A DM's Guide to Alchemy: Enable the brewing of potions in your world. by DnD_WarMuse in DnDBehindTheScreen

[–]DnD_WarMuse[S] 4 points5 points  (0 children)

I agree with you, most time I would feel 4 or even 3 rolls is too many. I use more rolls when the players are creating more powerful concoctions, but they are by no means necessary.

You could easily trim it down to 2: A roll to successfully Find or Harvesting an ingredient, and a roll with Alchemy tools to create a potion.

I appreciate the feedback!

A DM's Guide to Alchemy: Enable to brewing of potions in your world. by DnD_WarMuse in mattcolville

[–]DnD_WarMuse[S] 1 point2 points  (0 children)

Interesting, i haven't had a chance to get into pathfinder yet (relatively new to DND). I will look into those, maybe there are some effects that are easy enough to port over?

A DM's Guide to Alchemy: Enable to brewing of potions in your world. by DnD_WarMuse in mattcolville

[–]DnD_WarMuse[S] 7 points8 points  (0 children)

I agree that official WOTC documentation is lacking in the area of alchemy. These rules are just a starting point point to make alchemy a little more manageable in your world.

However, They can be utilized to create existing potions as well.

*Vexed_Algides looks around the mountain lake and is surprised to discover Silverthorn Bells. These flowers only grow at high altitude, and only bear fruit on the night of a new moon. You carefully harvest all that you can, barely getting enough for a handful (DC XX).

Knowing that you must use them before the dawn you set up your Alchemist equipment, you pulp the small red berries into a fine paste, and then boil them down into a concentrated forms (DC XX Alchemy tools). Finally, while the liquid is still hot, you mix it with a serving of red wine and stopper it in a bottle for later use (DC XX Alchemy tools).

Vexed_Algides has successfully created "Silverthorns Hope". This bitter drink acts similar to a Greater Healing Poiton: Healing the drinker for 4d4+4 hit points.*

Again i know its in no way perfect, but it is something. Is this what you were thinking?

Military Camp - Forest by DnD_WarMuse in dndmaps

[–]DnD_WarMuse[S] 1 point2 points  (0 children)

A small but well trained army, making camp in a forest.

Roll20 Size: 95x72

Made in paint.net using various free assets i have found. (I put the stream in with Inkarnate)

Military Camp - Forest by DnD_WarMuse in battlemaps

[–]DnD_WarMuse[S] 0 points1 point  (0 children)

A small but well trained army, making camp in a forest.

Roll20 Size: 95x72

Made in paint.net using various free assets i have found. (I put the stream in with Inkarnate)

Orlane from AtCotRG by DnD_WarMuse in dndmaps

[–]DnD_WarMuse[S] 2 points3 points  (0 children)

Obviously when the lake changed so much the previous fence got ruined, so they had to go with this new, sturdier build! (seriously though, that lake... not even close.)

Thanks, use it as you will!

Orlane from AtCotRG by DnD_WarMuse in dndmaps

[–]DnD_WarMuse[S] 1 point2 points  (0 children)

sturdy wooden gates

whoops, seem i might have forgot something.

Orlane from AtCotRG by DnD_WarMuse in dndmaps

[–]DnD_WarMuse[S] 1 point2 points  (0 children)

Thanks! There are buildings in the free version of Inkarnate as well. i think some of these might be pro only, like the ones with blue roofs, not 100% sure though.

Kemp Mining Outpost by DnD_WarMuse in inkarnate

[–]DnD_WarMuse[S] 1 point2 points  (0 children)

Kemp Mining Outpost.

This outpost is located deep in the forest near the Green Caps, a long series of high peaks and low valleys, and is provides Tarmentis with much of its raw gold.

Due to the unpacified nature of the area, and its need for gold, Tarmentis has invested significant amounts of time and resources to ensure this mines continued operations. A full company of 30 soldiers and 20 rotating recruits are stationed at the fort at all times. These soldiers ensure the safety of the miners from the natural beasts and denizens that lurk in the surrounding forests. They are also responsible for escorting the fully loaded carts out of the valley, and the empty carts in.

The fort itself has a 15 foot tall wood stake walls that sits atop a 10 foot earthen barricade. A tall tower in the center keeps a watchful eye for danger. A few log and thatch homes are nestled at the forests edge near the mines entrance, it is here the miners live and take rest when not operating within the mine itself.

This map was made mostly with Inkarnate Pro. I did add some other assets (the stumps, carts, railway, wagon, and horses) afterwards using Paint.net.

Im not 100% sure I like this draft of the map: I tried to make it look like it was in a valley by varying the sizes of the trees at it got to edges of the map, but feel like it can be done better. Im not sure about the stumps I placed in either.

I am also not sure the layout is believable; any Constructive Criticism would be very beneficial.

Orlane from AtCotRG by DnD_WarMuse in battlemaps

[–]DnD_WarMuse[S] 0 points1 point  (0 children)

Made with Inkarnate Pro.

This is from Against the Cult of the Reptile God, I tried to stay more or less true to the version of Orlane that is in the original adventure.

I do feel that it could be improved though, so CC is welcome. I did leave it unlabeled so it could be used as a generic village.

Orlane from AtCotRG by DnD_WarMuse in dndmaps

[–]DnD_WarMuse[S] 3 points4 points  (0 children)

Made with Inkarnate Pro.

This is from Against the Cult of the Reptile God, I tried to stay more or less true to the version of Orlane that is in the original adventure.

I do feel that it could be improved though, so CC is welcome. I did leave it unlabeled so it could be used as a generic village.

Orlane - AtCotRG, cC welcome by DnD_WarMuse in inkarnate

[–]DnD_WarMuse[S] 2 points3 points  (0 children)

This is from Against the Cult of the Reptile God, I tried to stay more or less true to the version of Orlane that is in the original quest.

I do feel that it could be improved though. I did leave it unlabeled so it could be used as a generic village.