Showing posts with label Out in the wild. Show all posts
Showing posts with label Out in the wild. Show all posts

3rd Party Showcase: Coins And Scrolls: Monster Menu

Posted by: Jason Silverain / Category: , , , , , , , , , ,



Some older readers may remember the first series of articles I wrote back in 2013, the Survival Out in the Wilds series focused upon a mixtures of D&D 3.5 / Pathfinder rules to expand players capabilities to use monster remains. The first article focused on skinning and the sales value of pelts, the second article was my groups own custom armour creation rule set, the third article continued with spell reagents and the final article was the cooking of creatures and some points to consider.

For quite some time since my group and I have often discussed how to cook various monsters and make logical guesses upon how they taste to the point in our campaigns we often attempt to cook at least one new monster each time.

Skerples of the Coins And Scrolls has taken this one step further, in support of GLOG (Goblin Laws of Gaming,) an old-school themed rules set published by Arnold K, Skerples has taken the 1977 AD&D Monster Manual and has listed beasts mundane and magical in alphabetical order with flavour, effects and occasional serving suggestion.

Below are a few highlights:

d30CreatureFlavour or Effect
1Barracuda or Gar, giant or MasherFish
2Beaver, giantOily, fatty pork
3
Boar
Dense but faintly spiced pork
4BuffaloFaintly spiced beef
5Bull or Cattle, wildBeef
6Camel, wildStringy beef
7
Crocodile
Cross between chicken and fish
8DolphinFishy. Next sailing voyage is cursed. 1-in-100 chance of being haunted by a vengeful dolphin ghost.
9 EelFishy
10
Frog, giant 
Buttery, faintly algal
11 Goat, giantMutton
12
Herd animal
Varies, but probably beef or mutton
13 Horse or MuleStringy mutton, lots of crunchy bits
14
Irishdeer or Stag
Venison
15 LampreyFish

A glance at the regular creatures one may encounter.

People
Eating most of the things on this list would be considered impolite or insufficiently rewarding. Adventurers will still try though. You could also roll to see what the trolls are roasting over the fire tonight. Intelligent creatures with significant magical effects are listed in the Special Creatures section. Eating fresh People might turn you into a wendigo. Eating rotten people might turn you into a ghoul.


Creature
Flavour or Effect
Brownie
or Halfling
Fatty pork
Bugbear
Really bad mutton
Centaur or Minotaur 
Fatty pork, blending into stringy mutton or beef
Dwarf
or Gnome
Fatty pork
Elf
Pork, cures acne and dandruff
Giant
Fatty, very dense pork, requires 12+hrs of boiling
Gnoll
Fatty, very acidic pork
Goblin or Hobgoblin
Fatty pork, acidic aftertaste
Halfling
Fatty pork, slightly tastier than usual
Harpy
Mix of pork and chicken, tastes absolutely foul,
provides no healing. Save vs Nausea.
Ixitxachitl
or Sea Hag
Fish, but crunchy and bitter
Jackalwere or Lycanthrope
Fatty pork or creature's flavour. S
ave vs intermittent partial lycanthropy
Kobold
Fatty pork, acidic aftertaste


Even the sentient races aren't safe, though I sense a theme in flavour.

Beholder
Flavour: flesh crackles like dry french fries. Invisible ichor drips upwards from your chin. In the distance, howling, or music.

Notes: must be eaten raw, and quickly.

d10
Result
1-2
Screaming Madness. Save or become permanently insane.
3-4
Outsider Flesh. Save vs Con. If you pass, gain 1 random mutation.
If you fail, gain 1d6+1 random mutations.
5-7
Twisting Cells. Permanently gain +2 to a random stat and -2 to a
different random stat.
8-9
Eye Rays. Gain a random spell. 1. Charm Person, 2-3. Eye Laser,
4. Fear, 5. Sleep 6. Telekinetic Shove. If you are not a spellcaster,
Save or immediately cast the spell on a random target using d4
magic dice. If you pass your Save, you can cast the spell once
per day using 1 MD, firing it from a random eye.
10
Natural Magic. You gain 1 Magic Dice and 1 spell slot. If you were
not one already, you become a spellcaster.

 Some Monsters have their own special rules and horrible risks.  

I highly recommend checking out the full article and its follow up: Monster Menu-All Part 2: Veins of the Earth

And remember once you've done with the body you can always use their souls


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Smouldering Embers: The Use Of The Camp Fire Scenes In Modern Roleplay.

Posted by: Jason Silverain / Category: , , , , , , , , , ,




Flitting restless as the loaned bedroll did little to cushion the packed soil beneath it Tiasel cursed quietly, groggily sitting upright swaying slightly from the growing headache. While normally able to rest anywhere within the city the keen senses she relied upon to keep her safe now acted against her, the mixture of unsettling silence and moments of unfamiliar noise repeatedly roused her from the little rest she could manage.
A sudden surge of anxiety twisted and knotted her stomach only growing as she found herself scrabbling for her rucksack, her fingertips confirming that her mask still lay within the hidden compartment within her hands withdrew still shaking slightly even as the panic receded.
Glancing down at her softly trembling fingers what little panic remain was replaced with anger at the former Mayor of Pryham as another curse left her lips, now fully awake it seemed impossible to keep out thoughts of the events of the day.

In retrospect she had been more than fortunate, the group of mercenaries that had rescued her had allowed her to join them giving her protection and prospects of making some money while simultaneously putting as much distance from the capital as possible. However something was simply strange about the group, she had encounter self proclaimed 'Adventurers' in the city often gesturing and posturing about the wealth they had obtained and often losing said wealth in binges of gambling, drinking and wenching, this group didn't seem to fit that at all.
Closing her aching eyes the throbbing in her forehead eased for a moment though the air within small tent the dwarf Sandell had loaned her seemed stuffy and hard to breath, leaning through the hide flaps the nights chill greeted her face filled with scent of leaves and embers as she now crawled from the tangled bedroll glad not for the first time she was well practised in sleeping in her leathers.


The fighter applying a whetstone to his blade looks up as the ranger steps out from the surrounding undergrowth, cocky smile on her lips as she reveals her success holding up a pair of rabbits and some wild root vegetables before joining the cleric who is currently cooking dinner over the camp fire. Meanwhile the rogue finishes unrolling the last of the bedrolls and furs within the parties shared tent aided by the wizard who chants incantations to ward their possession from insects and other unwelcome guests...

The camp fire scene is iconic in almost any roleplay though its game mechanic effect varies between systems and settings, its also a common sight in fantasy film, literature and most recently video games often used as a time for the party to rest, recuperate and discuss with one another.
However in spite of all this I ask as a player when was the last time in your campaigns did your group set up camp and it went beyond organising who was on watch and a roll for random encounters?

Now this isn't to say that groups are not roleplaying as in depth anymore, in fact even back in the original Dragon Warriors books of 1985 while providing the rules for random encounters and resting the premade example adventure and the campaign The Elven Crystals often glossed over travel using it more as a story telling element.
Its quite understandable that as roleplaying systems (most notably Fate) in recent years have tried to emulate movie or play like scene to scene layouts in order to promote a fast pacing of action flow and between these scenes healing occurs “off screen” that the camp fire scene use has dwindled further.
It should be noted that this is not necessary a bad thing, much like shopping is not always suitable to roleplay these scenes as it can upset the pacing or mood that the DM is trying set, trying to roleplay the camping scene every night for a long journey would quickly grow tiresome. In systems such as Dungeons & Dragons and Pathfinder many rules that require additional book keeping are often glossed over, simplified, house ruled or ignored, rations, non magical arrow ammunition, encumbrance and random encounters are all the most common rules affected. Since food rations and possibility of random encounters are often factors that influence setting up camp the loss of these risk factors can make it somewhat superfluous from a mechanics point of view.

Now it is interesting that Tavern scenes and scenarios are still widely popular and common though on the surface they share the same purpose as resting up at the campfire there are several key differences.

  1. The Presence Of NPCs: Arguably the most notable difference, in personal experience with my own parties over the last 10 years I've noticed players may be reluctant or shy to roleplay in character when speaking to one another or pursue possible cross party agendas but will be more than willing to chat to NPCs and use them like puppets. Part of this is due to player personal preferences some groups dislike having inter party conflict or romance due to possible issues with player/character separation (who hasn't heard stories of groups dissolving after two or more players took a character death by another party member personally). Another issue is simply that some players simply will not know what to do or discuss because they are talking to another character who already knows everything they might talk about or alternatively certain players (particularly newer players) may feel uncomfortable with been in the spotlight. While there may be NPC's such as followers, fellow travellers or captives in a camp fire scene more often than not the party knows the exact alliances and motivations of these NPCs (or in some cases be directly under the control of another player) so there is no mystery or risk.

  1. A Variety Of Additional Purpose: A camp fire scene has arguably 3 core purposes: to rest, eat and heal, to create a temporary area of safety and to allow time to perform tasks such as changing equipment, interrogating a captive or performing a complicated spell, wait for a contact to arrive etc. A Tavern can cover all three of these in its own way and provides more possibilities such as gathering information (both discreetly and overtly), indulging in celebration and vice such as drinking and wenching, acquiring supplies and wealth (through merchants, fences and gambling) as just a few examples and because of this it retains more of an important role even into the later campaign as the party gain access to versatile magic. In addition a campfire scene in nearly all scenarios occurs while the party is travelling between locations (even if that location is between floors in a dungeon) whilst a Tavern might be a stop between locations or lie in the heart of destination if it is within a city.

  1. Location And Illusion Of Safety: Even if a Tavern is owned by the local thieves guild and has a two people drinking in the corner who a group suspects wants them dead a tavern will nearly always seem safer than a camp. This may seem a strange claim but when analysed it is down to the simple fact that far easier for both a player and character to identify possible risks and sources of danger. After all you only really have to analyse the people within the tavern, if your worried about been killed in your sleep you barricade the door of your room and check for possibility other entrances, if your worried about poison you eat your own food and drink, in the case of a fight its often well lit and attackers are visible. There is no worry about possible roaming monsters, the elements, the possibility of the shelter collapsing and all the other issues that may affect a camp and because of this players are more likely to engage and take risks and be involved in scene where in a camp scene its set up, make a strong fire, deploy spells and bunker down.

  1. Player Familiarity: Simply put many players and dungeon masters are more personally familiar with the concept and imagery of a tavern through media and personal experience making it far easier immerse themselves into the scene. Often camp fire scene in films and book shows the characters recuperating and mentally relieved at the break from the events of the day or alternatively nervous and in fear of what may occur during the night, but because of the detachment between the player and character and often the emphasis on heroic roleplay its difficult to portray either of these feelings in roleplay.
So how is the camp fire scene still used? Well for some groups its still an important for roleplay and character development and plays out much like the introductory paragraph of this article, this is more likely to occur in low magic settings or with low level parties in Dungeons & Dragons and Pathfinder where the mechanical effects of resting are more important and a party simply cannot cast Mordenkainen's Magnificent Mansion and be all but immune to ambush and the elements.
More often than not its condensed down to a few survival checks for suitable location organising who is on watch or just a time skip by the DM, in special note to scene skipping this habit grows somewhat problematic for arranging unexpected attacks and ambushes on the party simply as by asking the question “Who is on watch?” or “What do you do as you set up camp this evening?” will make the party immediately wary in a similar way that the DM asking if a player is sure about committing to an action will make them pause to think.

I've found in my personal experience that the traditional role-played camp fire scenes occur very early in a campaign but as travel grows more routine then it is often overlooked or reduced to a few simple questions it is only when new elements that change that routine occur that these scenes are role played in character and examples of these are meeting new travelling companions whether NPC or Player and this can include captives, when the players find interesting relics and artefacts that they did not have time to examine in detail and when the players are under stress such as been hunted.
Location has an effect on this as well, scenarios such as fortifying a room in a dungeon to rest in or when the party is under threat (such as been hunted like mentioned above) often had my own groups both as a player and DM act far more involved in and often prompt camp fire scenes.
Its my observation that the reason behind this is that in these situations the party in the mentality of an encounter much like a tradition fight or trap where as traditional camp fire scenarios can be considered party 'down time' and something the players to gloss over so they can continue with the action.

Overlooked, glossed over and made redundant by magic and house rules even so just why do I think the camp fire scene is still important? Two very simple points:
  1. It allows wilderness classes such as Rangers and Druids to bring their skills forth and gives them some time in the spotlight.
  2. It creates a scene where characters can interact with each other in a casual, non stressful manner.

So the next question is what can be done to make the camp fire scene more appealing, well here are a few game elements I've personally found to help:
  • I've introduced more encounters with other travellers on the road such as day to day merchants, PCs in the wilderness may also encounter stray animals, a lone hunter or even another adventuring party though I try to limit these encounters. It helps bring detail to the world and helps with players who have trouble role playing with other player characters.
  • Describing possible weather and conditions that may affect possible camp sites, this combined with some detailed descriptions of the land have lead to rather entertaining side adventures as the parties refused to stop and sort out better camp sites.
  • I also have a general rule of a single camp fire scene per journey (unless the players want more or a event causes another) unless the journey is particularly short. This reduces the problem of the party growing overly wary when questioned about camping as mentioned earlier.

Other Dungeon Masters have also highlight the issue and have created their own sets of house rules some of my favourites are Telecanter's Receding Rules article on camp site mechanics which has two of my favourite rules quoted below:

Music
Music in the wilderness means you are not afraid of being attacked and what reminds characters of home more than the songs of home. +1hp per level per night in camp where music is played. The idea came for having bards as hirelings, but I've allowed characters to buy and play their own instrument. This costs some money and takes up encumbrance space. And how about the noise? I wouldn't want to penalize too much, or players would never play music in camp, maybe just a +1 to encounter rolls.

The Hearth
If the campfire is the extension of the hearth, maybe it should offer some protection against the dark. I'll repost an idea here:
A cleric, or anyone versed in the Old Ways, can take a stone weighing a half-stone or more from the night's fire. By incorporating it into the next night's fire ring they make that fire a hearth. Each night of doing so makes the hearth magic stronger. Undead and shape changers can not enter the light of a true hearth.
Half-stone is ~7 pounds which is one of my simple encumbrance slots. I'm not interested in the bookkeeping part now. Maybe just, using the hearth a second time on gives the protection, but skipping a use in a fire will mean you have to break the stone in again. Particularly old stones taken from ruins or abandoned cottages might function as magic items that give extra bonuses. 

WCP over at Escape Velocity Gaming also very much liked these suggestions and has expanded them in a further article and gave the idea of particular wood properties when burned.


The Campfire Fuel
Telecanter discusses a hearth stone idea that is tremendous. In the same vein, I like the idea of a particular type of wood helping the party. If those with botanical knowledge harvest these special woods to burn in the fire they enjoy some varied bonuses.
Wood with its effect
Barkbane This thick-barked wood is purported to keep all dogs and wolves at bay and is found to be nauseating to lycanthropes (any lycanthrope suffers a small attack penalty while fighting near barkbane).
Bloodthorn This reddish wood has severe thorns all over it. Those who have open wounds will find they quickly close and coagulate (a small immediate healing bonus for those affected by naturally occurring battle wounds of the cut/slash sort).
Greencloak This leafy, vibrant tree has wood that burns with a very thick low-laying smoke. Anyone who burns greencloak is somewhat obscured as the green smoke helps hide them. The GM may institute a small penalty to any foe trying to spot the party’s campsite.
Wyrdwoode This white, gnarly wood burns with a pale yellow smoke. The smoke has a calming effect on all persons and animals nearby (horses won’t spook as easily, the party familiars will rest easily). The wood’s effect may reduce the duration of any sort of agitated condition or mental state (shaken, scared, etc.) or remove the effects of a spell that affects the target’s mental state.

While those of my favourites I hearty recommend giving the full articles a read and if your players are stuck for things to do at the camp fire remember there's always the rules for Skinning and Cooking available here.

I would love to hear what your own thoughts are on the matter and if anyone has any further articles on the matter please send a link,


Clambering through the narrow tent opening Tiasel froze mid step as a quiet snort caught her attention, her gaze flitting in the direction of the sound she found her self eye to eye with the heavy set dwarf in full armour lent against a thick oak camouflaged to the casual observer by his thick brown cloak. About to apologise for disturbing him she caught her words as she noticed the unfocused look in the dwarfs eyes, another low snort rumbling from Sandell confirmed her suspicions. 'He's asleep with his eyes open just like old watchman Andrews used to do...' she thought to herself a sly grin growing on her lips as she resumed untangling herself from the tent flap before lightly stepping through the camp barely even making a sound on the dry leaves.
Placing another log on the campfire to ensure the dwarf would remain warm she turned her head to check on Sandell one last time before wandering down the hill towards the nearby lake hoping that a brief stroll would ease her mind.


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Survival Out in the Wilds Part 4: Cooking

Posted by: Jason Silverain / Category: , , , , ,


As the torch lit shadows danced across Duncan’s face he surveyed the cave “Well I’m glad you all brought extra rations this time but we must be careful and conserve what we can.” looking over to his dwarven companion he found Sandell already answering the question he was about to ask. “Well there's too much snow to dig through without tools if you wish to keep all your fingers.. though we are in luck. This stone looks worked.. crudely so its not my clans work but if it was some human prospector we may find some tools we can use further in.” Stepping past the group so the torch would no longer hinder his darkvision  the dwarf surveyed darkness of the cavern ahead. Holding his hand out to signal to the others not to advance yet the dwarf stepped forward across the icy stone floor, his free hand now moving to his pack unhooking the throwing axe drawing it slowly he raised his arm if taking aim before hurling it towards the darkness of the ceiling.  

The darkness seemed to get even blacker for a moment before a startled bat fluttered down panicked as Isabel rolled her eyes shaking her head “You missed the bat.”, responding with an annoyed grunt Sandell  waved his hand dismissively “I wasn’t aiming for the bat...” a stalactite seemed to sway for a moment before dropping to the floor, stepping towards the now dead  Darkmantle Sandell retrieved his axe with a smug grin. “Well now we have dinner.”

Welcome to part 4 of the Survival Out in the Wilds series, in this last article we are now going to address possible uses of beasts and monsters as food, the possible things to consider and if Orc really is the other white meat.
This article is a little different from the others, its not going to be as rules focus as the previous three as Craft cooking has an excellent rule variant already available on the D&D wiki provided by the user Eiji which I will post a brief overview of below:

Table: Skill Synergies

Cooking skill creates...DC
A basic meal10
A delicious meal, +2 social skill checks involving food20
Rare dishes made from monstersVaries starting at DC20
Identify ingested poison or disease swallowed, +3 save if check is successfulEqual to Poison/Disease DC
As Detect Poison in food without tasting a potent amountEqual to Poison DC + 10
Detect Disease in food without tasting a potent amountEqual to Disease DC + 10
Reflavour food (cosmetic)15
Reflavour food to hide taste of poisonEqual to Poison DC

Epic Check
You can cook foods that have an almost magical quality to them.
TaskDC
Advanced CookingVaries
Mimic Goodberry30
Mimic Heroes' Feast80

Advanced Cooking
Certain recipes possesses advanced cooking methods which mimic spells. You may only benefit from these cooking based spell effects 1/day, though you may cook any number of meals you wish.
In general, the formula is DC 20 + (10 x spell level) (cantrips are just 25), and typically with a lower caster level to not as to outdo actual magic. For example, a Cure Light Wounds effect would likely be DC 30. Appropriate material components in the form of ingredients should always be provided.
As you can see these rules are extremely simple and quite effective at making the craft skill useful but not overpowered, I’ve refrained from listing any particular special meals for now though I may cover these in a future article.
As a basic rule of thumb most animals are edible when cooked for long enough apart from a few rare cases however it should be noted that with more unusual creatures the Survival skills from our first article should be used to prepare the creature before cooking.

Here is a few points to consider when your players decide to start preparing dinner:

1. Eating Sentient creatures intentionally is consider an evil act and taboo by many cultures.
This may seem obvious and various races are known for this (Orcs, goblins and kobolds) however you have to remember not all sentient races are humanoid nor are they immediately recognisable as sentient, there have been some cases of some parties killing and eating monsters only to later find out that the monsters are sentient.
The initial case can be considered an accident (in the case of alignment, the locals may still be angry)  but if the party does not regret their actions or continues to hunt these creatures they are definitely committing evil acts.
Eating the flesh of sentient humanoid regularly also runs the risk of ghoulification or in the case of brain eating risk exposure to the hard to detect and deadly prion and is addictive.  

2. Carnivores probably have a higher incidence of parasites and possible toxins, due to biomagnification.
If you are not familiar with about biomagnification I suggest the wikipedia article for more details but in game the effects of this are relatively minor but here is an example of how it can be used from one of my previous campaigns:
The party has recently killed a Dire Boar on the way to a mages tower and fancy pork chops for dinner, boars do actually eat smaller animals and rodents and this Dire Boar been eating the local rats and Dire rats from around the tower.
These rats have been living off the trash from the tower which includes spoiled potions, old remnants of spell components and even the odd discharge magic item or creature, each ingesting a small amount of magical pollution which is then passed up the food chain to the Dire Boar becoming more concentrated and powerful before been passed onto the characters eating the Dire Boar who lack any of its natural built up resistances. This can be particularly deadly in real life though in the game above one character’s skin turned green for 5 hours and another grew a cat tail.

3. Just because its edible or tastes nice doesn’t mean your characters will actually be able to stomach it.
Have you ever been offered fried insects, bulls testicles, sheep's eyes, raw octopus, codfish sperm or Haggis?
Some of these are delicious but by simply knowing what they are or their appearance when served has caused people to vomit or wretch so why would your characters be any different?
In certain cases it may be suitable to have the player roll a Fortitude check to eat (or keep down) the meal at a basic DC of 12 which you should modify to the situation.   

4. How to describe the taste?
I’ve found that the actual difficulty with players who wish to have cooks as characters is when cooking a monster or creature for the first time, they often want a detailed description of the taste.
I find the best solution is to often compare it to existing meals, this can be quite difficult on some occasions especially for the stranger creatures.

If you are having trouble with description it should be noted that carnivores typically have stringy, unpalatable meat with a greasy very distinctly metallic gamey taste, also due to going up the food chain, each consumer processes minerals and vitamins, leaving behind meat with less nutritional value than the food it consumed, with carnivores yielding the least nutritional value. This means the character probably wouldn’t feel as much energy after eating it as he would when eating a steak or turkey meal.

Finally regarding our last topic regarding orcs, the answer should be no unless your using the old boar headed orcs in which case the answer changes to maybe.
I hope you’ve enjoyed reading this series of articles as much as I’ve enjoyed writing them and please feel free to post any comments or to contact me.


Quick Link: Part 1 Part 2 Part 3

Grimacing as he bit once more into the cooked rubbery flesh Samuel chewed slowly barely swallowing his meal as he looked on in amazement at Isabel hastily devouring the greasy meat of the darkmantle.  Shuffling towards her trying to distance himself from the small campfire as Sandell cooked another skewered tentacle he plucked up the courage to ask the question “With no disrespect to Sandell’s cooking and thanking the divines for the food, I have to ask how can you eat this so... eagerly.
A look of contemplation crossing her face the young Enchantress paused for a moment before answering “Well when I was an apprentice nearly every meal I ate was porridge so I enjoy the chance to eat anything new after so long..” taking a handkerchief from her she started cleaning her fingers and lips as Sandell nodded approvingly as his rough chuckle echoed in the cave. “Ahh then you’ll be in for treat when we get to my clans outpost, blind deep fish cooked in ale sauce with three different type of mushroom, perhaps with a side of goat.”
As the dwarf stroked his beard imagining the  feast Samuel felt Isabel press against his side now giving him a sly playful smile behind her handkerchief  as she whispered to him “It also helps that the first cantrip I learnt let me give anything the flavour I chose.. I think I be practising it alot if we’re both to to survive honoured grandfathers cooking and his clans hospitality.”   


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Survival Out in the Wilds Part 3: Spell Reagents

Posted by: Jason Silverain / Category: , , , ,




"Tell me why are we doing this again?" Isabel shivered drawing the heavy Worg fur cloak around her as they climbed their way over the rocky mountain path, the sound of the thin snow crunching underfoot and wind almost drowning out her voice.
"These potions must be delivered before the winter snows stops all travel through the mountains for the season and since stone giants are blocking the main pass.." Duncan moved beside her now helping her climb another boulder as she sighed "Couldn't we just get rid of them?"

Sandell grunted from the front of the group as his experienced eyes picked their path "All they want is their sacred statue back, I say when we get to Pryham we find the damm thief who stole it. Anyway I've travelled this mountain for 60 years I'll get us there... hows the leg holding up Samuel?"
The young priest leaning on his quarterstaff grinned from under the thick hood, his gloved fingers playing along the wood "I'm doing fine honoured grandfather with divine grace I've been blessed with health though I'm grateful for these cloaks and gloves Duncan made." The dwarf 's spluttering at the phrase honoured grandfather caused Duncan to smile, it seemed the priest had developed a sense of humour since his fever.  

Welcome to part 3 of the Survival Out in the Wilds series, in the last article we covered possible effects using monster hide and shell would have in crafting armour.  In this article we are now going to have a quick look at what uses other bits of a creature can be.

Our main topic will be the spell reagent rule, this rule set is simple but does rely on firm knowledge of a spells material components and some personal ruling for the DM thus is best for a player or DM that knows his choice of spells well.
In theory it works by the spell caster using a rare and more powerful spell components in the place of (or in addition to) the material components of the spell, granting the in game advantage of up to +3 additional caster level onto the spell depending on the component used.
Casting a spell using a spell reagent does not affect the casting time and uses the reagent up along with the material component. A reagent costs 25gp per point of bonus it grants (25gp, 50gp or 75gp respectively) and can only be used for the spell it was purchased for. However feel free to alter this cost however you wish as the rule set was primarily designed for players to gather their own.

To help understanding we’ll cover a series of examples:
The general enhancement spells such as Bull’s Strength and Bear’s Endurance are the easiest ones to judge and serve as a good introductory point as the material components involved in these spells are usually the fur, feather or dung of the creature the spell is named after.

So if our spellcaster wished to enhance Cat’s Grace he could replace the normal material component of cats fur with the fur of a large cat such as a lion, this would most likely only grant a +1 bonus to caster level however it could be easily argued that due to non magical nature of the animal no bonus should be rewarded.  
A more reliable reagent would be the fur of a suitable Dire Creature so a Dire Lion for this example, this would grant a +2 bonus to the caster level of the spell.
Now our spellcaster wants to cast Bull’s Strength and has a powered Minotaur Horn using this instead of bulls dung (in addition of not smelling) this would grant a +2 bonus to caster level unless it was a Minotaur Lord in which case a +3 might be allowed. Another alternative would be the silver horns of a gorgon which like the Minotaur Lord could also increase the reagents power to a +3 bonus , as general rule the more powerful and suitable the creature is to a spell the greater the bonus.
In the above example this is due to both creatures having a very bull like nature, simply using the horns of a strong creature such as some breed of dragons would not be suitable.

Simple enough so far however things quickly get interesting when more vague creatures come into play for example the Owlbear, it could be used for both Bear’s Endurance and Owl’s Wisdom however due to its dual nature a Spellcraft check DC equal to 15 + spell level would be appropriate to cast.
Consequences for failing the check could be that the spell just doesn’t cast or perhaps some side effects may occur depending on the reagent used, such as gaining a +2 to Constitution and Wisdom instead of +4 to a single statistic or the effect of Rage spell in addition on the person receiving the spell which lasts as long as the original spell is on them.

Other examples of alternative components would be adding a reagent to a spell or improving an existing component rather than replacing though this only works with spells that already have a material component as the example below.
The Displacement spell requires the material component of a small loop of leather, if a spell caster tried to use a Displacer beasts fur as an alternative without the loop would most likely require a Spellcraft check similar to above (as the the shape of the loop is important to the spell.) Using both components together would suffer no problems and would grant a +1 or +2 bonus however a loop made from Displacer beast fur would grant a +2 or +3 bonus.

For a general rule if you believe a spell reagent doesn’t quite fit a spellcraft check should be made using the DC 15 + spell level. Additional factors such as age or damage could cause additional difficulty to the spell. For example Using the fur of a summoned or polymorphed creature for a reagent should increase the DC.

As stated at the start this rule does require a bit of monitoring by the DM though in my previous experiences the party wizard often begins making his own catalog of spell reagents, which has led to some interesting adventures where the wizard has marched the party off to collect the ideal materials.

One further detail to be addressed is the number of reagents recovered from slaying a creature, this can cause a few arguments as after all an owlbear has a lot of fur and feathers and some players believe they should have at least 50-60 spell reagents from the body.
For the best balance I’d say about 5-10 usable reagents are available however this was mostly to balance the cost of the party selling reagents back to other mages.

The next article will focus on the juicy insides of the beasts and answer the question of just how does Dragon taste?

Quick Link: Part 1 Part 2 Part 4

“60 years grandfather? How much of it was spent lost?" the gentle teasing clashed with the mild irritation in Isabels voice, it was nearing nightfall and still they had not reached Sandell's clans mining post.
"Well we would of been there two hours ago if I was travelling with dwarves.. anyway be careful there's a cave opening ahead." grumbled Sandell who not minding the cold found his temper wearing thin with the complaints of the Enchantress.
Over the howling wind Duncan could swear he heard a familiar noise, his eyes now scanning the darkening skies they focused a circling bird possibly a hawk weaving unnaturally almost as if intended to noticed. His gaze dropping as it passed over the mountainside above he found his throat tightening as he spotted what the creature was trying to signal. "THE CAVE RUN NOW".

Almost scrambling he rushes over the rock grasping Isabel's arm as he passes pulling her surprised form into a sprint, the others knowing him better do not question what would cause the normally quiet man to shout and simply run. "Not again.. by the nine hells." Samuels pain voice cries out as slipping only to find the dwarfs powerful hand catching him a grim grin on his face "I agree now come on."
A growing thunder of noise above them the group barely reached the cave as the avalanche of snow and ice crashed over the entrance sealing it. Panting heavily in the pitch blackness the group tried to recover their breath, the silence broken by chuckle from Sandell "Swept away in a flood as a child, hit by a mudslide and now nearly crushed in an avalanche.. I think your god wants a personal audience Samuel." the young priests face shook his head smirking "Well I guess his Divine grace will have to learn to be patient."


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