Oh hey i just realized that everyone posted! I shall procrastinate coding something by updating my forum game!
(Nirur)
Phil:
[
5] If there's one thing Ye Olde Booke is good at, it's potioncraft basics! Phil references the very short table in the back.
"Some herbs are exceptionally good at amplifying the effects of other ones," it says, heavily paraphrased. "However, there are only three or so common substances that are actually useful in everyday potions, because other reagents are either too rare, too weak, or too toxic."
[ Abridged Table of Potion Reagants ] (or, Six Substances That Enhance Potions / You'll Never Guess The First One!)
- Base Herb -
The base herb, a herb with narrow, medium-length leaves arranged in a "bush" shape around a central mildly woody stem is often mistaken for a tuft of hardy grass. In truth, it has slightly less herbological worth than your common grass. But, when combined with other herbs, it serves to increase the amount of potion produced without sacrificing quality. That is, base herbs are weak reagents, but the ease in acquiring them puts them at the top of the list.
- White Herb -
Paleness like porcelain and leaves that sound ominously like bones rattling characterise this herb. It is usually found in moist underground caves that have bones nearby. Some superstitious people believe that the rattle of its leaves lure dumb stupid brave adventurers to unfortunate demises. While that is most definitely a myth, it is frequently found growing amongst the dry skeletons of unfortunate men. The White Herb is a powerful reagent, though, and is highly sought after.
- Decoction of Base (aka Base Solution) -
White herbs are unfortunately rare. Aspiring apothecarists, aiming to avoid an addition to white herbs have instead created an artificial alternative: boiling dozens of base herbs into a sludge, then squeezing out a small amount of concentrate. This, however, only is about half as potent as a single white herb.
- Alchemical Gold -
"Alchemical gold" actually has little to do with alchemy. Gold that is conjured by mages has extremely high quality, and if a mage can be convinced to create a fine powder of pure gold, rather than a bar, this powder is usable as a reagent approximately as strong as a white herb but astronomically more expensive.
It also leaves a gritty feeling in the mouth.
- Blood [the rest of the page seems torn out]
Perhaps Phil could toss some bored children a few coin and tell them to gather as many base herbs as they can, or attempt to grow a lot at once. Or, would he rather ask some travelling merchant to get him an order of base solution, or maybe even white herbs?
(lawastooshort)
Nigel:
[
3] Nigel lies on the ground. It is rather uncomfortable, being glass and all. He speaks soothing, loving words to it, stroking it gently!
[
1] The ground rears up and strikes him while he is vulnerable!
[
1]
vs
[
3]
Nigel takes
1 damage, and is now partially buried under earth! And the earth has sharp glass bits in it so it hurts even more D:
(Flying Dice)
Roland:
Roland moves twenty meters away. The ground here is fairly grassy.
[
1] It has a NEEDS CLEARING state of +100%. Will he attempt to clear it, or will he plant the seeds without clearing the land of grass? Or perhaps move back to his original plot?
(Mergol)
darkpaladin:
Mergol purchases the IRONWOOD HOE for 13 bronze. In his hands, it transforms into an IRONWOOD HOE OF DESTINY, gaining 3 durability. It seems to look more full of purpose.
"Anything else?"
EarthSo with great concentration and proverbial clenched hand,
It started to practice the moving of land.
[
6]
(+20% EARTHEN RHYTHM)(+10% +1) =
7.92vs
[
6]
Earth flexes its tectonic plates. They shift slightly, then move back into place. But what's important is not the result, but the process. +1 EARTHEN POWER.
Begin to gather MAGMA from the depths of the world for our glorious goals.
[
3]
(+1% MAGMATIC STOCKPILE) =
3.03vs
[
3]
Earth defies the laws of thermodynamics! But only barely. +0.5 MAGMATIC STOCKPILE.
Flying Dice
Roland of DETERMINATION
4.5/5 HP
- The will stay to alive. +50% to combat rolls and plant hardiness!
Things you can do:
FARMING: 1xp. Lv1: +10%
Things you have:
bronze coins: 100
rusty iron hoe: 0/7 durability
base herb seeds: 2.25 left. Like grass but edible!
bloody herbs: has 1. So metal that sometimes they weep blood instead of dew.
bloody herb shoots: has 1. Just add dirt, instant YOUNG bloody herbs!
base herb: has 13. LITERALLY GRASS
dubious steel trowel: 0/4 durability. It's hard to tell whether it's a really mangled sword, or a weirdly shaped trowel.
DETERMIN-Os: 3 uses. Mmm, tastes like determination. Sprinkle upon a dead plant for a chance of reviving it.
loamy patch of dirt: -50% to combat rolls--loamy. furrowed. +1 respect. rippling?
lawastooshort
Nigel of DEVOTION
- You revere nature even as you fight it. +50% to crafting rolls and plant production!
4/5 HP
Things you can do:
EXPLORATION: 3xp. Lv2: +20%
POTIONMAKING: 1xp. Lv1: +10%
FARMING: 1xp. Lv1: +10%
Things you have:
bronze coins: 100
rusty iron hoe: 2/8 durability
base herb seeds: Like grass but edible!
whetstone: Give a tool durability +1, max durability -1. Approved by Ferghus.
magic fertilizer: 3 uses. Trigger an additional growth roll for a plant! Magical mutations are not covered by warrenty.
base herbs: has 2. Like grass, but edible!
poison herbs: has 2. A sickly looking purple plant with twisted, withering leaves. Not dangerous to touch. Quite dangerous to eat. Do not eat.
infernal herbs: has 7. MY BLAZE WILL BE THE BLAZE THAT PIERCES THE EARTH
infernal herb seeds: has 2. These tiny lump orange seeds are quite hot.
stiff sunshine herb: has 1. This used to be a normal sunshine herb, then it took a rare snek potion to the roots.
poison herb seeds: has 1. These tiny purple seeds look more like spores than anything.
potential deathbloom: Nigel knows where it is, but doesn't have the tools to collect it without dying.
assorted plant matter: has 2. The leftovers from messing up a harvest.
colorful rare snake corpse: 3/4 left. Its skull is crushed. Nigel can neither confirm nor deny any accusations of who did it.
clay pot with large chip: 3/3 durability. It isn't Royal Apothecarist Academy tools, but it works.
Things you own:
patch of dirt: No characteristics.
patch of grass: -25% combat rolls--drains well. +25% ashes. hard crust. pain.
darkpaladin109
Mergol of DESTINY
5/5 HP
- You are destined to take back the earth. +50% to tool durability and plant growth!
Things you can do:
POTIONMAKING: 1xp. Lv1: +10%
EXPLORATION: 1xp. Lv1: +10%
Things you have:
bronze coins: 87
rusty iron hoe of DESTINY: 2/12 durability
ironwood hoe of DESTINY: 9/9 durability. Made of solid ironwood, it is actually heavier than an iron hoe would be, mainly because people usually don't also make the handle out of iron.
small meteoric iron cauldron: It's a carefully polished, small pot made from meteoric iron
sparkling spring water: 2 uses. It sparkles like sand on a sunny beach. Calms the restless earth for a short period of time.
base herbs: has 1. This is quite certainly magical grass.
base herb seeds: has 1.
assorted plant matter: long story short: don't break herbs when harvesting.
dubious seed potion: 2 uses. Made from seeds rather than herbs. Possibly an innovation in potioncraft?
snowberries: Somewhat cool to the touch. Tiny berries the size of your pinkie's nail, colored a vivid white with a blue tinge.
Things you own:
patch of dirt: +25% combat rolls--rocky.
Nirur Torir
Phil of DEVOTION
4/5 HP
- You revere nature even as you fight it. +50% to crafting rolls and plant production!
Things you can do:
FARMING: 1xp. Lv1: +10%
POTIONMAKING: 2xp. Lv1: +10%
EXPLORATION: 1xp. Lv1: +10%
Things you have:
bronze coins: 62
iron hoe of retribution: 6/6 durability. Apparently it can smite undead.
small iron hammer: used to crush herbs. +10% tool bonus.
base herbs: has 11. Is it actually grass?
base herb cuttings: has 3.
watery herbs: has 6. Apparently a legendary potion cutter.
assorted plant matter potion: It's a potion. It smells like grass.
small meteoric iron cauldron: It's a carefully polished, small pot made from meteoric iron. +20% to potionmaking.
sparkling spring water: 3 uses. It sparkles like sand on a sunny beach. Calms the restless earth for a short period of time.
small mana potion: has 3. It smells like blueberry, and has a color like deep ocean with moonlight shining on it.
wood cutting board: For cutting and crushing things!
Things you own:
patch of dirt: -25% to combat rolls--Drains well! furrowed.
EARTH
A young--or perhaps old?-- and definitely confused pseudolifeform with much potential.
magmatic stockpile: has 1.5. aka MP. Defying certain laws of thermodynamics, Earth collects magma for its nefarious purposes. Interestingly, the more MP Earth has, the easier it is to collect more MP: each point of MP contributes a 1% bonus to further MP-gathering rolls.
earthen power: 1/5. The ability to move and shape dirt to one's goals. Acronym EEP (EarthEn Power)