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Ways to Help: Underdark Herbs, Fungi, and other Growths

Hello, I'll be a guest speaker here for "Ways to Help". Basically, we're looking for any herbs, fungi, and basically anything else that might be concocted up to create various magical or nonmagical effects, so please do brainstorm. Worst thing that can happen is we dont use it. I promise not to make fun of you for

"Lichen of the uber-dracolich, which turns your character into a thumbtack."
Well, maybe for that. :P

Important: One thing I'd really appreciate is if you labelled each thing you think of as "Real" (existing in the canon world, not made up by you), or "Original" (made up by you). Both are entirely acceptable, but just label so I know what I'm dealing with.

Also, please include a short description of the herb or fungi, and if possible, potential effects if brewed into a potion (or any other purpose). This is not mandatory, but very helpful.

Thanks everyone, your time is much appreciated!

Oh boy oh boy oh boy.

And oh boy.

I've been wanting to ask about this more in detail, but it sounds like here's great way to start. When thinking of reagents, recipies and the like, I thought it would be good if everything (well maybe not everything) had two sides to it. For example, liquified Ettercap glads and something else would make a "throwable" potion that casts web and by making it with something else, you get a cure slow potion basicly.

Same thing goes with the shadow wyrm head with strenght affecting, and maybe something like fire beetle bellies for fire resistance/small fireball. Those glowing mushrooms in caves could make potions that cast light.

There could also be some rare, main-plot-type reagents that could be sought after for a long time. Maybe some sort of salve to kill some huge thing that's causing problems. Reagents might be picked up randomly on little quests (dm dropped), or by a more dedicated quest. "In order to create this legenday X thing, we need to find one giant Y. Y's can be found by Z, but the trouble in getting them is that it is guarded by a M. After you collect Y, it will be mixed with I, J, and K, and we can finally do something!"

I'd expect the drawback for this would be automation in regards to scripting. I doubt it would be very much fun to make recipe lists for everything out there, AS WELL as making the end results (i.e. the finished potion). I figure a better solution would just be focusing on the end results , and maybe bounce off of DM's when you have the ingrediants "ready".

I actually haven't seen much of what already exists on EfU, so my ideas are a little limited in that respect. I think I might devote some time to looking at herbalism/alchemy scripts that already exist because I bet they have some good starting points there.

Thanks for the interest. Actually, we have a pretty good idea of how we are going to apply the use of herbs and reagents, what I really need now is for people to brainstorm any various sort of things that could be used.

Your post reminded me that this goes beyond just herbs. For instance, ground Rothe horns (just throwing that out there) would be a potential reagent. And yes, there will be a sort of 'mixing' technique - more on that when the basics are complete.

First look here. http://www.strolen.com/print.php?node=1898

Then some ideas.

Rothe Horns: Good for sexual potency.

Basilisk Eyes: Hardening agent.

Bat Wings: Curses

Belladona: good against shapeshifters.

Monks Hood: can purify a body, kill parasites, or kill in high doses.

Orchids: useful for arousing love in others, can kill in high doses.

Sulpher: cleans out and purifies wounds, extremely offensive to the sense of smell.

Then this is funny. http://www.imaginaria.org/wasson/life.htm wrote:

The very word "toadstool" may have meant originally the "demonic stool" and been the specific name of a European mushroom that causes hallucinations. In ancient Greece and Rome there was a belief that certain kinds of mushrooms were procreated by the lighting bolt. We made the further discovery that this particular myth, for which no support exists in natural science, is still believed among many widely scattered peoples: the Arabs of the desert, the peoples of India, Persia and the Pamirs, the Tibetans and Chinese, the Filipinos and the Maoris of New Zeland, and even among the Zapotecs of Mexico... All of our evidence taken together led us many years ago to hazard a bold surmise: was it not probable that, long ago, long before the beginnings of written history, our ancestors had worshiped a divine mushroom? This would explain the aura of the supernatural in which all fungi seem to be bathed. We were the first to offer the conjecture of a divine mushroom in the remote cultural background of the European peoples, and the conjecture at once posed a further problem: what kind of mushroom was once worshiped and why?

Water Children: A mushroom that grows near water. It has a property that makes its imbibers highly resistant to the elements.

Crown of Thorns: A mushroom that greatly expands the wearer's perceptions, but it can easily disrupt motor functions.

Rothe's Gift: A pale blue fungus that grows on rothe droppings almost exclusively. It allows an imbiber to ignore pain for long periods of time, although in high quantity it can make the imbiber easily led and misled.

Shrunken Illithid: A light rubbery white mushroom with strangely frayed edges that move slightly on their own. They cause a strange feeling of prescience in imbibers.

For records sake, I have some custom loot on my avatar I drop regularly and sprinkle around UD areas.

Grindwort Seeds -- cures dease

Dringko Blossom -- lesser restoration

Purple Crystal -- grows naturally in the Underdark, cure moderate wound/lesser restoration charges

Great input so far, keep 'em coming.

Orchids: useful for arousing love in others, can kill in high doses.

I really like that one.

Id like to see Tiefling horns used for something. :wink:

Don't forget mushroom spores!

I'm no geologist, but perhaps something can be done with the "crystals" concept- applying a magical blood or something makes them grow even bigger, like the salt crystals that we all made back in 1st grade science!

As I said, I'm no geologist, but magic makes anything possible. Especially magical blood. :twisted:

Note: for an example of a really helpful post, see Oroborous' or Howlands. Last call for ideas - this is not only a chance to see something you thought of in game (and there's a high chance that if you come up with something good, it will be in game), but also a way to speed up the process of making the herbalism system. This will be a great attribute for all those characters interested in living in the wild, and just about anyone else who likes to see awesome things implemented on the server.

For emphasis: we don't need help with the system, we simply need you to brainstorm components. Simply simple!

Crystals, yes. I was thinking, could there be an ingredient that would be got from crystals that would give temporary hitpoints? Like endurance? Crystals usually contain a lot of minerals (don't they), so they could be imagined to strenghten the bonestructure for a moment.

Then how about precious stones and metals? Like gold and silver and jewels?

Silver, as grounded, could be used to enchant weapons momentarily to better cut through werecreatures.

Gold could give more damage to magic resistant creatures, perhaps.

With jewels there could be many ways to use them.

Finder's Fungus: These growths contain potent drugs. Sometimes, these drugs are poison. Who can tell? Pretty much no one. The province of the desperate (or frequently, adventurers)

Dagger lichen: This lichen grows in small bunches that resemble burrs. Hardens when dried. Can be scattered like caltrops.

Bresley's Bounty: In the first days of Sanctuary, food was scarce for a time until colonies of this fungus was found growing under ancient rothe dung piles. Now scarce in the city, this nourishing, breadlike fungus can still be found hidden in the wilds of the Underdark.

Child's Bane: This colorful fungus contains a hidden reservoir of powerful acid to deter predators. Unfortunately, the bright colors tend to attract children as well. If properly prepared, the acid can be extracted and used. Or the treated fungus can simply be thrown at foes.

Marigolds: This mushroom, named after a surface flower, derives its moniker from the fact that it grows near gold deposits. Trace amounts of gold are contained within each one. If carefully processed, about a half-ounce of gold can be extracted. Occasionally giant varieties are encountered with a much higher yield.

Cryoshrooms: These mushrooms despise heat, and use a sophisticated system of inner fluids to radiate it out into the surrouding soil. Can cause frostbite if not properly handled. If picked, they quickly die and lose their unique cold. Once dead for at least 10 minutes, they become highly vulnerable to heat. They will stick to anything at least 90 degrees in temperature and rapidly melt into a gummy, encumbering morass.

Slime crystals: These waste products of slimes can be found anywhere that slimes are. They can be eaten in an emergency, although not without side effects.

I'd like to rekindle this for a moment to ask if any of the newer players (and anyone who missed this the first time around) have any input. Much appreciated.

EDIT: I'd like to hear more crystal ideas too, if you've got it in you.

I had an idea, but I don't have a snazzy name for it (it's made up) Maybe the Wood Pox :)

Small clumps of mushrooms that grow together, or one large one. If you touch them, they spew spores in a gaseous cloud that attach to the unlucky passerby.

The spores bore into the skin, and drain the blood and sugar from the blood, causing a gradual or pronounced weakening of the victim.

However, the spores also are so tightly packed together, that they form an almost wooden carapace over the victim's skin. Unless the victim is cured, when he dies the mushrooms will sprout a new colony from his body.

Little barkskin mushrooms :)

Meow-Mix!

Mancatcher Vine (another made up one)

A spiked vampric vine, it grows near cave drips. It's rooted, but some suspect it's a creature rather than a plant.

If you're fast enough to pull it out of the ground before it gets you, it becomes dormant after being unrooted. If one throws it at someone else, it'll quickly take root again and do it's work.

There's been stories of people using them as ropes as well...in a tight spot...but that guy over there *points at a corpse of a man, dangling limply from a undulating mass of spiky foliage*...probably should have went down faster though.

Manbane: a blueish coloured plant that to the untrained eye looks like a harmless plant, people that are trained in herblore however run for their life when they see this plant, every few hours the plant spews forth poisonous gases from glands hidden in its petals,symptoms from the gas include dizzyness,instant black outs,acidic harm from the gas,or major poisoning, being poisoned by a manbane plant is a serious case and should be cured immediately as after a few hours the poison mixs with the blood and forms more gas trapped inside the body, blocking blood to be pumped around the body which in turn has caused the death of many a humanoid,

professional assassins and the drow have been known to cultivate this plant and using a number of ingredients, harness the poison effect of the plant,applying it to their blades or arrows, many assassins would rather avoid this plant as the tiniest cut from one of these deadly weapons have cost many a clumsy assassin their life

Dalrax/Tunnelbreak - Large and rapidly growing Mushrooms, who's spores sit small and dormant, then put on vast spurts of growth in a single night. //explains the 'those wernt there before' phenomenenon, when GMs wish to block of or reroute areas.

Sparwood/sparshrooms - Large, dull and grey, the woody stems of these mushrooms are used as a low quality softwood might be on the surface.

A variety of poison strengths would be good. Keep them spread out over a range of lethalities.

I like the idea of scattering Fungi... if we had areas where strange fungi were supposed to spawn regularly, GMs could drop a few there from time to time... along with beasties that come to feed off them.

The following could be raw ingredients, or final preparations, or both. All the following are 'original'

Blueskin - a dull blue in color, with an odd aroma, this fungus infests those who eat it, rapidly growing fungus all over the individuals body, , this however is somewhat draining on the individual in question. In time, such a colony reaches maturity, sends out spores and dies. Barkskin, at the cost of 1-3 hp, -2 cha, -4 hide, -2 persuade. Penalties wear off when it dies, but the damage remains. Preparation is needed to prevent it dying, and the effect being lost, if its not eaten fresh.

Silonax 'the disease of the cure' - Most surface dwellers regard it as just another poison fungi. Consuming this fungus causes 'the disease of the cure' this fungus is known amongst underdark healers, as a last ditch resort for curing other more dangerous or intractable diseases. Cure disease, then give target 'the desease of the cure', save dc 19, loose 1 int, 1 wis and 1d2 str, every 6 hrs or at rest. Avoid effects save, DC15.

Balazonga - A small mushroom, somewhat rare exept when cultivated by underdark residents, it is used by races with slaves who are sent into battle. +2 con, +2 str, -1d4 wis. -1 to hit, -1 all skills.

Liliyana - a buried tuberlike fungus, it has to be dug up to be found. It has a strange herbal taste, and is not too unpleasant to eat. +2 con, +1d4 dex & str, +1d6 temp hp Inflicts disease upon comletion of the normal potion duration unless a dc 20 con save is made. Save every 4 hours or rest, DC 13, to avoid loosing 1 pt of temporary Dex and Str. Liliyana 'shakes' are instantly cured, and its effects removed, by consuming another Liliyana mushroom.

Kanu-laute 'yellow toadstool of vision' - Known by underdark residents to enhance senses, this fungus also makes it hard to concentrate on what's going on around you, as it disembodies the senses. Even the users own body seems distant. Clairvoyance/Clairaudience, -2 to hit, -4 concentration, -1d4 dex, 15% chance of arcane spell failure. lasts for 1d4+3 hours ((this may require a gm policy check, given the amount of stealth use in the underdark, but something to counter that would be nice, better still if it comes with drawbacks.))

Manucat - 'the healing trance' Greatly prized by underdark healers, it puts the subjects body into a healing trance, which pulls all the patients energies into healing the disease. The problem is, while it does this the healed person is very weak, and groggy. Normally the patient lies down or sleeps for the time the effect lasts.

Cure disease, Regenerate 1 hp per minute for 2 hours -6 str, -2 int, -1d4 wis & dex. -2 to hit, -2 all skills. Cannot Run.

Etorlax - This fungus grows as an underground tuber, only tiny spore dispersing caps that occasionally grow to the surface reveal its location. It is prized by tribal shamans for letting them see the spirit world. They often speak suddently and spontainiously, sometimes babbling sometimes calling out about what they see, though this certainly make going quietly a difficult matter. The strain of seeing like this blinds the shaman afterwards. Most shamans insist this time was designed to increase the eaters wisdom, as this time forces them to consider what they saw.

True Vision, -4 move silently. 1d3+3 hours, at the end, blindness that lasts 12 hours.

Sarlux - This gently luminescent glowing mushroom has its luminescence greatly enhanced when someone consumes it. Thier entire body begins to emit a radient glow, in the same color as the mushroom (gold and blue being most common). While needed by those with no darkvision, it does make the individual rather noticable. Light, 15m radius, from characters body.

Wormbane/bowelwrack - A powerful purgative, this lichen is distinctly poisonous, and has a foul bitter taste. It is, however, a powerful proof agains most other poisons, especially if properly prepared. The shock as it hits ones system often renders victims speachless. The horrible bout of dissentry may be looked on as proof that at least one is still alive and in the miseries of the underdark. Cure Poison. Dazed, roll Con save DC 17 once per round until effect subsides. Side effect include cramps, nausea, vomiting and dissentry -2 to hit & all skills, . Side effects last for 1 hour. At the end of that time, the poisons are purged - lesser restoration.

Calisite Crystals - forming in the body of various oozes as a reaction to something even they find hard to absorb, these are effectively a sort of 'pearl'. Good for use in various preparatioins, they are normally found in the bodies of oozes and jellies, but are somtimes exrcreted. Color and quality vary widely, according to the species and the irritant. Certain drow colonies are rumored to 'farm' oozes, for the Calisites, seeding them with irritants selected to produce varietes of crystal that are particularly beautiful, or used as magical ingredients.

'Rare Earths'(real world existing, types changed) - often overlooked as 'dirt', by surface dweller, and many underdark inhabitants, rare earths come in a variety of types. They are used for such diverse things as healing poltices, alchemical ingredients, colored dyes, magical reagents, magical fertilizers for growing mushrooms and forged with metals to enhance the metals properties. Patches of rare earths appear at various places in the underdark, sometimes seeping to the surface of sandy zones, in patches from a few pounds, to huge minable deposits.

Asters Loam - A blue dye, it is also used in some antivenom preparations, and as a magical reagent in potions.

Binding loam - used frequently in healing kits and poltices. Also a reagent in a complex svirfneblin potion of stoneskin.

Silverearth - used to 'silver' weapons, it can also be mixed with real silver, to make a mithril like metal, if you know the secrets of the Duergar. Also an ingredient for 'shield' potions.

Somars Earth - a common magical ingredient, used for a variety of purposes. Dull grey and unremakable, if baked it is mildly poisonous (1d2str, dc 13) Goblins commonly use it for this purpose.

Redsand - named after its appearance, it contains magical fire properties, that are not naturally active, but can be magically applied. It is easily used to make red dyes.

Goldendirt - Commonly smelted up, which makes it yield about 1/20th its weight in gold, it is also a potent ingredient in alchemical and metalurgical preparations. It can also be used to make a golden metal or leather dye.

Greenglow mud - when dry it is exeptionally light and powerdery, usually found by water, this substance is used both as a green dye, as a poison antidote, and as a magical reagent.

Spider Silk and Spider venom - harvested from giant spider bodies. The silk must be carfully handled, to avoid it solidifying, as it is in a liquid state in the silk gland, violent killing of the spider may destroy the gland and the silk. Liquid silk has magical uses, and is needed to make the fabled cloaks of the drow.

Shriekers - it would be nice to see these done up. Simply a large fungus that shrieks when approached. Often in a symbiotic relationship with carnivores, who then save them from being eaten, and ferelize them with dung. A variety of magical uses. ( a large area 'call for help' on a static creature, dont know how hard it would be to program)

Jadelink