Native Halloween plants were far less potent than the ones he was used to and it had taken much longer than he wanted to find suitable replacements for the normal ingredients. Only problem was, the replacements were almost as difficult to obtain as the originals in this Halloween. Looking down as his pestle and mortar, he ran a finger through the powder. It was fine, and once sifted he might filter it for a proper potion. Alas, making do with what was around would lessen the quality and usefulness. Looking out of his tent he gazed around the famine grounds. His people were hard at work but what of the others? He hadn’t a clue. But he did know that without more ingredients, he’d not have enough for the clan proper. It was time to bring in a few little helpers.
A brisk walk to the camps he left a little note on a few doors. No one in particular, but why bother with particulars? He just needed able bodies. The note was crudely written, but it clear enough. Get the ingredients and bring them to Bulbous for a reward. Didn’t say what kind of reward but hey, he was an honorable horseman thank you very much. With the enticement of a reward, the horseman retreated to his tent to refine what he did have. With any luck, the clan’s stockpile would grow, and they might expand. That was just in the future, for now, Bulbous would focus on the present.
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Bulbous Rex, an alchemist from famine had posted flyer offering a reward for the delivery of certain herbs to his tent. The herbs he needs however, are a bit difficult to obtain. Follow each step to obtain each ingredient and once you’re done, return to claim your reward!
Step 5: Stallion’s Leaf
The overpowering scent hits you before you even see it. The thick bush of Stallion Scrub. Tiny brown berries still under ripe your goal is not them, but the thick leaves, filled with all natural FEAR. As you get near, you notice that the bush isn’t exactly in reaching distance. It’s growing off of a rather high ledge on a sheer cliff. Well, with any luck, you won’t fall. Roll 1 d20 to see how you do.
1-10: As you climb the rock face, your fingers struggle to keep a grip. You try to breathe but the smell of the bush proves your undoing as you sneeze, falling to the ground. Owch. (Fail)
11-20: The smell is almost too much and you debate leaving. But the leaves are just in reach. A few baby steps up later, and the plant is in your grasp. With a yank you pull it free, quickly getting down and away from the smelly plant. (Pass)
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Step 1: Rot root
The large weed grow by the swamps and is more than just a bit difficult to get out from the ground. Not because it’s so hard, but because it’s prone to breaking. Digging causes the roots to rip and so the only way to get it is too slowly pull it free. Roll 1 d20 to see how you do.
1-3: You pulled to hard, making the root snap off, and the sudden shock sends you stumbling in the mud… right into the swamp. Better hope no one saw that. (Fail)
4-18: You gently lift the root out by it’s stem. It almost breaks but success! It stays intact. One ingredient down. (Pass)
19-20: You try to pull the root but it doesn’t budge. You tug and tug- Until with a pop, you end up pulling up a wild mashers. You sure you got your plants right? (Fail)
The large weed grow by the swamps and is more than just a bit difficult to get out from the ground. Not because it’s so hard, but because it’s prone to breaking. Digging causes the roots to rip and so the only way to get it is too slowly pull it free. Roll 1 d20 to see how you do.
1-3: You pulled to hard, making the root snap off, and the sudden shock sends you stumbling in the mud… right into the swamp. Better hope no one saw that. (Fail)
4-18: You gently lift the root out by it’s stem. It almost breaks but success! It stays intact. One ingredient down. (Pass)
19-20: You try to pull the root but it doesn’t budge. You tug and tug- Until with a pop, you end up pulling up a wild mashers. You sure you got your plants right? (Fail)
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Step 2: Ascide Bud
A bright green bud surrounded by thick thorns, some as thick as a finger. Getting to the bud takes skill and patience. Not to mention, crushing the bud would be..painful with the acid like nectar inside. Roll 1 d20 to see how you do.
1-5: You reach in but the thorns jab into your wandering hand, causing a painful burning wound. Better get that treated. (Fail)
6-15: Slowly, your hand snakes through the thorns the bug gently twisted free. A tiny p***k, you almost clasp the bud on instinct but phew! You manage to pull your hand safely free. (Pass)
16-20: You manage to reach the bud, but as you try to tug it free, your hand it pricked and your fingers clamp down involuntarily. The nectar from the yet bloomed flower wells up, burning your skin. In pain, you better get that treated for a burn. (Fail)
A bright green bud surrounded by thick thorns, some as thick as a finger. Getting to the bud takes skill and patience. Not to mention, crushing the bud would be..painful with the acid like nectar inside. Roll 1 d20 to see how you do.
1-5: You reach in but the thorns jab into your wandering hand, causing a painful burning wound. Better get that treated. (Fail)
6-15: Slowly, your hand snakes through the thorns the bug gently twisted free. A tiny p***k, you almost clasp the bud on instinct but phew! You manage to pull your hand safely free. (Pass)
16-20: You manage to reach the bud, but as you try to tug it free, your hand it pricked and your fingers clamp down involuntarily. The nectar from the yet bloomed flower wells up, burning your skin. In pain, you better get that treated for a burn. (Fail)
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Step 3: Dark Nuts
The inky black shell of the dark nut blends into the underbrush. Falling from just a few trees outside the clan’s new territory, the risk here isn’t from the plant so much as it’s from others who want the nut, namely the witches who’s property your on. Roll 1 d20 to see how you do.
1-5: You push aside some leaves only to hear the crack of other leaves not to far off. Looking up, you see a witch in the distance, appearing wary that she might have an intruder. Better come back another time… (Fail)
6-15: Working quickly, you gather a sizeable amount of nuts, the witches who are attending to their gardens missing you working. Still, best not to linger. (Pass)
16-20: You’re in the middle of picking up a few nuts before you hear the yip yip yip of a foxfire. A witch’s voice can be heard asking her ‘snooky wookie’ what he’s found. You’re forced to drop the nuts and leave as to not be caught. (Fail)
The inky black shell of the dark nut blends into the underbrush. Falling from just a few trees outside the clan’s new territory, the risk here isn’t from the plant so much as it’s from others who want the nut, namely the witches who’s property your on. Roll 1 d20 to see how you do.
1-5: You push aside some leaves only to hear the crack of other leaves not to far off. Looking up, you see a witch in the distance, appearing wary that she might have an intruder. Better come back another time… (Fail)
6-15: Working quickly, you gather a sizeable amount of nuts, the witches who are attending to their gardens missing you working. Still, best not to linger. (Pass)
16-20: You’re in the middle of picking up a few nuts before you hear the yip yip yip of a foxfire. A witch’s voice can be heard asking her ‘snooky wookie’ what he’s found. You’re forced to drop the nuts and leave as to not be caught. (Fail)
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Step 4: Bloodsucker Flower
The second to last one on the list, the bloodsucking flower. A ‘living’ plant, it catches its prey with vines before draining them dry of FEAR. While it can’t kill a horseman, it can drain their precious FEAR and leave a rather nasty wound. Using your weapon, you’ll have to cut the flower from the base to safely take it. A fight with a flower. That really is what the world has come to.The small patch just a ways inside the wood is not a place anyone wants to stumble into. Especially not when they might be seen getting assaulted by flowers of all things. Roll 1 d20 to see how you do.
1-10: You take a stab at it, but in looking to one, you miss another, it’s vines finding your foot as the petals cut your skin to drink fresh blood and FEAR. The pain and drain makes you stagger back. Better hope no one saw that… (Fail)
11-20: You circle the edges of the patch looking for a prime bloom. Spotting your target you move swiftly, cutting it free and avoiding the catching vines from the other plants. One less ingredient to worry about. (Pass) (Note: Those with ranged weapons such as a bow may shoot the base to rend the flower unable to attack as it’s being taken.)
The second to last one on the list, the bloodsucking flower. A ‘living’ plant, it catches its prey with vines before draining them dry of FEAR. While it can’t kill a horseman, it can drain their precious FEAR and leave a rather nasty wound. Using your weapon, you’ll have to cut the flower from the base to safely take it. A fight with a flower. That really is what the world has come to.The small patch just a ways inside the wood is not a place anyone wants to stumble into. Especially not when they might be seen getting assaulted by flowers of all things. Roll 1 d20 to see how you do.
1-10: You take a stab at it, but in looking to one, you miss another, it’s vines finding your foot as the petals cut your skin to drink fresh blood and FEAR. The pain and drain makes you stagger back. Better hope no one saw that… (Fail)
11-20: You circle the edges of the patch looking for a prime bloom. Spotting your target you move swiftly, cutting it free and avoiding the catching vines from the other plants. One less ingredient to worry about. (Pass) (Note: Those with ranged weapons such as a bow may shoot the base to rend the flower unable to attack as it’s being taken.)
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Step 5: Stallion’s Leaf
The overpowering scent hits you before you even see it. The thick bush of Stallion Scrub. Tiny brown berries still under ripe your goal is not them, but the thick leaves, filled with all natural FEAR. As you get near, you notice that the bush isn’t exactly in reaching distance. It’s growing off of a rather high ledge on a sheer cliff. Well, with any luck, you won’t fall. Roll 1 d20 to see how you do.
1-10: As you climb the rock face, your fingers struggle to keep a grip. You try to breathe but the smell of the bush proves your undoing as you sneeze, falling to the ground. Owch. (Fail)
11-20: The smell is almost too much and you debate leaving. But the leaves are just in reach. A few baby steps up later, and the plant is in your grasp. With a yank you pull it free, quickly getting down and away from the smelly plant. (Pass)
Once all things are gathered you can go to Bulbous, who with a grin take the herbs and hands you a small vial. “It’s not as strong as the real stuff”, he says before getting to work with the herbs you’ve brought to him, “but in battle it will give you enough of an edge. Now get going before you muck up something.” The vial is small and holds a faintly glowing green liquid. If only you could have gotten some tokens…
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Congrats! If you’ve passed all the stages, you now have one vial of Bulbous’s healing elixir. This is a onetime use item that will heal you in battle by rolling one d6, healed for the amount rolled. You can only get one at a time, and once used you must do the prompt again to get another.
Completing all stages earns you +1 rp point. Getting over 800 words earns you +2 rp points!
THESE DOUBLE UP FOR DOUBLE RP POINTS WEEK!
Completing all stages earns you +1 rp point. Getting over 800 words earns you +2 rp points!
THESE DOUBLE UP FOR DOUBLE RP POINTS WEEK!