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war_campaign:harvesting

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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:

  • 5 Skins from a hand of an Ogre - 2x can be made into Gauntlets of Ogre Power (0/7 days)
  • 1 Heart of an Ogre - Can be made into Amulet of Health (4/7 days)
  • 1 Claw Trophy - sold for 50 GP or made into Claw talisman
  • 2 Snow Panther Fangs - sold for 10GP or made into +1 ammunition
  • 1 Chaos Core - Elemental Gem or Infused Enchantment(Extra damage1d6) Random element every hit. (0/1 days)
  • 1 Chaos Mote - Rings of Bladewarping(give weapon Returning property) or Chaos Charged Enchantment – 1d6(random element) on crit (0/1 days)
  • 4 Chaos Elemental Remains - 1 random potion each
  • 2 Ice Mephit Claws - Ice Blast Arrow
  • 1 Will of Wisp Ectoplasm - Potion of Invisibility(VR) or Oil of Etherealness(R)
  • 1 Forlarren Blood - Darkvision potion
  • 1 Forlarren Fingerbones - Forlarren Effigy: target and caster make WIS DC 13 save or be stunned for 1d4 rounds.

Crafting Rules:

* ToDo

Enchantment Rules:

  1. 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.
  2. 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)
  3. 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)
  • 1 Lighting Skin enchantment - Leather armor +1(Elam)

Harvesting knowledge

  • Echhidna/Siren
    • Blood - Potion of Charm Person
    • Fingers - 10 for Choker of Illusion(grants charm person)
    • Vocal Cords - unknown
  • 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
  • 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
  • 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 agression(for 1 combat use bonus to move 30ft toward 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
  • 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)

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war_campaign/harvesting.1738158809.txt.gz · Last modified: 2025/01/29 13:53 by mortacus

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