Forest/ Jungle
4 Votes


Hits: 5897
Comments: 9
Ideas: 6
Rating: 4.25
Condition: Normal
ID: 3763


March 3, 2008, 6:22 pm

Vote Hall of Honour
Cheka Man

You must be a member to use HoH votes.
Author Status


Plants of the Garden-Fortress


An assortment of magical, dangerous plants, derived from natural plants and steeped in odd magics.

Rapacious Snapdragon
Death Nettle
Spitting Euphorbia
Scorpian Grass

Additional Ideas (6)

Death Nettle

A giant variety of common nettle, it has arrow-head shaped leaves, greyish varagated foliage and is covered in razor sharp, poisonous spines. The poison causes severe pain as well as violent muscle spasams which could cause a victim to fall, possibily into more nettle. Since large doses will disrupt breathing, falling into the patch is not a good outcome.

The toxin (which is a neurotoxin) biodegrades rapidly and will not keep well if harvested from the plant.

2007-03-20 07:31 PM » Link: [3763#25989|text]
Such a plant would be a magnet for those scavengers that have resistance to its toxin: Perhaps giant insects or other dangerous plants.

2007-03-26 02:14 PM » Link: [3763#26168|text]
Rapacious Snapdragon

A brightly colored flower with tall spires similar to foxglove. The Rapacious version is both very much larger then normal snapdragons, and far more active. The spires are very tall - 12-14' in height, and the spires are studded by very large flowers, each about 1 foot across. The flowers appear in many brilliant colors, but hide a secret. They are equipped with fang-like thorns that will be used to bite anyone coming close to the plant. A victim will be subject to 2-4 bite attacks at a time but an individual plant can only attack one target at a time.

The plant is non-toxic, but the razor-sharp thorns can cause serious damage.

2007-03-21 06:39 PM » Link: [3763#26002|text]

Miremoss appears as a fine green carpet and is otherwise not very different from other common mosses. What makes it dangerous is that it is very very tough, and exudes a very strong adhesive if damaged. This adhesive has a short setting period - usually 1-2 minutes after contact with the moss. When it sets, it does so suddenly and will hold fast most materials with a bond strength of magical intensity. Since the moss can occur in large patches, a victim could be stuck on the moss. Removing footware is a good solution if the victim is no longer on the moss or can fly, but if they are still on the moss, they will still have a serious problem.

The moss is quite tough and requires signficant hacking to cut through. Generally it will take longer to cut a significant patch then it will take for the adhesive to cure, possibly sticking weapons to the ground.

The adhesive is soluble in alcohol. It could be harvested, but since it begins curing on exposure to air that would be a difficult process.

2007-03-21 06:47 PM » Link: [3763#26003|text]
Another reason for carrying lots of alcohol...

"I'm not a boozehound, I just want to be prepared!"

Locals aware of the plant's properties might wear large planks of wood on their feet, similar to snowshoes, to spread their weight evenly enough to avoid damaging the plants. Alternatively, they might coat their shoes heavily with beeswax, to keep them from adhering.

I could see people cultivating this plant for its useful adhesive properties.

2007-03-26 02:19 PM » Link: [3763#26170|text]
Yep, if you can somehow harvest the 'epoxy' before it hardens (under water, perhaps) it would make excellent glue. It is, of course, biodegradable, but over a timeline too long to assist escape.

2007-03-26 02:32 PM » Link: [3763#26172|text]
Spitting Euphorbia

This bush is generally low key and resembles an oversized (4' height) common Euphorbia (Light green foliage, many small leaves, spherical overall shape). It is, however, somewhat intelligent and of a rather dour disposition. It has a caustic, milky sap that it can project up to 20'. This sap is very caustic and will inflict serious burns to organic materials. It is easily upset by sudden movement, sound, or light and will spurt sap until whatever disturbs it is gone, or it depletes its supply (usually 10-12 discharges per day).

If somehow subdued, it could be harvested for its sap that can then be used as-is as a weapon, or for use in alchemical work.

2007-03-21 06:53 PM » Link: [3763#26004|text]

Singeweed appears very similar to Red Hot Pokers (") but differs in two major ways.

It is animated, capable of movement, and it is infused with elemental fire. When disturbed by intruders, it will envelop its flowers with flame and attempt to strike intruders in range. Strangely, the flames do not hurt the flower itself. Though capable of movement, they will not move further then 10' from their original rooting site.

The elemental energy is tied to the plant's life force, so if ripped up or otherwise killed, the energy will dissipate. Magic which works with elemental fire will apply to the plant.

2007-03-21 06:58 PM » Link: [3763#26005|text]
Scorpion Grass

This grass appears as normal, overgrown grass - standing about 18" high with the occasional even taller spire covered with seeds. Some of these spires are different, containing a very strong, stiff core and ending in a barbed thorn. The thorn is quite toxic and sharp enough to easily pierce leather or find it's way through chain links. The spire is also capable of moving and will slash or stab at anything warm which comes within 18" of the plant.

2007-03-22 12:37 PM » Link: [3763#26019|text]
Please register to add an idea. It only takes a moment.

Suggested Submissions

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 9 )
Commenters gain extra XP from Author votes.

Voted Dozus
March 24, 2007, 0:41
A nice assortment of unique foliage. This kind of stuff is the real meaty flavor of a good campaign.
Voted Scrasamax
March 24, 2007, 3:39
Have no fear, I've brought my Weedwhacker+5!
Voted Wulfhere
March 26, 2007, 14:26
A well-done selection of nasty foliage. Alert travelers could be warned of the presence of these plants by the signs they leave behind (scattered animal bones near Scorpion Grass, damage to nearby plants from spitting euphorbia or singeweed, etc.).

They are too obviously magical to occur naturally; only a truly irresponsible wizard would create such nasty plants. All it would take is a few patches of Scorpion Grass near a village to wreak havok on local livestock. Hopefuilly, such plants can't effectively compete naturally with more normal flora, or they could render entire regions almost uninhabitable.
March 26, 2007, 14:34
Yes, these critters are sort of Alice-in-wonderland inspired (plus my own garden, when I actually maintained it... another story).

They are part of the magically-reinforced garden of the Unseen fortress and intended as 'nature-themed' deathtraps.

If they escaped, then they could easily become the subject of an adventure.
Voted tinypoisonousfish
January 10, 2010, 10:02
Reminds me of Expedition to the Barrier Peaks. :)
October 24, 2014, 10:13
It must be said - this sub predated Plants vs. Zombies by 2 years...


Link Backs


Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.