Items
Potion
Magical
3.88
4 Votes

20xp


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Condition: Normal
ID: 7423

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June 25, 2013, 2:04 pm

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Gold Wind Weed

By:

"We fought the li'l beasties," the gruff old Dwarf growled, "so where the blazes is their treasure!"

Glacier grinned, "Just give me a second, I know how to find it."

Gold Wind Weed

Invented by the great mage Calypso ages ago, Gold Wind Weed was his solution to find his golden spectacles (which he was always misplacing.) Upon smoking, this weed's smoke moves away in straight tendrils of glowing gold smoke, leading the way toward gold. Each puff will form up to three tendrils of smoke pointing toward the three closest sources, and the smoke will hang in place for five minutes if there is no breeze (only a few seconds if there is any amount of wind.)

The weed itself is typically only purchasable in shops that deal in mining supplies, but a few alchemical shops also trade in it. It's value ranges from 50 gold per pinch to 500, depending upon the perceived naiveté of the buyer. Those that use it know that the draw back is if you are carrying any gold yourself: three gold coins in your pocket will eliminate the value completely.

A single pinch will last for 10 minutes of tracking, and in still air each tendril will extend about 20' visibly (or 50' if you have an exceptional sense of smell.) The weed will remain effective for years, though each year the flavor will deepen to be more like breathing dirt (Dwarves do not actually love this, but Gnomes find it a delicious smoke.)

Side Use:

Strangely it has been discovered by a rare few that chewing this weed and swallowing the juices causes the person's skin to be very sensitive to gold; contact with gold for several hours after this causes extreme pleasure and has a slight healing effect. It has become a "drug of choice" in a few of the wealthiest circles.



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Comments ( 7 )
Commenters gain extra XP from Author votes.

Voted The Bull
June 22, 2013, 15:50
5xp
I bet Dwarves will love to get this weed, would make their task finding new gold ores much easier... ;0)
dustyjohnson
June 22, 2013, 17:02
0xp
You'd have to convince them to remove all gold items before trying it, and Dwarves can be persnickety about their precious things.
Voted Moonlake
June 23, 2013, 21:11
5xp
Despite a non-smoker myself, I have quite a fondness for this item since I'm of a forgetful personality myself and tend to misplace things.
dustyjohnson
June 24, 2013, 16:18
0xp
Me too. That, and I love using it as a plot hook. Hunting a dragon?
Dossta
June 24, 2013, 16:38
0xp
Good, but it could use some more detail. How many puffs do you get per pinch (important if this stuff costs that much)? How long are the tendrils -- a few feet, a few meters?

I agree that this sounds like a dwarven item.
dustyjohnson
June 25, 2013, 14:04
0xp
Update: Added details and a side note.
Voted Dossta
June 25, 2013, 16:49
0xp
Nice extra detail! One more question, while I'm thinking of it: will piling all of your gold in one corner count as one "source" of gold, or as many? Having 3 gold coins in a pouch together seems like it should only count as one source, but that's just my opinion.
Voted valadaar
June 2, 2014, 11:01
0xp
This is neat! I like simple items like this. Good stuff.


Random Idea Seed View All Idea Seeds

       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp


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