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Old 09-15-2020, 06:45 AM   #1
hcobb
 
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Location: Pacheco, California
Default Healing Mushrooms

When each healing mushroom is eaten roll 3d6.

On a roll of 3 the mushroom causes 1d6 of poison damage.

On a roll of 4 it has the effect of a Hallucinogenic mushroom.

Otherwise if you roll higher than the number of days since it was picked then it functions as a healing potion.

Otherwise it has no effect.

So if it was picked 12 days ago then it heals on a roll of 13 to 18.

Note that the subject must be awake (at ST 1 or higher) to eat these.
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Old 09-15-2020, 08:28 AM   #2
larsdangly
 
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Default Re: Healing Mushrooms

I like it!
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Old 09-15-2020, 10:42 AM   #3
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Default Re: Healing Mushrooms

Quote:
Originally Posted by hcobb View Post
When each healing mushroom is eaten roll 3d6.

On a roll of 3 the mushroom causes 1d6 of poison damage.
That's an interesting use of the term "healing".
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Old 09-15-2020, 11:30 AM   #4
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Default Re: Healing Mushrooms

These are designed to be risky and perishable, but not a reliable weapon.

Adjust the recipe as needed for your adventures.
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Old 09-15-2020, 12:03 PM   #5
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Default Re: Healing Mushrooms

Allow me to suggest a slight modification:

There are four mushroom species, very closely related, and often referred to as the Sisters of Fate. They are most often found growing together and can only be told apart at their youngest stage, and even then they are frequently misidentified by Expert Naturalists. At maturity they are completely indistinguishable from each other. The most common among these is edible, though, like its sisters, not palatable. The next most abundant has healing properties when mature and fresh. The last two, thankfully, are the most rare, their alkaloids producing either hallucinations or pain and internal organ damage.
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Old 09-15-2020, 03:30 PM   #6
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Default Re: Healing Mushrooms

Quote:
Originally Posted by Shostak View Post
Allow me to suggest a slight modification:

There are four mushroom species, very closely related, and often referred to as the Sisters of Fate. They are most often found growing together and can only be told apart at their youngest stage, and even then they are frequently misidentified by Expert Naturalists. At maturity they are completely indistinguishable from each other. The most common among these is edible, though, like its sisters, not palatable. The next most abundant has healing properties when mature and fresh. The last two, thankfully, are the most rare, their alkaloids producing either hallucinations or pain and internal organ damage.
Morphine Mushrooms: they combine the Healing and Hallucinations effects.
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Old 09-15-2020, 06:37 PM   #7
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Default Re: Healing Mushrooms

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Originally Posted by Senturian View Post
Morphine Mushrooms: they combine the Healing and Hallucinations effects.
And addictive!!!
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Old 09-15-2020, 07:01 PM   #8
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Default Re: Healing Mushrooms

Quote:
Originally Posted by Shostak View Post
Allow me to suggest a slight modification:

There are four mushroom species, very closely related, and often referred to as the Sisters of Fate. They are most often found growing together and can only be told apart at their youngest stage, and even then they are frequently misidentified by Expert Naturalists. At maturity they are completely indistinguishable from each other. The most common among these is edible, though, like its sisters, not palatable. The next most abundant has healing properties when mature and fresh. The last two, thankfully, are the most rare, their alkaloids producing either hallucinations or pain and internal organ damage.
I think that Henry's idea is good because the mushrooms degrade over time. This prevents effective hoarding if a source is found. (Though it does allow the player to waste time or money trying to hoard.)

On the way back from a hard day's dungeoning, the party encounters a travelling salesman hawking these mushrooms. He goes so far as giving out a sample, which works as promised. The characters examine the mushrooms carefully and even the naturalist agrees that the sample is one of the products, so the gang buys out his wares and heads home.

Once home, of course, it's much cheaper to naturally heal one's wounds, so they spend the next two and a half weeks convalescing, awaiting the day of the next adventure, calm in the knowledge that they have the equivalent of two dozen healing potions....
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Old 09-15-2020, 07:17 PM   #9
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Default Re: Healing Mushrooms

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Originally Posted by phiwum View Post
I think that Henry's idea is good because the mushrooms degrade over time. This prevents effective hoarding if a source is found. (Though it does allow the player to waste time or money trying to hoard.)
I agree. But it seems odd that one species could be healing, hallucinogenic, or deadly.
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Old 09-16-2020, 09:12 AM   #10
larsdangly
 
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Default Re: Healing Mushrooms

Maybe, like real mushrooms, it's so hard to tell the various species apart that even an expert can get a surprise now and then.
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