Milo



Contents

Journal
Possessions
Herbs - Available

Herb Notes
Herb Reference
Available Spells
Spell Reference

Milo's Journal

Herein lies a summary of the events of our journey from Milo's point of view - as written by Steve Weigold - a previous player of Milo. Hopefully, Phil, the current player of Milo will want to update this journal.

Kythorn 13th

It has been a long day...  It started quietly.  I rose, ate, and prayed as we were dismantling camp.  The first clue that it would be a long day should have been the fog that rolled in quickly, but we more or less ignored it and got on our way.

Yvandel seems to have made a friend (or is it pet?) out of the emanciated Goblin we encountered last night.  Ceely seems to have taken a liking to the creature as well, even getting it to assist with tending to the horses.  Quite the traveling company we make!

We finally trundled off on the wagons we salvaged yesterday.  The fog didn't seem to thin out any as the day wore on.  Eventually, Ceely asked me to join her on her horse, and we made a short trip around the traveling party to investigate the fog.  Well.. partly to investigate the fog, and partly for her to spend some time with me it seems.

I'm finding that whole situation quite exciting!  I am concerned however about how a relationship with Ceely affects my relationship with Ilmater.  That will definatly bear some prayer and reflection.

But I digress.. it seems that Ceely and perhaps some of the others suspected the fog was not natural.  I'm ashamed to admit that I really hadn't noticed.  After a bit of experimentation, we discovered that the fog was actually centered on Soggrin, and that when she moved away from the group, everything cleared!

Unfortunatly for Soggrin, the fog turned out to be a trick of Manshoon's in order to locate her easily, and it worked; for shortly after we determined that the fog centered on her, he arrived riding his black dragon steed.

The encounter with Manshoon was brief, and fortunatly for us, he decided to reward us for keeping his treasure safe, rather than kill us.  I shudder to think what the dragon would have done to us if it's fury had been unleashed.

Manshoon took Soggrin and left, leaving us a bag of coins for our trouble, but not before Von Fedel showed up.  Turns out that lunatic is one of Manshoon's croneys, or at least he was, for Manshoon left Von Fedel blubbering on the ground.

Angered, Von Fedel took out his rage on us... or he tried to anyway.  I'm proud to admit that I was able to tackle him, and aid in getting him secured before he was able to carry out any magical attack on us.  I found it quite exillerating!  I have felt guilty about it all day though, as such feelings and behavior are not consistent with Ilmater's teachings.

As if Manshoon, the dragon, and Von Fedel weren't enough, as we were trying to decide what to do with Von Fedel, a group of travelers approached.  Suprisingly, Ceely took this time to release Von Fedel, and try to get him out of our way.  Now that I think about it, I never did ask her about that.  I must make a note to do so.

The travelers turned out to be from the Hoard of the Dragon Cult, whatever that is.  In any case, they decided that we needed to be destroyed, and they would have succeeded if it hadn't been for some strange help.

I actually took some sort of a throwing star in the neck.  It was an experience I'd not soon repeat.  I wasn't even able to help myself.  Fortuntaly for me Larz was thinking quickly on his feet and provided some healing.  I was able to get out of the way until the battle was over.

Our aid came in the form of several dragon beast like creatures and some type of a magic weilding being.  If it weren't for their help, we would have been destroyed for sure.  As it was, that group took some losses of its own before dispatching the cultists.  Once the battle was over, the beasts took some things from the dead bodies of the cultists before ultimately vanishing into thin air!  Most barbaric was that one of their number was injured, and rather than help it, they simply killed it!  I'm afraid I'll never understand the ways of this world!

We gathered up anything that may be of use from the remains of the cultists before leaving.  Merrell picked up a number of potions, some with labels suggesting healing, but we are not sure exactly.  One of the wagons was destroyed in the battle, so we are down to one now.  I hope we can make it to Nesme with at least some of the fabric intact!

The healing and grisly task of looting the bodies complete, we got on our way again.  The rest of the day was mostly uneventful.  We have now made camp with the company of Rostar Duval and his group of traders.  They seem like a nice bunch, and the cooking was excellent.

Of course, a grim shadow was cast over the camp as Serena found a number of bodies behind the wood pile left here for travelers.  A number of the group think that they were killed by Barbarians.  The bodies appear to have been here long enough to have been attacked by the same group we ran into yesterday.  I left the task of burying them to the others.  I'm hoping Ilmater will provide me with some people I can actually help for a change.  Serena seems suspicious of the entire situation.  I for one think we have seen more than our fair share of trouble on this journey.  I'm beginning to wonder if all of this is related to the stones.

In any case, enough writing for now.  I must get some sleep before my watch.  We are in troll and goblin country so I must be alert.  It has been a long day indeed...
 

Kythorn 14th

Today started out worse than yesterday by far!  I was in such a sound sleep, dreaming of Ceely of all things, when I was awakened.. not for watch, but for a Goblin attack!  Fortunatly, we fended off the Goblins without a lot of trouble, but they did put further strain on our already limited healing powers.  I had to use two of the vials of extra healing since I didn't have any favors from Ilmater left.  I did get a nice kiss from Ceely though, making it all worthwhile!

Renda from the other group was nice enough to provide me with some additional bandages.  Hopefully these will be enough to at least get us to Nesme, although considering our luck of late, probably not.

We parted ways with Rostar's trade after our morning preparations, and after fording the river, continued on our way to Nesme.  It wasn't long after our departure that we came across a group of the riders of Nesme.  I'm glad it didn't turn out to be anything antagonistic.. I'm not sure if I could have handled another battle just then.  I left the talking to the Riders and the others and just looked around.  Fortunately for us, the Riders tell us that it's mostly clear to Nesme.

After a while, we finally made Nesme, happily, without incident.  After a brief discussion of our recent adventures with the men at the gates, we made our way to the Merchants Hall for some lodging.  Serena seemed to enjoy flirting with one of the riders, even getting him to tag along as we delivered what remains of the fabric.

Ebon seemed pleased to get his fabric, although it is obvious that he would have liked all of it.  Things got a bit tense as Ebon indicated that money was tight, and Herod seemed to disagree.  Eventually everything was resolved though, and Ebon gave us the amount of the shipping fee as a donation to Ilmater.  I almost lost my temper with Serena because she jumped into the conversation to try to sell the wagon.  Not that there is anything particularly bad about this, but I misunderstood her intentions.  I must learn to be more patient...

If nothing else though, Serena's flirting did get one interesting piece of information.  A group called the Band of the Axe has already passed through on the way to Silverymoon.  I think we are all wondering if that is one of the other groups with some of the stones.

Speaking of the stones, Serena has made a couple of criptic comments about discussing something with us.. Something I think about those bodies we found near the river.  I must make it a point to ask her about that.

Once the dealings with the fabric were concluded, Ceely and I spent a nice evening together, enjoying the sights of Nesme.
 

Kythorn 15th

After a good nights sleep, this day started much better than the last.  No goblin wars today...

We had not been up long, before we were invited for our audience with Lady Tessarin.  I was a bit nervous about this meeting for some reason, and the events leading up to it did nothing to quell my fears.

Yvandel asked to speak to me in private, and we discussed his shows from the night before.  It seems he chose Orcs as the butt of some of his jokes, and before he knew it, an irritated customer got up and left.  Yvandel is concerned that the customer may try to injure him.  We chatted about it a bit longer before being interrupted by Cleo.  Unfortunatly, I didn't have any real good advice for him.

The meeting with Lady Tessarin went better than expected, although initially, things we a bit shakey.  Yvandel started to spill the beans about our mission, but he was quickly cut off.  Ultimately we decided to tell her about it, and ask for her help.  I'm glad we did as for now, it seems to have turned out for the best.

It seems that Lady Tessarin wants to open trade and travel to Silverymoon, but the route is too dangerous.  She has had a proposition from some local gnomes...
 

Kythorn 16th

Kythorn 17th

Kythorn 18th

Kythorn 19th

Kythorn 20th

Kythorn 21st

Kythorn 22nd

Kythorn 23rd

Kythorn 24th

Kythorn 25th

Kythorn 26th

Kythorn 27th

Kythorn 28th

Kythorn 29th

Kythorn 30th

Flamerule 1st

Flamerule 2nd

Flamerule 3rd

Flamerule 4th

Flamerule 5th

Flamerule 6th

Flamerule 7th

Flamerule 8th

 

Back to top


Milo's Possessions

Vial - currently half full of sap from a wiry bush on the moor.  Milo believes it is responsible for making his companions become unconscious after being attacked.

Bandages  - currently 25 bandages remain after supply restock in Silverymoon

- used 1 on Milo, Kythorn 28th early evening

Salve - an unknown type of salve.  It was retrieved from the Dragon Cultists, and given to me by Merrell.

Casket of Vials

Harkle opens the casket. Inside the casket is 2 rows of 5 vials.  When the vials are held up to the light, it can be seen that 4 of them contain some pale yellow liquid, 3 of them contain a dark red liquid, one is a luminous green liquid, one is clear although viscous, and the last is empty. The inside of the lid has what looks like a list, but in a language that no one recognises.

Harkle peers at the writing.  "We should be able to decipher this... let me see..." he pats various pockets, before finally pulling out a pair of spectacles.  He puts them on and peers at the writing.  "Ah yes, here we are..."  He pulls out the vials each in turn.  "Yellow - Dragon Control" He pauses in his reading, raising his eyebrows.  "Powerful stuff!" he mutters.  "Red - Healing", he continues.  "Clear - Mind Reading and Green - Climbing."  He lifts his eyes to Milo.  "If they do what it says on this index, then these could be very useful potions!"

>        4 x Vials of Extra Healing (3d8hp back for each)
>        3 x Vials of Bronze Dragon Control
>        1 x Vial of Climbing
>        1 x Vial of Mind Reading

Used 2 Vials of Extra Healing on Kythorn 14th: Ceely/Larz, Serena/Luc
Used 1 Vial of Extra Healing on Kythorn 20th on Lucretia
Used 1 Vial of Extra Healing on Kythorn 28th (late afternoon) on either Blondung or Cleo (depending on the DM)
 

Troll Staff

It's something like a fireball staff, but it works differently.  A fireball staff makes one big fireball.  This one makes up to 36 little fireballs. They do very little damage actually, but they seek trolls out and light them.  You only need fire to burn a troll, not a lot of fire.

There are only a few drawbacks with this troll staff.  One of them is, that  Chiesedor  has  been  only able to bring 15 charges into them safely, well  ...  14  actually.  With the 15th charge, you have to throw it at the trolls and then shout the trigger word as soon as it's out of your hands. If you're still holding it, it will blow up in your hands.  That also happens quite unpredictably when Chiesedor puts more than 15 charges into it.  Yeah,   he's  already on his fourth pair of hands because of these troll  staves.  Harkle has had to regenerate his hands three times already, because of explosions, so be sure to count how often you use this thing!

"That's another drawback.   If you're holding the staff in your hands and there aren't any trolls around when you say the trigger word, it'll also blow up in your hands!

"It's only good on trolls, and the thing wants you to be serious when you use it, so make sure you have at least one troll around before you say the trigger word."

The trigger word is actually four words long:  Enjoy more Longsaddle beef!

As of Kythorn 20th early morning, used 8 charges.  Milo observed that the range of the fireballs produced is at least 150yds.
9th charge used at "log bridge"

Scrolls
Found in Kazan’s chest in the keep.  Contains four priest spells:

Cure Disease
Divination
Cure Light Wounds - used
Cure Light Wounds - used

Received from Yvandel.  It appears that anyone can invoke the spells, as long as they can read Northern, which is what the invocation words are written in.   You cannot tell from the scroll which god originally provided the power that has gone onto these scrolls.

Back to top


Milo's Herbs - Available
0
Prepared
Healing
2
Prepared
Keep sober
7
Prepared 
Cure Insanity
4
Not Prepared 
Sleep
4
Prepared
Insect Repellant
0
Prepared 
Draw splinter/antiseptic
7
Prepared
Heal Bones
4
Prepared 
Increase blood flow (cold)
5
Prepared
Remove pain
1-2
Not Prepared -Prepared
Neutralize poison
2
Prepared
Improved vision
0
Fresh
Heal Burns
13
Prepared
Sleep
1-3
Prepared
Energy
1
Prepared
Sleep/Relaxation
5
Prepared
Healing
6
Prepared
Scorpion Sting
8
Prepared
Energy/performance
1
Not Prepared
Aphrodisiac
6
Prepared
Spider Poison 
3
Prepared
Energy/Performance
3
Prepared
Poisons
4
Prepared
Food
4
Prepared
Snake repellant
22
Prepared
Performance
2
Prepared 
Improved smell/hearing

Back to top


Milo's Herb Notes

* At next shopping opportunity, attempt to obtain some Eldaas to combat nausea..

Back to top


Milo's Herb Reference

AMRANS*

Available:        Spring 40%
Locale:           Freshwater banks, meadows (also cultivated)
Preparation:    3 days/1 week
Cost:              50 gp/ 50 gp
Ability Check:  Intelligence -2

The lilac flowers can be prepared into a potion that rapidly cures wounds (3d6 if properly prepared, 1d4 if poorly prepared)

The preparation includes alternately boiling and cooling until the flowers have completely dissolved and a lilac liquid is left.  In this case, the preparation has NOT been done.

Traded four doses of unprepared Amrans for 2 doses of prepared at Candibels in Nesme.

Used a prepared dose on Lucretia, and the other on Larz Kythorn 20th after parting ways with the troll at the river.

Purchased another prepared dose at Silverymoon

Used the purchased dose on Ceely in Kiezar Dalan

Back to Herbs
Back to top

COLEWORT

Available:           Spring, Summer 70%
Locale:              Temperate Forest
Preparation:         none
Cost:                6 sp/ 6 sp
Uses:                2
Ability Check:      Intelligence -4

Anyone who chews on colewort before drinking will remain sober for the entire evening.

Back to Herbs
Back to top

COW PARSNIP

Available:           Always 45%
Locale:              Temperate Forest
Preparation:         6 weeks
Cost:               3 gp/ 10 gp
Uses:                7
Ability Check:      Intelligence -6

Cow parsnip will cure madness for a short period (a few hours). Repeated application twice a day over a two week period may cure insanity altogether.

This herb is already prepared.  Preparation involves drying the herb and powdering.  It must be then mixed with clean water before drinking.
 
 

Back to Herbs
Back to top

DEADLY-NIGHTSHADE

Available:           Summer 75%
Locale:              Forest
Preparation:         1 week
Cost:                4 gp/ 8 gp
Uses:                4
Ability Check:      Intelligence +3

The flowers of the plant must be brewed into a tea, which is then distilled.  Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane.

This is NOT already prepared.

Back to Herbs
Back to top

DELREAN

Available:           Winter 80%
Locale:              Temperate Forest
Preparation:         1 hour
Cost:                3 sp/ 3 sp
Uses:                4
Ability Check:      -

The bark of Delrean should be boiled into a paste and then smeared on the skin. It will then repel any insect from coming near the recipient, but the foul stench will reduce their Charisma (Appearance) by 1d2. It is effective for 5d6 hours.

This is NOT already prepared.  It is effectively a bundle of bits of bark.

This was prepared during our stop at the sprite’s refuge.

Per DM: You now have a sealed pot containing the prepared paste.

Back to Herbs
Back to top

DITTANY

Available:           Summer, Autumn 55%
Locale:              Temperate Riverbanks
Preparation:         2 weeks
Cost:                1 gp/ 5 gp
Uses:                3
Ability Check:      Intelligence

Dittany can be used to draw splinter and bone fragments from a wound. It is also an effective antiseptic for cleaning wounds.

Used one dose of this on Lucretia's horse Kythorn 20th.
Used one dose of this on Milo's leg Kythorn 21st
Used one dose of this on Milo Kythorn 28th early evening.

Back to Herbs
Back to top

EDRAM

Available:          Winter 15%
Locale:              Freshwater Banks
Preparation:         none
Cost:                30 gp/ 30 gp
Ability Check:      Intelligence -10

Edram is a moss which when eaten will cause bones to heal at one and a half times their normal rate.

It can be eaten fresh or dried.

Gave a dose of this to Balnor and a dose to Ceely in the forest.

Purchased 5 more doses in Silverymoon

Back to Herbs
Back to top

ELVISH GALINGALE

Available:           Spring, Summer 35%
Locale:              Artic Forests
Preparation:         1 week
Cost:                1 gp/ 2 gp
Uses:                5
Ability Check:      Intelligence -4

This herb increases the flow of blood. This is very useful when a person is cold. Its effect lasts several hours.

This is harvested as the fresh shoots of the herb, (similar to Asparagus), and to be effective, it must be dried slowly in a dark place.  The dried chewy shoots are then chewed to take effect.  The effect only lasts as long as the recipient continues chewing until it has lost all potency (1d6 hours).  Thus, this herb is already ready for use.

Several doses of this were used when Mike was running the character, walking through the woods just before or after captured by the Orcs.  Confirmed with DM on Kythorn 28th that the remaining doses is 4.

Back to Herbs
Back to top

GARDEN FLAX

Available:           Spring, Summer 55%
Locale:              Temperate Forest
Preparation:         2 weeks
Cost:                3 gp/ 6 gp
Uses:                5
Ability Check:      Intelligence +3

This herb removes all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain.

This herb needs to be smoked in a pipe to be effective (or as a roll-up cigarette).  The preparation time is the drying time.  Thus, the herbs are ready for use.

Back to Herbs
Back to top

GOAT'S RUE

Available:           Summer 60%
Locale:             Temperate Forest
Preparation:         2 weeks
Cost:                6 gp/ 15 gp
Ability Check:      Intelligence -10

This herb will neutralise some poisons.  This herb needs to be ground and stewed.  The stew then needs to sit for 2 weeks to mature before it is bottled in air tight bottles.  This has not been prepared.

Purchased 2 doses of prepared Goat’s Rue in Silverymoon.

Back to Herbs
Back to top

HAWKWEED

Available:           Always 75%
Locale:              Temperate Forest
Preparation:         2 weeks
Cost:                4 gp/ 6 gp
Uses:                2
Ability Check:      Intelligence

This herb increases a character's eyesight for 1d4 turns. They can see twice as far, and when in missile combat, all ranges are treated as if one less.

The herb is dried over a 2 week period and then ground and sniffed like snuff.

Back to Herbs
Back to top

KELVENTARI

Available:           Always 50%
Locale:              Temperate Forest
Preparation:         none
Cost:                19 gp/ 19 gp
Uses:                1
Ability Check:      Intelligence -6

If the crushed Kelventari berries are applied to a burn within one turn on its infliction it will heal 1d3 quarters of all damage caused by the burn.

These berries are fresh, but will probably go bad after a month..

Used these on Balnor’s hand at the Sprite’s Refuge

Back to Herbs
Back to top

MANDRAKE

Available:           Spring 40%
Locale:              Temperate Forest
Preparation:         4 weeks
Cost:                3 gp/ 5 gp
Uses:                13
Ability Check:      Intelligence +1

This root sends the recipient to sleep. The sleep will last five hours, during which time the person cannot be woken.

The root must be dried for 4 weeks then powdered and imbibed in a drink.  These roots have been dried already.

Back to Herbs
Back to top

MUGWORT

Available:           Summer 55%
Locale:              Temperate Rural
Preparation:         2 weeks
Cost:                2 gp/ 4 gp
Ability Check:      Intelligence -7

The effects of this herb last for two hours. During this time the character can function at negative hit points, or beyond the point of exhaustion.

The herb is dried over a 2 week period and then ground and sniffed like snuff.

Used two doses of this on Ceely and Balnor while camped in the hollow after the visit to the keep.
Purchased 2-4 more doses from Candibels in Nesme

Used a dose on Merrell Kythorn 27th evening.

Back to Herbs
Back to top

PATTRAN*

Available:       Summer 20%
Locale:  Temperate Forests
Preparation:     3 days
Cost:    10 gp/ 10 gp
Uses:    1
Ability Check:   Intelligence -2

The root of a small, shrub-like plant with dark green, shiny leaves and thorns, Pattran is used to relax the muscles and encourage sleep.  In mild dosages, Pattran causes a general feeling of relaxation, eases sore, strained or sprained muscles, and similar aches.  In larger doses, Pattran causes sleepiness.  Pattran tastes like a combination of mint and rich soil.  (For sleep dosages, user may voluntarily choose to sleep well or, if resisting, save versus poison at +3.  Effects last 2d4 hours; if asleep, the user will sleep and awaken normally.)

Root is boiled for 3 days to remove poisons.  These roots have been boiled already.

Back to Herbs
Back to top

REWK

Available:           Autumn 60%
Locale:              Temperate Rural
Preparation:         1 day
Cost:                9 sp/ 1 gp
Ability Check:      Intelligence -7

It will then cure 1d3 points of damage.

The nodules of the stem of Rewk must be brewed in clear water for one whole day before drinking.

These were prepared at the sprites refuge…

DM: You now have a flask containing 4 doses of the stewed Rewk.

* Used one of the doses on Luc, Kythorn 13th after the battle with the Dragon Cultists
* Used one does on Milo Kythorn 21 after the battle with the bugbears

Purchased 5 more doses in Silverymoon.

* Used two doses on Milo Kythorn 28th early evening.
 
 

Back to Herbs
Back to top

ROSE CAMPION

Available:           Summer 80%
Locale:              Temperate Forest
Preparation:         3 weeks
Cost:                1 gp/ 3 gp
Uses:                6
Ability Check:      Intelligence -7

This herb will protect against scorpion stings for three days. It will protect against only one sting.

This herb needs to be kept in clean water for 3 weeks.  After this period it will be soft enough to chew and release the protection into the body.  These are already prepared and wrapped in soft leather to keep them moist.

Back to Herbs
Back to top

SAFFRON

Available:           Autumn, Winter 60%
Locale:              Temperate Forest
Preparation:         1 week
Cost:                20 gp/ 100 gp
Uses:                8
Ability Check:      Intelligence

This herb raises all physical attribute scores by one for one hour.
Note: this herb is highly addictive. Repeated use is very unwise.  Withdrawal symptoms after addiction vary. (I,E. DM's descretion!)

This herb needs to be kept submerged in running water for a week to cleanse the impurities.  These have been prepared already.

Back to Herbs
Back to top

SPANISH NUT

Available:           Always 80%
Locale:              Forest
Preparation:         25 weeks
Cost:                10 gp/ 100 gp
Uses:                1
Ability Check:      Intelligence -2

This herb is a powerful aphrodisiac. If successfully administered I would suggest that the DM or player role-plays the recipient accordingly. However if a method of using dice to simulate its effect is wanted, I suggest that anyone who attempts to seduce the recipient should have a bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.

This herb needs to be fermented before use.  It is NOT prepared.

Back to Herbs
Back to top

SPIDERWORT

Available:           Spring, Summer 50%
Locale:              Chalky Soil
Preparation:         2 weeks
Cost:               4 gp/ 10 gp
Ability Check:      Intelligence

This herb will cure spider poison if applied within 2 rounds.

This needs to be kept under water for at least 2 weeks.  This is currently stored in a small clay water filled jug.

At least a portion of the available quantity of this herb was used on one of the players when we entered the keep looking for the stolen stones.  Not sure what quantity remains.

Assuming one dose used for purposes of accounting.
Purchased 4 more doses in Silverymoon.

Back to Herbs
Back to top

SUAEYSIT

Available:       Autumn 20%
Locale:  Cool to Cold
Preparation:     none, 1 week
Cost:    10 gp/50 gp
Uses:    3
Ability Check:   Intelligence -4

A dark black mushroom with greyish markings along the undersides, this fungus grows in shadowed forests in cool to cold climes.  Suaeysit mushrooms can be eaten directly or dried and ground into tinctures or otherwise prepared.  The mushrooms give the imbiber a rush of energy, clearing the mind and raising the spirits.  However, they are highly addictive, and care must be taken when preparing and prescribing dosages. Often used to counteract shock in emergency situations.  (Temporarily adds +1 to all statistics - no top limit to natural statistics, but it does not add to magically enhanced statistics - and saving throws, and relieves effects of fatigue.  This effect lasts for 1d4 hours, after which the user operates at -1 to all statistics and saving throws, and feels even more fatigued.  The negative effects of "coming down" can, of course, be counteracted by taking more the drug, with resultant addictive effects.)

These mushrooms are currently dried.

Back to Herbs
Back to top

TEMPIN*

Available:       Summer 20%
Locale:  Temperate forests
Preparation:     none
Cost:    5 gp/ 5 gp
Uses:    3
Ability Check:   Intelligence -2

A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be boiled and made into a poultice that will draw out poisons from bites and stings and allow the wound to heal cleanly and without complications.  (When poultice is applied promptly, gives an additional +2 save vs. poison, once on any particular poison attack.  Also gives back 1 extra hp/day for the first 2 days after poultice is applied.)

Not yet prepared.

This was prepared during our visit to the sprite’s refuge

Per DM: You now have, wrapped in waxed leather to keep damp, 3 poultices ready to apply.

Back to Herbs
Back to top

UR

Available:           Winter 70%
Locale:              Temperate Grassland
Preparation:         none
Cost:                3 gp/ 3 gp
Uses:                4
Ability Check:      Intelligence

Ur is a very dense root, the size of a thumb.  It can be used as a substitute for one days food.

Ready to eat.

Back to Herbs
Back to top

WILLOW-HERB

Available:           Summer 60%
Locale:              Temperate Forest
Preparation:         none
Cost:                5 gp/ 5 gp
Uses:                4
Ability Check:      Intelligence -2

The smoke of this herb will keep away snakes and other reptiles.

Ready for use.

Back to Herbs
Back to top

ZULSENDRA

Available:           Summer 30%
Locale:              Underground
Preparation:         none
Cost:                70 gp/ 70 gp
Uses:                2
Ability Check:      Intelligence

When this mushroom is eaten, it doubles a persons rate of movement, and rate of attack for three rounds. At the end of that time the person must save versus poison or collapse in exhaustion for 1d6 turns.

Ready for use.

Found and harvested 20 more doses in Kiezar Dalan, Kythorn 28th.

Back to Herbs
Back to top

ZUR

Available:           Winter 60%
Locale:              Underground
Preparation:         6 hours
Cost:                12 gp/  50 gp
Uses:                2
Ability Check:      Intelligence

This fungus must be brewed for six hours. A successful roll means that a persons senses of smell and of hearing are doubled for one hour.

NOT yet prepared.

This was prepared during the visit to sprite’s refuge

Per DM: You now have a pair of small flasks with a dose of the prepared brew in each.

Back to Herbs
Back to top


Milo's Available Spells

These are the spells that priests of Ilmater are able to use.

Level 1

Anti-Vermin Barrier
Bless *

Call Upon Faith

Combine

Command

Create Water *

Cure Light Wounds *

Detect Evil *

Endure Cold/Endure Heat

Faerie Fire

Invisibility to Undead

Know Direction

Light *

Log of Everburning

Magical Stone

Protection From Evil *

Purify FoodDrink *

Remove Fear *

Ring of Hands *

Sacred Guardian

Sanctuary

Shillelagh

Weighty Chest

Level 2

Aid
Aura of Comfort

Barkskin

Calm Chaos

Chant

Create Holy Symbol

Draw Upon Holy Might

Dust Devil

Enthrall

Fire Trap

Flame Blade

Frisky Chest

Heat Metal *

Hold Person

Lighten Load

Music of the Spheres

Mystic Transfer

Obscurement

Produce Flame

Resist Fire/Resist Cold

Sanctify *

Silence, 15' Radius

Slow Poison

Spiritual Hammer

Withdraw

Wyvern Watch

Zone of Truth

Level 3

Animate Dead
Call Lightning

Continual Light *

Create Campsite *

Create FoodWater

Cure Blindness or Deafness *

Cure Disease *

Dispel Magic

Efficacious Monster Ward

Emotion Control

Favor of Ilmater

Feign Death

Flame Walk

Glyph of Warding

Helping Hand

Invisibility Purge

Know Customs

Line of Protection *

Magical Vestment

Meld Into Stone

Negative Plane Protection

Prayer

Protection From Fire

Pyrotechnics

Remove Curse *

Remove Paralysis

Rigid Thinking

Squeaking Floors

Starshine

Stone Shape

Strength of One

Thief's Lament

Unearthly Choir

Water Breathing *

Water Walk

Zone of Sweet Air

Level 4

Addition
Circle of Privacy

Cloak of Bravery *

Compulsive Order

Cure Serious Wounds *

Defensive Harmony

Endurance of Ilmater

Focus

Fortify

Free Action

Imbue With Spell Ability

Neutralize Poison *

Protection From Evil, 10' Radius *

Protection From Lightning

Repel Insects

Spell Immunity

Tree Steed

Uplift

Level 5

Anti-Plant Shell
Atonement

Blast of Pain

Blessed Abundance

Champion's Strength

Clear Path *

Cure Critical Wounds *

Dispel Evil *

Easy March

Impeding Permission

Meld

Quest

Raise Dead *

Unceasing Vigilance of the Holy Sentinel

Level 6

Animate Object
Anti-Animal Shell

Blade Barrier

Forbiddance

Heal *

Heroes' Feast

Legal Thoughts

Monster Mount

Wall of Thorns

Level 7

Breath of Life *
Changestaff

Chariot of Sustarre

Confusion

Control Weather

Exaction

Hovering Road

Mindkiller

Regenerate *

Reincarnate

Restoration *

Resurrection *

Symbol

Back to top


Spell Reference

Draw Upon Holy Might
2nd level (Invocation)
Sphere: Summoning
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the priest's body shudders and glows with a shimmering aura as it becomes a vessel for the power of his god. As a result, the caster may choose to increase one ability score (only Strength, Dexterity, Constitution, and Charisma are eligible) by +1 per three levels of his experience (+1 at 3rd level, +2 at 6th, etc.).

Only one attribute may be increased. The effect lasts for the duration of the spell. Attributes may be increased above the normal restrictions due to race and class, to a maximum of +6. All benefits for exceptional attributes listed in the Player's Handbook apply; however, the divine abilities found in the Legends & Lore book cannot be gained by use of this spell.

For example, an 18th-level priest with Strength 15 could increase his Strength to 21 for 18 rounds, granting him a +4 attack bonus, a +9 damage adjustment, etc.

When the spell ends, the energy abruptly leaves the priest's body, leaving him physically and mentally drained. He is nearly comatose and can do nothing but rest for the next 4d6 turns. A successful Constitution check (at the priest's normal attribute score) reduces this time by 50%.

The material components are the priest's holy symbol and a vial of holy water that has been blessed by the high priest of the character's faith.
 
 

Back to top