For use with Thornale’s abilities:
Shiverstem
- Description: This pale, translucent stalk grows high among frozen cliffs. Its stem glows faintly blue when the wind howls.
- Color: Icy blue-white
- Harvest Time: Early morning, just after frost forms
- Effect: When smoked or brewed, DC 15 Fort save or -2 Constitution for 1 hour. If saved, grants cold resistance 5 for 10 minutes.
- Note: Brewing it into tea reduces toxicity. Smoking it gives faster onset but harsher penalty.
Lampsoul Moss
- Description: Found clinging to rocks near arcane anomalies. Gently luminescent and sticky.
- Color: Pale green with silver veins
- Harvest Time: During the full moon
- Effect: Used as a potion additive. Adds +10% to potion potency but has a 10% chance to trigger wild magic surge when consumed.
- Extraction: Must be cut with a silver blade and stored in lead-lined containers.
Moontears
- Description: Fragile night-blooming flowers found only on seaside cliffs.
- Color: Translucent white, glows faintly under moonlight
- Harvest Time: Midnight during waning moon
- Effect: Grants low-light vision for 1 hour. If the user already has it, upgrades to darkvision 30 ft.
Thornmilk
- Description: Milky sap from a gnarled desert shrub, oozes when thorns are snapped.
- Color: Pale ivory
- Harvest Time: Dusk, while the sap is still cool
- Effect: Contact poison. DC 14 Fort save or suffer itching rash and -2 Dex for 1d4 rounds.
Wyrdwort
- Description: Twisted root with multicolored tendrils, known to grow only in haunted or cursed soil.
- Color: Purple-black exterior, glowing green inner flesh
- Harvest Time: During thunderstorms
- Effect: Causes hallucinations. DC 17 Will or see ethereal spirits for 1d4 hours (may accidentally detect invisibility).
- Use: Used as catalyst in dream potions and spirit-channeling brews.
II. NEW VENOMS & TOXIC SUBSTANCES
Scaleblight Venin
- Source: Glands of deep sea serpents
- Color: Sickly green with silver streaks
- Effect: Injury poison. DC 20. 1d6 Constitution on first and secondary damage. If both saves fail, the victim becomes nauseated for 1 minute.
Mireleech Slime
- Source: Collected from swamp-dwelling parasites
- Color: Grey-brown mucus
- Effect: Contact or ingested poison. DC 16 Fort save or suffer 1d3 Con damage and fatigue for 1 hour.
- Harvest Tip: Best collected at dusk when leeches surface.
Fleshrot Bile
- Source: Boiled down bile from undead
- Color: Thick black fluid that smells of copper and rot
- Effect: Disease poison. DC 22. 1 Cha damage and 1d3 Con damage per day until cured.
Glassfang Dust
- Source: Ground crystal spider fangs
- Color: Sparkling, razor-fine powder
- Effect: Inhaled. DC 18 Fort save or 1d4 Dex damage and bleeding lungs (1 hp/round until healed).
Ashspit
- Source: Glandular fluid from volcanic lizards
- Color: Viscous dark red liquid
- Effect: Weapon venom. Causes dazzling and 1d6 fire damage per round for 2 rounds (DC 16 Fort).
III. CUSTOM ALCHEMICAL ITEMS
Blightfire Canister
- Type: Thrown Bomb (10 ft. radius)
- Craft DC: 28
- Cost: 350 gp
- Effect: Explodes in green flame. 3d6 fire + 1d4 acid damage. Creatures in radius catch fire unless Reflex save (DC 17).
- Ingredients: Ashblood Resin, Blightmoss Spores, alchemical oil base
- Procedure: Must be cooled with frostleaf solution before sealing to avoid premature detonation.
Witchsmoke Grenade
- Type: Alchemical Smoke Bomb
- Craft DC: 22
- Cost: 100 gp
- Effect: Creates purple fog cloud for 1d4 rounds. All inside must Will save (DC 14) or be shaken.
- Ingredients: Graycap Spores, powdered ironroot, Hag’s Breath
Revenant’s Elixir
- Type: Combat Drug
- Craft DC: 30
- Cost: 500 gp
- Effect: Cannot drop below -1 HP for 5 rounds. After, suffer 1d4 Con damage and unconsciousness.
- Ingredients: Hollowdream Resin, Frostleaf, vampire ichor, Wyrdwort
Widow’s Kiss Tincture
- Type: Injury Poison
- Craft DC: 24
- Cost: 250 gp
- Effect: DC 18 Fort. On fail: 1d6 Dex damage + 1 round paralysis. Secondary: blindness for 1 minute.
- Ingredients: Thornmilk, Scaleblight Venin, Moondust Rose
Alchemist’s Caldera
- Type: Stationary Trap
- Craft DC: 26
- Cost: 300 gp
- Effect: Sprays 10 ft. cone of caustic vapor. 2d6 acid + 1d6 fire (Reflex DC 16 halves).
- Ingredients: Acid flasks, Dragon Saliva, copper tubing
- Setup: Requires a pressure valve and timed sparkstone fuse.
IV. RARE & INFERNAL INGREDIENTS
Blackthorn Heart
- Origin: Cursed battlefield trees
- Use: Necrotic potion additive
- Effect: Grants negative energy damage to potion or poison. Can be used in undead-binding rituals.
Hellfume Oil
- Origin: Distilled from infernal plane vapors
- Effect: Alchemical accelerant. Doubles explosive radius or adds +1d6 fire damage.
Siren’s Gel
- Origin: Extracted from drowned sirens
- Effect: Grants +4 Bluff or Diplomacy for 1 hour, but -2 Wis
- Note: Highly addictive. Save each day used or become obsessed.
Soulglass Shard
- Origin: Crystallized spirit residue
- Effect: Add to potion or poison. Affects incorporeal creatures for 1 round per dose.
- Note: Dangerous to handle without gloves—can cause nightmares.
“There’s more power in a fistful of thornmilk and a flask of wyrdwort than in most wizard’s tomes. The trick is surviving your own brilliance.”
– Squib, Alchemist
Additional: HERBS, ROOTS, AND BOTANICAL INGREDIENTS
The earth’s breath carries secrets. From mist-choked valleys to sunless mountain peaks, the plants of the world whisper their power to those who dare to pluck them.
Ashroot
- Terrain: Charred highlands or recent wildfire zones
- Color: Pale gray with coal-black veins
- Harvest Time: Three days after a fire passes
- Lore: Believed to be the scorched memory of the land. Handling the root requires gloves—its touch stains fingers with soot that won’t wash away for days.
- Use: Ground into a powder and mixed with alcohol for fire-related alchemy.
- Effect: +2 Craft (Alchemy) when used in any fire-based concoction. Can also be smoked to enter a rage-like state for 1 round (then fatigued).
Mireblossom
- Terrain: Rotting marshes, especially near still pools
- Color: Purple and black petals with luminous edges
- Harvest Time: At high tide during overcast weather
- Lore: Its petals seem to drink in light, and the blossoms open only when no direct sun touches them.
- Use: Catalyst in potent poisons
- Effect: Mixed into toxins, it increases their DC by +1. When burned, creates a haze that causes nausea.
Firemoss
- Terrain: Crevices of dormant volcanoes or hot springs
- Color: Crimson with faint golden specks; glows faintly when dry
- Harvest Time: Noon of a cloudless day
- Lore: Said to be lichen that grew from dragon blood spilt in ancient wars.
- Use: Combustion agent in alchemical bombs, flamethrower traps
- Effect: Adds +1d4 fire damage when included in explosive alchemy.
Crowthorn
- Terrain: Wind-whipped coastal cliffs
- Color: Jet black leaves with ruby-red sap
- Harvest Time: Dusk, during a waning moon
- Lore: Used in blood rites by pirate cults. Thorns used to prick the skin during seafaring oaths.
- Use: Ritual brew or war paint
- Effect: +2 bonus to saves vs necromancy for 1 hour. Causes mild paranoia (-1 to Spot/Listen).
Seasinger Bulb
- Terrain: Underwater cliffs and coral shelves
- Color: Soft pearlescent whites with shimmering veins
- Harvest Time: Low tide during equinoxes
- Lore: Said to bloom in tune with siren songs, attracting sea creatures and lonely sailors alike.
- Use: Water breathing potions or deep-sea antidotes
- Effect: Grants water breathing for 10 minutes. Can be eaten raw (Fort DC 15 to avoid nausea).
New Additions:
Frostvein
- Terrain: Glacial caves and frozen tundra
- Color: Pale blue with veins of white
- Harvest Time: Pre-dawn of the coldest week of winter
- Use: Cold resistance potions
- Effect: Grants cold resistance 10 for 1 hour when brewed properly.
Bloodmint
- Terrain: Shaded forest floors near predator dens
- Color: Green with crimson speckles
- Harvest Time: High noon
- Use: Stimulant or healing infusion
- Effect: Restores 1d4 HP when chewed. Too much causes hallucinations.
Duskgold Root
- Terrain: Abandoned graveyards or cursed fields
- Color: Dark golden with rust-like spots
- Harvest Time: Twilight
- Use: Spirit-sight elixirs or necromantic infusions
- Effect: Allows detection of undead for 10 minutes (as detect undead). Unsettling side effects.
Serpent’s Beard
- Terrain: Jungle riversides
- Color: Long green vines with yellowish fuzz
- Harvest Time: During heavy rain
- Use: Used in antidotes and resistance brews
- Effect: +2 bonus to saves vs poisons for 1 hour.
VENOMS, TOXINS, & DEATHROOTS
A drop of pain, a breath of finality. These are the unspoken weapons of the shadowed and the damned.
Drycoil Oil
- Source: Desert vipers, extracted by boiling glands
- Color: Amber
- Use: Blade or contact poison
- Effect: DC 17 Fort save or take 1d3 Dex and become clumsy (-2 to Acrobatics, Climb).
Necroweaver Venom
- Source: Undead spider breeds found in crypts
- Color: Black ichor
- Use: Inhaled or blade venom
- Effect: DC 21 Fort save or paralyzed for 1 round, then fatigued.
New Additions:
Rimebane Extract
- Source: Frostwasps
- Color: Pale blue fluid
- Use: Injury poison
- Effect: DC 18 Fort save or suffer 1d4 Dex and 50% movement speed for 1 hour.
Spitepetal Oil
- Source: Distilled from thorny jungle flower
- Color: Violet with swirling black center
- Use: Injury or inhaled poison
- Effect: DC 19 Will save or -2 to all Charisma-based checks and fear effects for 1 hour.
Phantom Venin
- Source: Spirit eels (ghostly creatures)
- Color: Transparent
- Use: Inhaled, rare
- Effect: DC 22 Will save or see visions of the dead, treated as confused for 1d4 rounds.
- Garook Ichor
- • Source: Garooks — aggressive, carnivorous hornet-mantid hybrids the size of a forearm
• Color: Thick, opalescent green with streaks of iridescent gold
• Use: Injury poison (stingers, blades, or alchemically stabilized darts)
• Effect: DC 20 Fortitude save or suffer 1d6 Constitution damage and begin convulsing violently. On a failed save, the victim also suffers -2 to all attack rolls and Dexterity-based checks for 1 minute as their muscles seize and spasm.
• Harvesting Note: Extraction is dangerous—Garooks defend hives with near suicidal fury. Venom sacs must be removed while the corpse is still twitching for full potency (Craft [Poisonmaking] DC 20).
• Special Trait: If used within 1 hour of harvest without stabilization, the venom causes intense buzzing to echo in the victim’s ears, imposing a 20% spell failure chance for spells with verbal components for 1 minute.
Expanded additional information of these wonderous and dangerous insects.
THE GAROOK: Hive of Weapons, Wonders, and Warnings
“They don’t just sting you—they unmake you.”
—Kraglann, Siege-Warlock of the Hag
1. Garook Ichor (already defined above)
- Source: Venom glands
- Use: Injury poison
- Effect: DC 20 Fort, 1d6 Con + muscle convulsions, 20% verbal spell failure if fresh
2. Royal Garook Jelly
- Source: Only from the Queen’s swollen nutrient sac
- Color: Iridescent violet-gold paste with a sharp acidic aroma
- Use: Alchemical enhancement, warlock brews, transformation rituals
- Effect:
- When distilled (Craft Alchemy DC 25): Creates a draught that temporarily grants +2 Intelligence and +2 to all Knowledge checks for 1 hour.
- Raw ingestion: Fort DC 20 or become nauseated for 1d4 hours; on success, gain low-light vision for 24 hours and minor hallucinations.
- Rarity: Extremely rare (1 dose per queen, max)
3. Garook Chitin Plates
- Source: Carapace and leg exoskeleton
- Appearance: Oil-black with jade ridges; unnaturally hard yet flexible
- Use:
- Armorcraft: Can be used to craft Chitin Mail (as studded leather +1, but immune to acid corrosion).
- Trap Material: Shard-blades deal +1 bleeding on hit (Craft Trapmaking DC 18).
- Properties: Resistant to acid, extremely light (1/2 weight of steel)
4. Wing Membrane (Tarsil Film)
- Source: Translucent wings of mature drones
- Use: Optical cloaking, illusion reagents
- Effect:
- Ground into a powder, it serves as a vital component for invisibility potions or glamers (Craft DC 22).
- When affixed to a cloak or clothing (Craft Leatherworking DC 20), grants +2 to Hide in low-light conditions.
- Optional Use: When scorched and inhaled, gives visions of ultraviolet light for 1 minute, allowing the reading of magical glyphs invisible to normal sight.
5. Comb Resin (Warwax)
- Source: Secretions used to line the inner hive
- Appearance: Sticky golden-black wax, semi-flammable
- Use:
- Component in slow-burn incendiary bombs or adhesive traps (Craft Explosives DC 21)
- Can be applied to a blade—on a successful hit, DC 15 Reflex save or weapon sticks to wound (-2 to opponent’s next attack)
- Special: If mixed with Firemoss, creates a compound that ignites with air exposure after 1d4 rounds.
6. Garook Brood Slime (Larval Bile)
- Source: Harvested from brood chambers
- Use: Alchemical fermentation or necrotic enhancement
- Effect:
- Used to breed homunculi or necrotic familiars that are partially insectoid
- Added to healing salves, it inverts effect: instead of healing, causes 1d4 damage per round for 3 rounds on a failed Fort save (DC 17). Excellent for cursed healing traps.
7. Scent Gland Musk
- Source: Located behind thorax; normally used to signal hive mates
- Use: Stealth toxin, decoy concoctions
- Effect:
- Rubbed onto clothing or traps, it causes insectoids (and similar monsters) to ignore the wearer for 1 hour
- Can be used in poisons to induce disorientation (target must succeed Will save DC 15 or cannot distinguish allies from enemies for 1 round)
The Hive Itself:
A Garook Hive is less “beehive” and more “living cathedral of calcified hunger.”
- Appearance: Towering structures of wax, resin, and bone-like material, often in cliffside hollows or the ribcages of immense long-dead beasts.
- Disturbing Facts:
- Living Hive: Garooks keep prey alive inside the hive, cocooned in wax-honey, paralyzed but aware.
- Queen’s Throne: Nestled in a central chamber, pulsing with bioluminescent fungus and vibrating with the thrum of her madness.
- Echochambers: Acoustically tuned to amplify pheromone signals and queen-chatter; magic may be warped here.
RARE INGREDIENTS & INFERNAL ELEMENTS
Not all reagents grow under the sun. Some must be bought with blood, ash, or the whispered names of old gods.
Echo Amber
- Source: Crystallized sap from haunted trees
- Use: Holds the last words of the dying
- Effect: Can be used in potions to replay final moments of death.
New Additions:
Bloodcoal
- Source: Infernal forges, lava fused with hellhound blood
- Effect: Used as fuel or in forging demonic weapons. Burns unnaturally cold—perfect for cursed metal.
Bonevine
- Source: Grows through old battlefields
- Use: Animated undead binding
- Effect: When brewed into an ink, used to tattoo undead; grants +1 HP/HD.
REMEDIES, HEALING BALMS & TONICS
Every poison has its antidote. Every wound, a salve—if the hand is steady and the heart true.
Witchhazel Draught
- Appearance: Light amber liquid, sweet smell
- Use: Applied to wounds or drank
- Effect: Heals 1d8 HP. +2 vs disease for 1 hour. DC 20 Craft (Alchemy).
Ghostmilk Tonic
- Appearance: Pale, bluish-white fluid with a metallic tang
- Use: Ingested
- Effect: Removes fatigue and 1 point of Wis damage. 1/day.
Bloodroot Salve
- Appearance: Deep red paste with woody scent
- Use: Applied topically
- Effect: Heals 2d6 HP over 1 minute. Leaves an ugly scar. DC 15 Heal or Craft.
New Additions:
Amberglass Elixir
- Use: Anti-venom and fever medicine
- Effect: Grants a new save vs ongoing poison at +4 bonus. DC 18 Craft.
Moonleaf Compress
- Use: Eye remedy
- Effect: Restores 1d4 Wis damage from mental effects or illusions.
Ironbark Bandage
- Use: Binding wound wrap made from thin bark strips
- Effect: Heals 1d4 HP per hour. Used in field hospitals for rapid triage.
Stoneshade Poultice
- Use: Breaks magical paralysis or stiffness
- Effect: Removes hold person and similar effects. Smells strongly of sulfur.