Yunauth:GMNotes: Difference between revisions
No edit summary |
MagiMaster (talk | contribs) |
||
Line 413: | Line 413: | ||
=== Goblin Chief - Toechopper === | === Goblin Chief - Toechopper === | ||
{{PathfinderMonster | {{PathfinderMonster | ||
|name=Toechopper, goblin fighter | |name=Toechopper, goblin fighter 3 | ||
|appearance= | |appearance= | ||
|cr= | |cr=2 | ||
|xp= | |xp=600 | ||
|alignment=CE | |alignment=CE | ||
|size=small | |size=small | ||
Line 422: | Line 422: | ||
|senses=Darkvision 60 ft. | |senses=Darkvision 60 ft. | ||
|move-speeds=30 ft. | |move-speeds=30 ft. | ||
|hd= | |hd=3d10+6 | ||
|hp= | |hp=25 | ||
|bab=+ | |bab=+3 | ||
|fort=+4 | |fort=+4 | ||
|ref=+ | |ref=+4 | ||
|will=+ | |will=+2 (+3 vs fear) | ||
|str=12 | |str=12 | ||
|dex=17 | |dex=17 | ||
Line 435: | Line 435: | ||
|cha=6 | |cha=6 | ||
|init=+3 | |init=+3 | ||
|ac= | |ac=20 | ||
|touch-ac=15 | |touch-ac=15 | ||
|flatfooted-ac= | |flatfooted-ac=16 | ||
|ac-breakdown=+3 dex, + | |ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield | ||
|def-abilities=none | |def-abilities=none | ||
|dr=none | |dr=none | ||
Line 447: | Line 447: | ||
|special-attacks=none | |special-attacks=none | ||
|spell-like=none | |spell-like=none | ||
|cmb=+ | |cmb=+3 | ||
|cmd= | |cmd=17 | ||
|perception=+ | |perception=+3 | ||
|skills=Acrobatics +3, Climb + | |skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5, | ||
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes | |feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still | ||
|treasure= | |treasure=longsword, chain shirt, wooden shield | ||
|environment= | |environment= | ||
|organization= | |organization= | ||
Line 461: | Line 461: | ||
<div style="border:1px solid black; padding:3px; margin:3px"> | <div style="border:1px solid black; padding:3px; margin:3px"> | ||
=== Goblin Cleric - Dogkicker === | === Goblin Cleric - Dogkicker === | ||
{{PathfinderMonster | {{PathfinderMonster |
Revision as of 23:06, 22 June 2013
Ledgers
Date | Description | Credit | Debit |
---|---|---|---|
Satori, for whatever | 50k | ||
Satori, for town improvement | 50k | ||
Jack, for whatever | 50k | ||
Jack, for town improvement | 50k | ||
Scram, for whatever | 50k | ||
Scram, for town improvement | 50k |
Rak's Festival
Note: 700 XP each
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge
Preparation
1 week before the festival, there are several things remaining to be sorted out.
Arbitrate the argument over the size of pies.
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there's a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don't make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it's a bit more expensive since they'll have to get some extra from the local fishermen's guild considering how much they've already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won't pay it).
To collect meat, the party will have to organize a hunt. There's 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person's worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There's a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.
There's some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.
There's an argument over which drinks to serve at the drinking contest. There's a short beer that most people don't think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).
Decide which order to host the events. Each event lasts 1 hour. There's an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.
Last year, some wizard used obscuring mist in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)
An ankheg will interrupt preparations if the party doesn't find it first.
Pie Eating Contest
Note: Two size categories (two prizes). Pies served in rounds.
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).
- -1 for each pie you've already eaten
- -5 if you tried to eat the pie in a single round
- -2 if you tried to eat the pie in two rounds
- +0 if you tried to eat the pie in three rounds
- +2 if you tried to eat the pie in five rounds
- +5 if you tried to eat the pie in one minute
On a failed roll, you manage to eat that pie, but:
- After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you're still counted as having failed once).
- After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)
- After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.
Opponents
Opponents do the following:
- Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.
- Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies).
- Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.
- Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).
- Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.
- Most people that didn't eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.
Prize
A small bowl that will cast abstemiousness 1/day (CL 1), worth 400 gp.
Archery Contest
Note: Personal, non-magic weapons. Longbow provided. No guns.
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can't get more than 1 point.
- 30 feet - +0 to attack
- 70 feet - +0 to attack (-2 if shortbow)
- 125 feet - -2 to attack (-4 if shortbow)
- 210 feet - -6 to attack (-8 if shortbow)
Opponents
Opponents have no special tactics
- +4 to attack (has a MW bow if personal weapons are allowed)
- +3 to attack, plus Point Blank Shot (+1 at 30 feet)
- +3 to attack
- +2 to attack
- -1 to attack (can borrow a MW bow)
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.
Prize
A mask that casts hide from animals 1/day (CL 1), worth 400 gp.
Paintball / Ribbon Tag
Note: Using slingshots.
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)
Opponents
Opponents have no special tactics, though some are more aggressive than others.
- A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
- A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB
- A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB
- An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)
- A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)
For a second round, use the same stats at +1. Change a couple of the races around.
Prize
A necklace that gives +2 Perception, worth 400 gp.
Drinking Contest
Note: Fortified ale (DC 14)
Take as many drinks as you can until you give, pass out or puke.
You can drink 1 + CON MOD drinks with no effect. After that, it's a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you're forcibly woken before then, you're sickened for 1 hour per drink over the limit.
Opponents
- CON +3, Fort +6
- CON +2, Fort +4
- CON +2, Fort +3
- CON +0, Fort +1
- CON -1, Fort -1
Prize
A stein that can cast purify food and water up to twice per day (CL 1), worth 400 gp.
Sneaking Contest
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.
All the watchers have +5 Perception.
Opponents
- Goblin Fighter, Stealth +9
- Human Rogue, Stealth +6
- Elf Ranger, Stealth +5
- Halfling Commoner, Stealth +3
- Dwarf Wizard, Stealth +0 (knows obscuring mist and reduce person [+5])
Prize
A cloak that gives +2 stealth, worth 400 gp.
Knowledge Contest
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren't easily fooled.
1 point for beating the DC, +1 for each 5 points over.
- Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)
- Water Naga Painting (Dungeoneering DC 17)
- Gourd Leshy Sculpture (Nature DC 11, can be made untrained)
- Tengu Painting (Local DC 10, can be made untrained)
- Salt Mephit Statue (Planes DC 13)
To bluff, you must first pass the base DC on the original check (to at least know the creature's name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don't get the extra points and you get -1 point.
Opponents
- Human Bard, +7 Nature, +4 others
- Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int
- Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int
- Half-Orc Fighter, +4 Dungeoneering, +0 Int
- Human Commoner, +1 Local, -1 Int
Prize
A magnifying glass that casts identify (CL 1) once per day, worth 400 gp.
Greased Pig Contest
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.
Harming the pig is forbidden, as is effecting it magically.
Opponents
- Dwarf Fighter, +4 CMB, 15 CMD, 18 AC
- Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC
- Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows enlarge person +1 CMB, 12 CMD, 15 AC)
- Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC
- Human Commoner, +2 CMB, 14 CMD, 14 AC
Prize
The three pigs. There are people that will buy them for 400 gp.
Grand Hunt
Creatures
Creeper
A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
Creeper CR 4 |
---|
XP 1200 |
N Medium Aberration |
Init +2; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural) |
hp 37 (5d8+15) |
Fort +4, Ref +4, Will +5 |
Defensive Abilities none; DR none; Immune electricity |
OFFENSE |
Speed 30 ft. |
Melee slam +2 (1d4-1 bashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks explosion |
Spell-Like Abilities none |
STATISTICS |
Str 8, Dex 16, Con 16, Int 4, Wis 12, Cha 8 |
Base Atk +3; CMB +2; CMD 15 |
Feats Skill Focus (Stealth), Run, Step Up |
Skills Stealth +12, Perception +1 |
ECOLOGY |
Environment any |
Organization solitary or hatchlings (1d4 young creepers) |
Treasure special |
SPECIAL ABILITIES |
Immunity to Electricity (Ex) A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.
Explosion (Ex) A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this. |
Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.
Dungeoneering | Lore |
---|---|
DC 14 | This is a creeper, an aberration that kills its victims by detonating itself. |
DC 19 | Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this. |
DC 24 | The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger. |
Martite Devil
This small, red-scaled, armed serpent's eyes glitters with both fear and hatred.
Martite CR 1 |
---|
XP 400 |
LE Small Outsider (Devil, Extraplanar, Evil, Lawful) |
Init +2; Senses See in darkness, Darkvision 60 ft.; Perception +5 |
DEFENSE |
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural) |
hp 15 (2d10+4) |
Fort +2, Ref +5, Will +3 |
Defensive Abilities resist acid 10, resist cold 10; DR 5/silver or good; Immune fire |
OFFENSE |
Speed 20 ft., climb 20 ft. |
Melee claws +2 (1d3-1) |
Space 5 ft.; Reach 5 ft. |
Special Attacks none |
Spell-Like Abilities 3/day flare, 3/day ray of fire |
STATISTICS |
Str 8, Dex 14, Con 14, Int 6, Wis 10, Cha 12 |
Base Atk +2; CMB +0; CMD 12 |
Feats Weapon Finesse |
Skills Sense Motive +5, Diplomacy +3, Bluff +6 Perception +5 |
ECOLOGY |
Environment Demonic Realms |
Organization solitary, squad (1 advanced martite and 1d6 martites) |
Treasure none |
SPECIAL ABILITIES |
See in Darkness (Su) A martite can see even in magical darkness. |
Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.
Planes | Lore |
---|---|
DC 11 | This is a martite, a very low rank devil. |
DC 16 | Martites aren't terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals. |
DC 21 | Like most devils, they are fairly resilient physically. Unlike most other devils, that's almost all they have going for them. They are still capable of a few magic cantrips. |
Reproma
Thick vines hang off the tree. They seem to twitch and sway even when there's no wind.
Reproma CR 1 |
---|
XP 400 |
N Medium Plant |
Init -1; Senses tremorsense, Perception +4; Perception +4 |
DEFENSE |
AC 12, touch 9, flat-footed 12 (-1 Dex, +3 natural) |
hp 7 (1d8+2) |
Fort +4, Ref -1, Will +0 |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 0 ft. |
Melee 4 tentacles +1 (1d4+1) |
Space 5 ft.; Reach 5 ft. |
Special Attacks Constrict (1d4+1), Grab (tentacle) |
Spell-Like Abilities none |
STATISTICS |
Str 12, Dex 8, Con 14, Int -, Wis 10, Cha 8 |
Base Atk +0; CMB +1 (+5 grapple); CMD 10 (can't be tripped) |
Feats Multiattack |
Skills Perception +4 |
ECOLOGY |
Environment any forest |
Organization solitary |
Treasure incidental |
SPECIAL ABILITIES |
Constrict (Ex): Do an extra 1d4+1 damage on a successful grapple check.
Grab (Ex): If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action. |
Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly.
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.
Nature | Lore |
---|---|
DC 11 | This is a reproma. It's simply a plant that attacks anything that moves. |
DC 16 | Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense. |
DC 21 | Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you. |
Goblin Chief - Toechopper
'
Toechopper, goblin fighter 3 CR 2 |
---|
XP 600 |
CE small Humanoid (Goblinoid) |
Init +3; Senses Darkvision 60 ft.; Perception +3 |
DEFENSE |
AC 20, touch 15, flat-footed 16 (+3 dex, +4 armor, +1 size, +1 dodge, +1 shield) |
hp 25 (3d10+6) |
Fort +4, Ref +4, Will +2 (+3 vs fear) |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 30 ft. |
Melee MW longsword +6 (1d6+1, 19-20/x2 slashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks none |
Spell-Like Abilities none |
STATISTICS |
Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 6 |
Base Atk +3; CMB +3; CMD 17 |
Feats Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still |
Skills Acrobatics +3, Climb +5, Intimidate +3, Survival +5, Perception +3 |
ECOLOGY |
Environment |
Organization |
Treasure longsword, chain shirt, wooden shield |
SPECIAL ABILITIES |
none |
Goblin Cleric - Dogkicker
'
Dogkicker, goblin cleric 1 CR 1/2 |
---|
XP 200 |
NE small Humanoid (Goblinoid) |
Init +3; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 16, touch 14, flat-footed 12 (+3 dex, +1 armor, +1 size, +1 shield) |
hp 10 (1d8+2) |
Fort +3, Ref +3, Will +3 |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 30 ft. |
Melee longsword +0 (1d6-2, 19-20/x2 slashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks bleeding touch 4/day, channel energy 6/day |
Spell-Like Abilities Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day |
STATISTICS |
Str 6, Dex 16, Con 13, Int 10, Wis 12, Cha 12 |
Base Atk +0; CMB -3; CMD 10 |
Feats Extra Channel |
Skills Heal +5, Spellcraft +4, Perception +1 |
ECOLOGY |
Environment |
Organization |
Treasure |
SPECIAL ABILITIES |
Aura (Ex) Detects as lawful evil.
Channel Energy (Su) Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half. Battle Rage (Sp) Standard action touch grants +1 damage for 1 round. Bleeding Touch (Sp) Melee touch attack for 1d6 damage. Cure Light Wounds (Spell) Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage. Savage Maw (Spell) Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage). |
Deities
Ignost
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).
Domains: Tyranny (Law), Evil, Death, War, Healing
Favored weapon: Longsword
Favored spell: Savage Maw (L 1)
Poisons
Prices
Multiply all price factors.
Frequency | Price |
---|---|
each round | 1 |
each minute | 1.8 |
each hour | ? |
each day | ? |
Onset | Price |
---|---|
immediate | 1 |
delay 1 frequency | 0.8 |
delay 10 frequency | ? |
Save DC | Price |
---|---|
11 | 4 |
12 | ? |
13 | 10 |
14+ | DC |
Cure Count | Price |
---|---|
1 | 1 |
2 | 2 |
3 | 2.5 |
4 | 2.8 |
5 | 3.1 |
6 | 3.3 |
Max Failures | Price |
---|---|
1 | ? |
2 | 4 |
4 | 5 |
6 | 6 |
Damage Type | Price |
---|---|
Dex or Str | 1 |
Unconsciousness | 2 |
Con or HP | 2.5 |
Int, Wis, Cha | ? |
Drain | ? |
Damage Amount | Price |
---|---|
Unconsciousness | 1 |
1 to ability score | 1 |
d2 to ability score | 2 |
d3 to ability score | 3 |
d4 to ability score | 6 |
d6 to ability score | 8 |
2d12 to HP | 0.87 |
Spotted Hood
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.
Type poison (injury); Save Fortitude DC 15
Onset -; Frequency 1/round for 4 rounds
Initial Effect 1d2 Int damage; Secondary Effect 1d2 Int damage; Cure 2 consecutive saves
Other Plants
Gaies Mushrooms
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per goodberry.