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war_campaign:harvesting

Harvesting Rules

  1. 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
  2. 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:

  1. Two types of Enchantments exist:
    1. 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.
    2. Added - additional ones added on after item's creation. Weaker overall, but can be easily transferred.
  2. Each weapon/armor can have additional enchantments up to its enchantment level
    1. Non-magical items can have maximum of 1 which will turn them magical.
    2. Item enchantment levels can be upgraded by using respective crafting materials.
  3. Enchantments can be removed and swapped from an item during Long Rest.
    1. Requires proficiency with a tool appropriate to the item
    2. Successful Arcana check(DC 10 + (2/per enchantment level of the item)
  4. Enchantments can be harvested from almost any elemental or magical creatures on rare occasions
    1. 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

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war_campaign/harvesting.txt · Last modified: 2025/04/01 21:11 by mortacus

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