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Mantyluoto |
Posted: Jan 21 2004, 11:13
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![]() New Monster: Hairy Dragon ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 446 Member No.: 17 Joined: 15-January 04 ![]() |
Can anyone tell me the game effects of Forkroot tea
on those who can touch the true source? the initiate in my party is about
to have an encounter with it. thanx Manty -------------------- For Those About To Rock, We Salute You |
MagusRogue |
Posted: Jan 22 2004, 01:42
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![]() Village fool. Paid well. ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 703 Member No.: 26 Joined: 16-January 04 ![]() |
basically, it's pretty potent (I would set the poison
Fort save DC at 16 at least). When ingested, it knocks you out (i would
say Primary: Unconscious). Then when you do wake up, it leaves you with a
massive headache, which not only dissorients you but keeps you from
reaching the One Power (Secondary Effect: Special: -2 on all actions for
1d4 hours. Channelers during this duration cannot Embrace the One Power.)
-------------------- Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's
done. Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed. |
KSBsnowowl |
Posted: Jan 22 2004, 01:54
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![]() Elder Scholar ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 125 Member No.: 35 Joined: 17-January 04 ![]() |
Ah, but in the books it took a little while after
drinking it for it to take effect. I'd say primary effects some type of
temp Dex damage (1d6?) and maybe strength dmg too. The unconciousness I'd
make the secondary effect. The block to channeling could either be part of
the primary effect or maybe make it take effect 5 rounds (30 sec) after
the primary effect. -------------------- Patterns in the Weave: Aermon, son of
Hamiel, son of Kamm, Male Ogier Wanderer 1 This Ogier left on a Grove-tour with his Greatfather, and he hopes to replenish the decimated Groves. The greatest trick the Devil ever pulled was convincing the world he didn't exist. Duty is as heavy as a mountain, death as light as a feather. |
Quillion |
Posted: Jan 22 2004, 02:51
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![]() Elder Scholar ![]() ![]() ![]() ![]() ![]() Group: Moderators Posts: 126 Member No.: 11 Joined: 6-January 04 ![]() |
Forkroot (by CdtData and Free-Moiraine) Forkroot numbs the afflicted, making it difficult to act or embrace the One Power. It is especially useful against channelers due to this power. It has a cool, minty taste that is easily disguised in tea or other beverages. It is an herb that is at least fairly plentiful in the Tarabon region, if not in other places. Poison Type: Ingestion, Fort save (DC 17) against being poisoned Damage: Temporary 1d6 Dex loss, unconscious/slowed, special* *Special Rare Knowledge: Forkroot temporarily prevents channelers from channeling for 1d4 hours. If the channeler is unconscious, this starts once the victim has regained consciousness Taraboner herbalists have a 50% chance of knowing about forkroot, but not its channeling effects Professional herbalists have a 25% chance, but not the channeling effects Aes Sedai have a 5% chance, but not the channeling effects Yellow Aes Sedai have a 3% chance of knowing about forkroot and its channeling effects All others have no chance of knowing. After a character is poisoned, the GM rolls 1d6 for unconsciousness/slowed results: Roll Result 1 25% slowed 1d4 hours 2 50% slowed 1d4 hours 3 75% slowed 1d4 hours 4 Incapacitated but conscious 1d4 hours 5 Unconscious 1d4 hours, 50% slowed for ¼ the unconscious roll 6 Unconscious 1d6 hours, 50% slowed for ½ the unconscious roll This post has been edited by Quillion on Jan 22 2004, 02:51 AM -------------------- Quillion Ogre Sage of Pencil Pushers Publishing Mythical Gaming! Coming soon for 3P's the Last Dominion: Night of Fire by Randy Madden (Eosin the Red) Here There Be Monsters by Steven Russell (Quillion) "A hundred thousand lemmings can't be wrong!"--Anonymous |
MagusRogue |
Posted: Jan 22 2004, 03:07
AM
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![]() Village fool. Paid well. ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 703 Member No.: 26 Joined: 16-January 04 ![]() |
dunno, from the way it says in the books, it causes a
numbness of the mind, and a massive headache. The headache makes it hard
to think, and impossible to channel, as you can't concentrate long enough
to Embrace. -------------------- Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's
done. Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed. |
Blaeric Fen |
Posted: Jan 31 2004, 03:42
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![]() Honorary Court JeSter ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 267 Member No.: 71 Joined: 30-January 04 ![]() |
So, it would basically give a negative bonus to concentration checks, & the channeler would have to roll a concentration check to embrace the source? BTW, how exactly do poisons work, how do you work the primary and secondary damage? & when would you roll it? -------------------- If you've got nothing to live for, what's the point
of living? Dont be afraid of death, be afraid of an unlived life ; you dont have to live forever, you just have to live... | ||
Mantyluoto |
Posted: Jan 31 2004, 09:37
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![]() New Monster: Hairy Dragon ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 446 Member No.: 17 Joined: 15-January 04 ![]() |
good question, its one ive always wanted to ask but
have been to scared (ah)! i generally use damage for my poisons to make it easier but every now and then i dabble with ability damage. -------------------- For Those About To Rock, We Salute You |
MagusRogue |
Posted: Jan 31 2004, 03:27
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![]() Village fool. Paid well. ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 703 Member No.: 26 Joined: 16-January 04 ![]() |
for the first question, basically, though the DC should be insanely high (35+). Forkroot is effective. For the second, Poisons work thusly: When you first suffer the poison (injury, ingestion, whatnot), you immediately make a Fort save. IF you succeed, you suffer no effects. Fail, and you suffer Primary Damage. Furthermore, if you fail you must make another Fort save 1 minute (10 rounds) later, or suffer the secondary damage. After that (if you're still alive) the poison doesn't affect you any longer. -------------------- Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's
done. Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed. | ||||
Dortamur |
Posted: Feb 1 2004, 03:13
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![]() Learned Master ![]() ![]() ![]() Group: Members Posts: 26 Member No.: 36 Joined: 18-January 04 ![]() |
Hey! You're right! I was going to say that, even if
they pass the first save, they still take the second save, but re-reading
the WoT RPG Book, it pretty clearly states that you only do the second
save if you fail the first save - unlike D&D where if you pass the
first save, you still have to attempt the second save. And now that's come up, I'm not sure which one I agree with. It certainly makes Poisons a lot less effective in WoT - or, if you counter by giving them higher DCs and stronger effects, it makes them potentially, but less likely, worse. This post has been edited by Dortamur on Feb 1 2004, 03:14 AM |
MagusRogue |
Posted: Feb 1 2004, 05:12
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![]() Village fool. Paid well. ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 703 Member No.: 26 Joined: 16-January 04 ![]() |
ummm, as far as I know, the DMG 3.5 says the same
thing. Succeed on your first fort save, don't need to make a second one.
-------------------- Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's
done. Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed. |
Dortamur |
Posted: Feb 2 2004, 02:52
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![]() Learned Master ![]() ![]() ![]() Group: Members Posts: 26 Member No.: 36 Joined: 18-January 04 ![]() |
Aaah! I haven't upgraded to 3.5 yet. Still on 3.0...
|
MagusRogue |
Posted: Feb 2 2004, 04:13
AM
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![]() Village fool. Paid well. ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 703 Member No.: 26 Joined: 16-January 04 ![]() |
You should. I'll prolly be one of the few who says
3.5 was a good idea, though i agree it should have waited a year or two.
-------------------- Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's
done. Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed. |
KSBsnowowl |
Posted: Feb 2 2004, 01:53
PM
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![]() Elder Scholar ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 125 Member No.: 35 Joined: 17-January 04 ![]() |
3.0 D&D DMG, p. 79: ....or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he suffers the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw. -------------------- Patterns in the Weave: Aermon, son of
Hamiel, son of Kamm, Male Ogier Wanderer 1 This Ogier left on a Grove-tour with his Greatfather, and he hopes to replenish the decimated Groves. The greatest trick the Devil ever pulled was convincing the world he didn't exist. Duty is as heavy as a mountain, death as light as a feather. |
MagusRogue |
Posted: Feb 2 2004, 03:19
PM
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![]() Village fool. Paid well. ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 703 Member No.: 26 Joined: 16-January 04 ![]() |
wait, i was wrong. it's the same in 3.5. If you
succeed on the first, you still need to make a second saving throw 1
minute later. Though i use Assassin's Handbook for non-magical poison
timing, as 1 minute later for everything is a bit off (some poisons won't
affect you for days) -------------------- Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's
done. Magus the Extreme. Your wonderfully-ghoulish partner GM of Patterns of the Weave. Be fearful, indeed. |
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