntlets of Ogre Power //**(0/7 days)** - in queue// * 1 Will of Wisp Ectoplasm - Oil of Etherealness(R) //**(2/7 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. //**(2/3 days)** - Dwarves of Khazad Ak'Nor// === Crafting Rules: === * ToDo, write out better, but: * 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 * Regular crafting: (Consumable is half) * Common: 2 days, 50 gold * Uncommon: week, 200 gold * Rare: month, 2000 gold * Very rare: 3 months - 20k gold ==== Enchantment Rules: ==== - 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. - 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 - Non-magical items can have maximum of 1 which will turn them magical. - Item enchantment levels can be upgraded by using respective crafting materials. - Enchantments can be removed and swapped from an item during Long Rest. - Requires proficiency with a tool appropriate to the item - Successful Arcana check(DC 10 + (2/per enchantment level of the item) - Enchantments can be harvested from almost any elemental or magical creatures on rare occasions - There are different strengths of enchantments === Currently Owned Enchantments: === * 2x Lightning charge enchantment - Heavy crossbow(Pilv), Greataxe+1(Loktar) * 1x Chaos Infused - Slaad spear(Loktar) * 1x Chaos Charged - Bart had it on something * 1 Lighting Skin enchantment - Displacer armor(Studded leather) +2(Elam) ==== Harvesting knowledge ==== * **Blood Abomination:** * Blood - Necrotic Charged Infusion(1d6 Necrotic on Crit) * Essence - ??? * Core - ??? * **Cave Fisher** * Blood – Alcoholic and can be refined into Alchemist fire or Dwarven Alcohol * Carapace - Chitin Plate * Filament – Used as a sticky rope(thrown 20 ft, restrained, DC13 Str)/ can be crafted into Rope of Climbing * **Chaos Elemental** * Remains – A potion of a random effect. * Mote//(Requires Enchanted Vial)// – Rings of Bladewarping(give weapon Returning property) or Chaos Charged Enchantment – 1d6(random element) on crit * Core//(Requires Enchanted Vial)// - Elemental Gem or Infused Enchantment(Extra damage1d6) Random element every hit. * Essence(Requires Enchanted Vial) - ??? * **Dragon** * Blood - Potion of Blindsight (Blindness, 30 ft Blindsight, 5 mins) * (Young and up)Eyes - 30 ft Blindsight enchantment * (Young and up)Horns/Claws - //unknown// * (Young and up)Bones - //unknown// * (Young and up)Scales - //unknown// * (Young and up)Breath Sack - //unknown// * (Young and up)Heart - //unknown// * **Drakes/Wvyerns** * Blood - Potion of Blindsight (Blindness, 30 ft Blindsight, 5 mins) * Horns/Claws - +1 ammunition * Bones +1 Weapons * Scales - //unknown// * Breath Sack - //unknown// * Heart - //unknown// * **Echhidna/Siren** * Blood - Potion of Charm Person * Fingers - 10 for Choker of Illusion(grants charm person) * Vocal Cords - //unknown// * **Forlarren** * Blood - Darkvision potion * 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 * **Giant Mole** * Claws/Bones - +1 melee weapons or ammunition * **Lightning Touched Eagle** * Meat (Food, Lightning resist for 1 hour) - 2 servings * Talons (Shock Arrows - lightning damage chains between targets) * Beak (Weapon Enchant: extra 1d6 Lightning on crit) * (Matron only) Skin (Armor Enchant: Lightning resist) * (Matron only) Heart - //unknown// * **Lizardmen** * Skin - Masterwork Leather Armor * **Mephit** * Claws - Elemental arrows * Essence - Elemental charged enchantment * **Ogre** * Ogre Heart - Amulet of Health * Ogre Hands - Gauntlets of Ogre Power - 2x Skin from the hands of an ogre. * Ogre Hide - Masterwork Leather armor * Ogre fat - Repelling Candle(Fear effect on anything with keen sense:smell) * **Orc** * 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 Tusks - Orc Tusk Necklace(at least 10 tusks) - advantage on Intimidation rolls for any orc with smaller tusks * **Panther** * Fangs - +1 Ammunition * Intact Claws - Claw Talisman - Unarmed or natural weapon attacks gain +1 atk/dmg and become magical. * **Slaad** * Blue Slaad: * Blood - a Random potion * Slaad Eyes – Rings of Bladewarping or Chaos Charged Enchantment – 1d6(1d8 element) on crit * Slaad Skin - +2 armor * Slaad Gem - Random Elemental Gem or Chaos Infused Enchantment(Extra damage1d6) Element random 1d8 every hit. * Claws - +1 Dagger, forces a roll on the wild magic table * Soul - //unknown// * **Snow Spider/Broodmother** * 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) * **Will-o-wisp** - Requires an Enchanted Vial * Ectoplasm - Potion of Invisibility(VR) or Oil of Etherealness(R) * Wisp Stone - Consumable, 1 hour, regain 3d6 HP if you hit a creature to 0, this kills [[war_campaign:overview|Back to Main]]