Of Toadstools and Tomb Bane

Twenty Ninth Day of the Eleventh Month 293 AC

Looking around the boisterous court, it is easy enough to guess what your host might find worth trading for. Dawn Mead, yes, but also alchemist's kindness for fey whose stomachs are less hardy than satyrs or korreds, and besides that fireworks to make the feasting brighter. Normally you would be a touch wary to sell anything flammable to inebriated folk with this much wood around, but it is clear that Dian has enough mastery over fire to keep accidents from happening, strange as it is to think how he acquired it.

In exchange, the Fey Lord offers a harvest of strange arcane reagents, from giant mushrooms the size of a small table whose juices can grant a struggling apprentice a touch of extra magic, to spotted fey-cap mushroom that can, with proper preparation, make the imbiber grow or shrink. These are the basis for many a fairy prank, but one you can see more common uses for as well. A prankster's tool is also the gremlin's jest, aptly named, for you could well imagine Glyra and her troupe making good use of the fool's gold nectar, though truth be told, it is the trickster's bane that interests you most, a cheap means to help one enchanted shake off the effects could be of much use as magic grows ever more common throughout your realm.

As for the last thing brought before you, the so-called pixie table, flown in by a troupe of the fey whose dances make it sprout more spells for lesser power, is not a bargain you would make, but you can see a struggling apprentice, especially one who does not intend to use his magics on the unwilling, counting it a good deal...

Fairy Cap

This toadstool's pale-gray cap is stippled with spots that seem to shift and ripple as the eye moves.

Preparation: A fairy cap must be gently simmered (not boiled) in a mixture of water and other natural ingredients for 1 hour; this requires a successful DC 20 Craft (Alchemy) check. At the end of this preparation time, the yellow spots' color changes to bright orange or dark brown—there's a 50% chance of either development.

Use: When eaten without proper preparation, a fairy cap is mildly poisonous (save Fort DC 13, onset 1 minute, frequency 1/minute for 6 minutes, effect nauseated for 1 minute, cure 1 save), but when properly prepared, it takes on a not-unpleasant tangy flavor. The final color of a properly prepared fairy cap's spots determines its effect when consumed. A cap with orange spots causes a Large or smaller creature to grow one size category, while one with brown spots causes the eater to shrink one size category. These effects function as per Enlarge Person or Reduce Person, except they can affect any Large or smaller living creature; the effects persist for 10 minutes in either case. Whether or not it is prepared, a fairy cap is quite chewy, and eating it is a full-round action.

Cost: 20 IM/10 Doses

Pixie Table

Pixie Table is a rare mushroom with a distinctive appearance. This giant mushroom is over a foot tall and fans out to a flat top about a foot wide. The mushroom's cap is a dark shade of lavender, like the shadows of soft evening falling

Preparation: Can be boiled to produce long lasting lavender dye but with a DC 20 Craft (Alchemy) check it can produce a shimmering red syrup called memorybind.

Use: One dose of memorybind increases a spellcaster's mental prowess, allowing him to prepare an additional 1st-level spell on the morning he drinks the liquid. Memorybind disrupts the natural flow of magic, however, reducing the DC of all spells the user casts during that day by 2.

Cost: 24 IM/Materials for 10 Dose of Memorybind

Gremlin's Jest

This deep yellow flower glows with sparks that seem to true gold, though should an eye more accustomed to rocks than flowers peer close one might note it seems to have more the gleam of pyrite.

Preparation: A dose of this flower's nectar must be extracted and stored in an alchemically prepared vial with a successful DC 14 Craft (Alchemy) check and 1 hour's worth of work.

Use: Drinking Goblin's Jest causes the subject to become much more susceptible to the power of suggestion and mind-affecting effects, taking a –2 penalty on Sense Motive checks and a –1 penalty on saving throws against mind-affecting effects for the next 2d4 hours. This is a poison effect.

Cost: 8 IM/Materials for 10 Doses

Eye-Wort Flower

Although this flower seems far from fair, the waxy leaves and crumpled pale blue petals disturbingly like a lumpy half-opened eye, the sharp astringent smell that seems to linger in the nose for hours hints at its true virtue.

Preparation: Left to stew in pure spring water with the addition of other common herbs and the application of other common herbs through a DC 15 Craft (Alchemy) check, this flower is the basis of a potent antidote against enchantment.

Use: Eye-Wort Brew immediately grants creatures under the effects of Enchantment spells or effects another saving throw to resist those effects. If the Enchantment effect did not allow an initial saving throw, Eye-Wort Brew has no effect.

Cost: 24 IM/Materials for 10 Doses

"So you say it disrupts the flow of magic..." Elaheh muses. "I wonder if it could be distilled to work better in that regard."

"It seems an ineffective way to go about things," Qyburn counters. "If you are going to poison a mage so he can't work spells, better to addle his wits altogether. There are herbs enough to do that in the wrold, cheap ones you can buy by the arm-full."

"I've found the flat of the blade works even better for that," Ser Richard jests, relaxing more than usual under the effects of even the half cup of wine he had drunk so as not to offend your host.

Speaking of wines, three draw your eye among the dozens of varying magical concoctions that gleam invitingly in cups and beakers. The first, the emerald concoction that the court even now uses to counter intoxication, harder to make and in some ways less effective for this specific task, but as Dany is quick to point out, it works on any form of nausea or sickening, not just the sorts one works with one's own hand; spell or spores, poison dust, or the reek of the rotting unliving, all of these it can help ward against. The second wine guards against fire with nine servings enough to make even a young dragon frustrated, though if anyone is planning to go dragon fighting after that much wine, they had better have a means to clear their heads.

It is the wine the fey call soul's respite, however, that interests you most, for it can indeed heal soul-deep wounds, the touch of the most deadly and insidious of the living dead, the daemons that sow ruin and despair, and many more that simple magics cannot heal.

Emerald Soothing

This sweet and wholesome-tasting forest-green liquid creates a sense of warmth and comfort. Emerald Soothing syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking the syrup, you gain a +8 Alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Cost: 1000 IM/Cask (100 Doses)

Hearth's Kiss

This gold and amber liquid goes down like fire as if the finest strongwine, but the fire lingers in the veins, warding the drinker from most common flames, though one should not count upon it to ward away as fierce a blaze as Dian's wrath. For 12 hours after drinking one of more doses of the wine, the drinker the benefits from a Resist Energy spell. One dose grants Resistance to Fire 5, three grant Resistance to Fire 10, and nine grant Resistance to Fire 20, though in the latter case the drinker had best have some means to sober up.

Cost: 4000 IM/Cask (100 Doses)

Soul's Respite

Soothing and light as summer upon the tongue, this liquid does not give more than a mild feeling of lightheartedness to most, for its true virtue is reserved for souls upon which the shadow of death hangs heavy. One dose of Soul's Respite will allow the drinker to roll their next save for removing a negative level with a +6 Alchemical Bonus, while three consecutive doses will outright remove a negative level.

Cost 8000 IM/Cask (100 Doses)

What do you buy?

[] Write in

OOC: There is not really a limit to how much of this stuff you can buy just how much they can deliver in a month and if you ask for more they can just grow more. The reasons the prices are in gold is that you guys can use gold to make Fireworks, hangover cures, and Dawn Mead so this is just a more convenient way to show it. That said, keep in mind that you are paying in those things so production facilities and growing/brewing times are important. The discussion about how the fey grow will be in the next update. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.
 
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I think we should buy all the Fairy Cap (Enlarge and Reduce versions) they can sell us per month, along with the Eye-Wort Brew, and Emerald Soothing Wine. A cask or two of Soul's Respite should be plenty.

We won't personally use any of this stuff much, if ever, but it's great for Legion soldiers, Navy sailors, and Inquisition agents.

EDIT: A squad of our Minotaur Fighters would be terrifying after they each way a Fairy Cap. They're already Large-sized, son would grow to be Huge. :evil:
 
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I think we should buy all the Fairy Cap (Enlarge and Reduce versions) they can sell us per month, along with the Eye-Wort Brew, and Emerald Soothing Wine. A cask or two of Soul's Respite should be plenty.

We won't personally use any of this stuff, but it's great for Legion soldiers, Navy sailors, and Inquisition agents.
I'd like to stock up on Hearth's Kiss as well as much as we can. A non-dispellable alchemical bonus of Resist Fire is gonna come in handy for the Efreeti trap. Hell, it'd probably come in handy against Tiamat.

This would even come in use for Companions.
 
I'd like to stock up on Hearth's Kiss as well as much as we can. A non-dispellable alchemical bonus of Resist Fire is gonna come in handy for the Efreeti trap. Hell, it'd probably come in handy against Tiamat.

This would even come in use for Companions.
I don't mind buying the stuff, but I don't think I would want any of our Companions getting buzzed before a fight. It would take more magic to properly sober them up before doing anything.

Doesn't hurt to have the option available, though.
 
I don't mind buying the stuff, but I don't think I would want any of our Companions getting buzzed before a fight. It would take more magic to properly sober them up before doing anything.

Doesn't hurt to have the option available, though.
Combined with Hero's Feast immediately before means you suffer none of the ill effects of alcohol. The second you start to get buzzed (the moment any mechanical maluses pop up) the Poison Immunity kicks in and negates it.
 
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[X] Party Goat Part 2
-[X] Purchases:
--[X] Fairy Cap (Enlarge): x200 stacks of 10 prepared doses, Cost: 4,000 IM (20 IM per stack)
--[X] Fairy Cap (Reduce): x200 stacks of 10 prepared doses, Cost: 4,000 IM (20 IM per stack)
--[X] Gremlin's Jest: x10 stacks of 10 prepared doses, Cost: 80 IM (8 IM per stack)
--[X] Eye-Wort Brew: x200 stacks of 10 prepared doses, Cost: 4,800 IM (24 IM per stack)
--[X] Emerald Soothing Wine: x10 casks of 100 prepared doses, Cost: 10,000 IM (1,000 IM per cask)
--[X] Hearth's Kiss Wine: x6 casks of 100 prepared doses, Cost: 24,000 IM (4,000 IM per cask)
--[X] Soul's Respite Wine: x1 cask of 100 prepared doses, Cost: 8,000 IM
--[X] TOTAL: 54,880 IM
-[X] Fey Creation & Growth:
--[X] See how he grows more of his court, that is the sort of question you brought the flesh-smiths along to ask, or at least hear the answer to
---[X] What's the CR limit of new fey he can grow?
---[X] What types of fey can he grow? (species, templates, etc)
---[X] What is the exchange rate? What does he typically have to give up to grow a new fey? Does it happen on its own or does he have to do something?
----[X] When a new fey is grown, do they choose to join him or do they wander off?
 
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--[X] Hearth's Kiss Wine: x2 casks of 100 prepared doses, Cost: 8,000 IM (4,000 IM per cask)
Do we have room to get the max amount here? Basically everyone involved in the anti-Efreeti Fortress would benefit from this on the day of the Breaking of the Living Brass, and that would likely be thousands of PCs.
 
[X] Purchase:
--[X] Fairy Cap (Enlarge): x200 stacks of 10 prepared doses, Cost: 4,000 IM (20 IM per stack)
--[X] Fairy Cap (Reduce): x200 stacks of 10 prepared doses, Cost: 4,000 IM (20 IM per stack)
--[X] Gremlin's Jest: x10 stacks of 10 prepared doses, Cost: 80 IM (8 IM per stack)
--[X] Eye-Wort Brew: x200 stacks of 10 prepared doses, Cost: 4,800 IM (24 IM per stack)
--[X] Emerald Soothing Wine: x10 casks of 100 prepared doses, Cost: 10,000 IM (1,000 IM per cask)
--[X] Hearth's Kiss Wine: x2 casks of 100 prepared doses, Cost: 8,000 IM (4,000 IM per cask)
--[X] Soul's Respite Wine: x1 cask of 100 prepared doses, Cost: 8,000 IM
-[X] TOTAL: 38,880 IM
Can we add the questions about their fey-production on this?
 
Do we have room to get the max amount here? Basically everyone involved in the anti-Efreeti Fortress would benefit from this on the day of the Breaking of the Living Brass, and that would likely be thousands of PCs.
We can, but the stuff rapidly hits the point of diminishing returns after the first three doses, so relying on it to give everyone involved good fire resistance would be really inefficient and quite expensive.

For much better protection from fire damage, we can enchant an item which provides the Resist Energy spell on command which everyone can use prior to the battle. It will be a relatively low caster level effect, and thus vulnerable to Dispelling, so having a dose or three of Hearth's Kiss in them wouldn't be amiss. Companions and other high level people will, of course, get the effect from much higher level casters and will probably just be rocking Energy Immunity spells.

Upping the order of Hearth's Kiss now.
Can we add the questions about their fey-production on this?
I'll add them in, too.
 
We can, but the stuff rapidly hits the point of diminishing returns after the first three doses, so relying on it to give everyone involved good fire resistance would be really inefficient and quite expensive.

For much better protection from fire damage, we can enchant an item which provides the Resist Energy spell on command which everyone can use prior to the battle. It will be a relatively low caster level effect, and thus vulnerable to Dispelling, so having a dose or three of Hearth's Kiss in them wouldn't be amiss. Companions and other high level people will, of course, get the effect from much higher level casters and will probably just be rocking Energy Immunity spells.

Upping the order of Hearth's Kiss now.
Oh, for non-essential people it would only be a single dose. But thank you.

[X] Goldfish
 
[X] Goldfish

Insert witty drunk joke here...because I can't think of one right now. :V
 
I want to stockpile as many of the Enlarge type Fairy Caps as possible. We could issue them to Legion soldiers en masse.

Imagine the effect on enemy morale if 2000 or more black armored Legion soldiers across the field, already an intimidating sight, suddenly double in size, each becoming as large as a Minotaur. That's an acceptable reason to soil your pantaloons.
 
@TalonofAnathrax Daaamn, son. That's massive.

I wouldn't be surprised if the opposing army started routing after seeing the Legionaries growing above 8ft tall aftrer drinking the size-enhancing booze. We could invent the first Transhuman Dread with this.

Nothing that big should've moved that fast, but it did. And that's what is frighteningly awesome about that.
 
@TalonofAnathrax Daaamn, son. That's massive.

I wouldn't be surprised if the opposing army started routing after seeing the Legionaries growing above 8ft tall aftrer drinking the size-enhancing booze. We could invent the first Transhuman Dread with this.

Nothing that big should've moved that fast, but it did. And that's what is frighteningly awesome about that.
Now imagine every Minotaur Fighter growing from Large to Huge. ;)
 
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