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saving pdf... just 5 pages? #180

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  }
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</style># Herbalism & Alchemy

UNLOCKING TRUE POTENTIAL. *Rayus Albright was very skilled with plants and oils. He knew how to extract their true power and create almighty concoctions.
Many would try and steal these amazing tonics, until the day he started selling his secrets for massive fee. Nowadays, even the most common of townsfolk can put together a simple tonic.*

-Prof. Clayton, Compendium of Arcane Science

___
All throughout the world, there are various forms of plant life, ocean products, and even earthy substances that you can utilize both in and out of a combat situation. Herbalism is the profession behind gathering these types of items, and Alchemy is the profession behind extracting their potential and using the products they produce.

You might find yourself walking through the mountains, only to come across some very rare Primordial Balm, which under most circumstances can amplify a potion or poison’s effects two-fold. At other times, you might find yourself walking across a tundra cold and alone, and due to your training you are able to utilize some Drakus Flower or Fennel Silk to help you regulate your body heat.

## Herbalism
While players are out traveling amongst the world, they might want to gather some local flora. This is known as Herbalism. Herbalism is mainly used to gather things like seeds, coral, mushrooms, or bark. It can also be used to gather very potent magical ingredients like ghostly stalks or water infused with the elements.

This action can occur during downtime if the party is out in the wilderness, or it can occur in the middle of the game as the party travels around. This is up to the DM, and they have final say amongst how much you gather and what you gather. This supplement will give a baseline on how to distribute these things.

### Performing Herbalism
There is currently no set Herbalism skill in *5th Edition Dungeons & Dragons*. For purposes of this supplement, the player would use their Wisdom or Intelligence Modifier (whichever is higher) when trying to gather ingredients in this supplement on **Appendix A.**
___
**Herbalism Modifier** = WIS or INT Modifier + Proficiency Bonus if using a Herbalism Kit you’re proficient with
___
For example, a Druid with a high Wisdom attribute would be versed at Herbalism due to her experience roaming the wilds for the majority of her life. In the same fashion, a Rogue might have developed a system to survive out in the wilderness by gathering ingredients he was familiar with. Remember, there is no truly wrong way to use Herbalism.

### Gathering During Gameplay
In between the dungeon delving, the sword slashing and the spell casting, the players usually have a period of rest. Many occasions call for a short or long rest during these times. Gathering plants or herbs is not considered a strenuous activity, and does not interrupt the resting periods that allow movement.

For these occasions, a player would announce to their DM that they would like to gather some plant life around the area. The player would then roll a DC 15 Herbalism check. Remember, a player can use a **Herbalism Kit** to increase their total modifier by their proficiency bonus if they are proficient with the kit as well.

A successful gathering attempt would result in the DM rolling 1d12 to determine what kind of ingredient and then looking up the parties most relative terrain in ***Appendix B***.

> ##### Spell-Assisted Foraging
>While there are no restrictions on who can gather ingredients for Alchemical purposes, some classes or races might have additional advantages. When a player casts a spell similar to locate animals or plants, they gain immediate knowledge on what type of plants are around, and the direction they are in. 

>As a DM either lower the DC accordingly or let the player roll with an advantage.

<img src='http://i.imgur.com/cCUf0jV.png' style='position:absolute;bottom:60px;right:30px;width:350px' />

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### Selling Herbalism Items
Herbs and common Plants are often sold in cities, towns, and even sometimes villages. This can be done either during Downtime or in session, and operates the same regardless. However, depending on how the economy of the world your in is about, the prices and quantities of said items could be at any end of the spectrum.

Don’t expect to walk into the town of Willsbury, which recently was ransacked by Orcs, and hope to sell your ingredients at full price, or even at all! Sometimes you can get lucky and unload all your unwanted ingredients in a capital city in need of fresh herbs, and other times you’ll be holding onto stuff for awhile.

Under normal everyday circumstances, a player can expect to sell a handful or two of common ingredients to a merchant in a city or town. However, the amount of money for those herbs will still vary vastly. Rare ingredients are very hard to sell at full price, and even harder to find a buyer for.

Just like selling Magic Items, the player will need to perform a DC 20 Intelligence (Investigation) check to find potential buyers of their products. Another player in the party can assist in this venture by offering their services, granting the original player advantage on this roll.

On a failure, no buyer can be found until the player performs a long rest and attempts again. On a success, the player is able to find a buyer in a nearby area to them immediately. If this was done during downtime, it takes a number of days equal to the rarity of the ingredient. Also, the rarity of the ingredient you are trying to sell might affect the chance that the price will not be near full price for that particular ingredient. Consult the tables below for both the prices offered by a potential buyer, as well as the amount of days it would take during downtime to find one.

##### Selling Herbalism Ingredients
| Rarity| Price |d% Price Mod* | Days to find buyer |
|:----|:-------------:|:----:|:-------------:|
|common | - 15 gp | +10 | 1d4
| uncommon  | 16-40 gp| +0 |1d6
|rare | 41-100 gp | -10 | 1d10
| very rare | 100+ gp |-20 | 1d12

##### Herbalism Prices
| d%+Mod | You find... 
|:----|-------------:
| 20 or lower| A buyer offering a tenth of the base price |
| 21-40 | A buyer offering a  fth of the base price, and a shady buyer offering half of the base price |
| 41-80 | A buyer offering half of the base price, and a shady buyer offering the full price|
| 81-90 | A buyer offering to purchase all of your ingredients at once at half price
|90 or higher |A shady buyer who is willing to buy all of your ingredients at full price, no questions asked

Once the player has found a successful buyer for an ingredient, the DM can determine the identity of the buyer if they wish. If the buyer seems shady or likely to get the party into trouble down the road, feel free to skip selling the items to that buyer and try again later.

## Alchemy

Finally, we have some ingredients from the wild. Maybe you even got lucky or had a generous DM that gave you something cool. But we can’t just stuff the ingredients in our mouth and hope for the best now, can we? You’ll need an understanding on how to extract their power, which is known as Alchemy.

Just like Herbalism, a player can perform Alchemy either in session or during a period of Downtime. All a player would have to do is declare they want to perform Alchemy with a few ingredients. The mechanics for both in session and downtime are the same.

### The Alchemy Skill
Just like Herbalism, there is currently no set Alchemy skill in *5th Edition Dungeons & Dragons*. Towards that purpose, a character would use their Intelligence or Wisdom modifier, whichever is highest, and then add their proficiency bonus if they are proficient with either an herbalism kit or alchemist’s supplies.

**Alchemy Modifier** = INT or WIS Modifier + Proficiency Bonus if using a valid tool you’re proficient with
___
For example, the Druid from the prior Herbalism example would be able to use her connection to nature to deduce how
to best combine ingredients in a safe manner from having to do so growing up. At the same time, that Rogue from the prior Herbalism skill example might have studied medicine in his lifetime, in order to understand the body and create better poisons. Both are viable background and flavor texts for Alchemy.

### The Process of Alchemy
When a player would like to craft a potion or poison, they would announce it to their DM. Players can perform Alchemy Attempts, which are the equivalent to Rituals. This process takes 10 minutes to complete and results in a single vial of paste, powder, or liquid.

<img src='http://i.imgur.com/jYGr8aa.png' style='position:absolute;bottom:60px;right:30px;width:350px' />
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> ##### The Tools of the Trade
For each type of concoction, the player is required to have a tool. Crafting potions and tonics requires some Alchemist’s Supplies or Herbalism Kit, while crafting poisons requires a Poisoner’s Kit. The player does not need to be proficient with the tools in order to craft the items, but being pro cient with these tools adds their prficiency bonus again to their rolls in crafting.

To start a basic Alchemy Attempt, you would select a base ingredient to work with. Base ingredients have the term Effect in front of the description. When crafting, you can only have one of these base ingredients unless an ingredient says otherwise, such as **Bloodgrass**.

Once you have your base ingredient, you can add other ingredients that have the Potion Modifier, Toxin Modifier or Special term in front of the description. You can only have one Effect ingredient and up to three Modifier ingredients in a single concoction. Secondly, there are Enchantment ingredients. These require **Elemental Water** as their base ingredient, which then you would select the Enchantment ingredient for the Alchemy Attempt.

Now that you have selected your ingredients, you’d find the total difficulty number and roll an Alchemy Attempt DC check.
___
**Alchemy Attempt DC** = 10 + all ingredient difficulty modifiers combined
___
On a successful Alchemy Attempt roll, you create the vial of paste, powder, or liquid. On a failure, the vial’s contents don’t look exactly like they should. It is up to the DM to decide whether the character knows if the potion will work correctly.

### Crafting Potions
The two different types of potions are **Effects** and **Enchantments**. 

An simple Effect potion normally is either a healing-like
substance, while Enchantment potions produce a spell-like effect. For example, **Wisp Stalks** give the effect of making the consumer of the potion to turn invisible for 1 hour. While the healing-like substances can be altered by ***Potion Modifier*** ingredients, all of the ***Enchantment*** potions cannot.

An example of a potion that you can create using Alchemy:

**Potion of Delayed Potent Healing**. Starting with Wild Sageroot, combine it with Milkweed Seeds and a touch of Gengko Brush. This potion has a Alchemy Attempt DC of 14. The resulting mixture should give off a bluish-green glow in the water, with the remnants of the brown Gengko Brush swirling around. When ingested, this potion provides (8d4/2) healing over the course of two rounds.

### Crafting Poisons
One of the main tools in an assassin, Drow, or evil being’s repertoire of ways to kill someone. Poisons. Most of the time these are beautiful, and all of the time they are deadly. There is only
one type of poison (Effect) when it comes to this supplement, and that’s all that is needed.

Poisons are very versatile in how one can create them. They can target the target’s core and disrupt their body heat overtime to freeze them from the inside-out, or even decide to boil their flesh off using acidic properties. They can knock-out targets as well as make targets unaware they are even poisoned. When an alchemist creates a poison, they decide whether the poison needs to be inhaled, ingested, dealt with an injury, or just making contact with skin.

Luckily, for all those wanting to master the art of poisons, all they need to start is a very common ingredient called Wyrmtongue Petals. These grow in almost every terrain, and are the base ingredient for all poisons. Additionally, all poisons can be altered by Toxin Modifier ingredients to customize them to their user’s liking.

>##### Modifying Poisons & Combat Rules
Some ingredients like the Arctic Creeper change the damage type from poison to another. However, although the  nal poison’s damage has changed, for purposes of ***Toxin Modifier*** ingredients, it is still considered poison damage during crafting.
>
___
Also, a single vial of poison can be applied up to 1 weapon or 3 pieces of ammunition. Additionally, poisons used with this supplement instill the poisoned condition on their target if they fail a CON saving throw.
___
**Poison DC** = 8 + Alchemy Modifier

A few examples of poisons that you can create using Alchemy are be below:

***Death’s Bite (injury)***. Start with Wyrmtongue Petals like all poisons, and grind in the root part of some Arctic Creeper. Then add some Spineflower Berries and Quicksilver Lichen. This poison has a Alchemy Attempt DC of 18. The resulting mixture should look like a translucent light grey liquid with lines of silver flakes from the lichen. When used appropriately, the target it is used on becomes *poisoned* for 30 seconds, and takes 2d6 + Alchemy Modifier necrotic damage per round.

***Widow Venom (contact)***. Start with Wyrmtongue Petals like all poisons, and mix in some Amanita Cap with a little bit of Cactus Juice. After that, add some Spineflower Berries. This poison has a Alchemy Attempt DC of 17. The resulting mixture should be a slime-like red substance that has fuzzy bits of the Amanita Cap exposed. When used appropriately, the target it is used on becomes *poisoned* for 1 minute, takes 1d6 + Alchemy Modifier poison damage per round, and doesn’t notice the effects until 30 seconds pass. Additionally, the poison will only knock the target unconscious, not kill them.

### Selling Alchemy Items
Selling your crafted potions and poisons can be done either during sessions or during Downtime activities like selling herbs can be. However, finished products are looked for by potential customers far more often then just the ingredients. This is mostly due to the lack of ability to craft such items for most NPCs.

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The pricing for all Alchemy items is the total cost of the ingredients in the single concoction combined. However, these
are just base pricing, and the charts below go off of the base pricing. The player always has the opportunity to price these items themselves, and the DM can respond at their discretion.

You can expect to sell up to half of your alchemy wares to potential buyers in most cities and towns, and only a small amount to villages. This of course depends on how much money you are willing to sacrifice. However, the more damage, healing, or power a concoction provides, the less often a buyer will be available.

When selling your crafted alchemy items to a potential buyer, the player will need to perform a DC 15 Intelligence (Investigation) check to find potential buyers of their products. Just like herbalism, another player in the party can assist, granting the original player advantage on this roll.

On a failure, no buyer can be found for that item type until the player tries again after a long rest and makes another attempt. On a success, the player is able to find a nearby buyer immediately, or if during Downtime, it takes a number of days as per the chart below. Remember, that the more ingredients in a concoction, the harder it will be to sell.

##### Sellable Alchemy Items
|Rarity | d% Price Modifier* | Days to find a buyer
|:----|:-------------:|:------:
| 1 Ingredient  | +10 | 1d6
| 2 Ingredients | +0 | 1d8
| 3 Ingredients | -10 | 1d10
| 4 Ingredients| -20 | 1d20

##### Alchemy Prices
|d% + Mod |  You find... |
|:----|-------------:|
| 30 or lower  | A buyer offering a  fth of the base price |
| 31-50  | A buyer offering a half of the base price, and a shady buyer offering full price
 |
| 51-60 | A buyer offering full price, and a shady buyer offering the one and a quarter of the base price|
| 61-90 | A buyer offering one and a quarter of the base price, and a shady buyer offering one and a half of the base price|
| 90 or higher | A buyer offering one and a half of the base price, and a shady buyer offering double the base price|

Once the player finds a buyer, the DM can determine whether the buyer is shady or not, and further can choose the exact identity of the buyer if they wish.

### Herbalsm & Alchemy Variants
As the DM, you can decide to use any of these additional rulings in your games when it comes to this supplement. However, make sure to communicate this with your players so they understand.
#### Ingredient Expiration
This variant of Herbalism affects how long an ingredient can go when not used in an Alchemy item or preserved in another way. If the ingredient is in an Alchemy item, it is no longer considered an ingredient for purposes of expiration.

Most ingredients can only last about a week in game time before losing their full potential. If used past this week time period, the concoction can have slightly altered effects, or not work at all. However, the rare and very rare ingredients can last almost a month in game time due to their hostile environment situations.

A good way to preserve ingredients from expiring too early is to use an **Ingredient Pouch** (25 gp, 1 lb). Every pouch operates differently, but costs the same. Some of these pouches keep the ingredients dry, while others merely remove oxygen from the container. Any style of these pouches extends the ingredient life of ingredients by double.

#### Potion Sickness
Drinking too many potions can have variable consequences if not carefully monitored. If you feel that your players are making and using too many potions, this variant ruling might be for you.

If a player decides to ingest more than 8 ingredients worth of potions between periods of long rest, the DM can decide to have some consequences appear. This can vary from DM to DM, but shouldn’t be used to punish the players. The character merely is tampering with the magical essence of the world too fast.

Some good examples would be to have a simple consequence where the character gets sick to their stomach and gains a
level of Exhaustion, while on the other end of the spectrum, a consequence could be that the magic in the potions created a Wild Surge within the character.

#### Underdark Treasure
Not many people go looking for a fight in the Underdark, let alone ingredients to make fascinating concoctions. With this variant ruling, any ingredients from the Underdark, and any items produced with those ingredients have a black glow to them. Buyers will buy these at 5x the regular value of a normal version. Additionally, the DM might decide that the potion or poison has additional effects randomly added in the style of an Underdark tone.

<img src='http://i.imgur.com/a0VuGEC.png' style='position:absolute;bottom:45px;right:24px;width:280px' />

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# Appendix A: Ingredients List
This appendix allows the ability to quickly grab the mechanical information behind each of the ingredients used by this supplement. The table below shows the name of the ingredient, the base pricing, mechanical details about the ingredient, the DC difficulty modifier, and what terrain it grows in.

You can further use this appendix to quickly determine the rarity of the ingredients by referencing the Herbalism Rarity column below. This should give a DM enough reference to get a quick feel for the ecosystems that these things grow in. However, Appendix B has the charts on a bell curve for that as well.

<div class='wide'>
##### Potion Ingredients
| Herbs/Ingredients | Rarity | DC | Where | Details 
|:------------------|:-------|:--: |:----: |:-------
| Bloodgrass  | Common| ... | Most Terrain |*Special (Potion Effect)*: Can combine with any other Potion Effect ingredient to become a food source for 1 day. Cannot be altered by other ingredients. |
|Chromus Slime | Rare | +4 | Coastal, Underdark | *Special (Potion & Toxin Modifier)*: The  Final Effect after all other calculations is the exact opposite. This is up to the DM’s discretion on the specifics per potion/poison. 
| Dried Ephedra | Uncommon| +2 | Desert, Mountain | *Potion Modfier*: Increase the dice-type by 1 size for any healing Effect.
| Emetic Wax| Common| +1 | Forest, Swamp | *Special (Potion & Toxin Modifier)*: Delay the Effect of an ingredient this was combined with by 1d6 rounds
| Fennel Silk | Common | +2 | Artic, Underdark | *Potion Effect*: Stabilizes body heat to resist cold weather or wet condition penalties for 1 hour. Cannot be altered by other ingredients.|
| Gengko Brush | Uncommon | +2 | Hills, Underdark | *Potion Modifier*: Double the dice rolled of any healing Effect, but divide the total of the dice by 2 (rounding down); Then, the recipient receives that amount of healing per round for 2 rounds.
| Hyacinth Nectar | Common | +1 | Coastal, Grasslands | *Potion Effect*: Removes 1d6 rounds of poison in the target’s system, but cannot remove it completely. One round of poison damage will still occur at minimum.
| Lavender Sprig | Common | -2 | Coastal,Grasslands,Hills | *Special (Potion & Toxin Modifier)*: Makes the potion or toxin more stable and safer to craft.
| Mandrake Root | Common | ... | Most Terrain | *Potion Effect*: Reduce any disease or poison’s potency by half for 2d12 hours. Only hinders already existing poisons or diseases in the body. Cannot be altered by other ingredients.
| Milkweed Seeds | Common | +2 | Most Terrain | *Potion Modifier*: Double the dice rolled of any healing Effect, but remove all Alchemy Modi er bonuses. This modifier can stack.
| Wild Sageroot | Common | ... | Most Terrain | *Potion Effect*: Heals for 2d4 + Alchemy Modifier.

<div class='wide'>
##### Poision Ingredients
| Herbs/Ingredients | Rarity | DC | Where | Details 
|:------------------|:-------|:--: |:----: |:-------
| Arctic Creeper |Common | +2 | Arctic, Mountain | *Toxin Modifier*: Change poison damage to cold or necrotic damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients.
| Amanita Cap | Common | +1 | Coastal, Swamp| *Toxin Modifier*: Changes any poison Effect to be non-lethal and only +1 incapacitate the target.
| Basilisk's Breath | Very Rare | +5 | Mountain | *Special (Toxin Effect)*: Slowly paralyzes opponent. Target makes a DC 5 + Alchemy Modi er CON saving throw each turn for 4 turns. While under this affect, target is considered slowed by the slow spell. On a failed save, the target is considered [paralyzed] for 4 rounds. Cannot be modified or altered by other ingredients.
|Cactus Juice | Common | +2 | Desert,Grasslands | *Toxin Modifier*: The target will not notice any poison damage Effect in their +2 system until they take 5 rounds of damage from the toxin.
|Chromus Slime | Rare | +4 | Coastal, Underdark | *Special (Potion & Toxin Modifier)*: The  Final Effect after all other calculations is the exact opposite. This is up to the DM’s discretion on the specifics per potion/poison. 

</div>

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<div class='footnote'>PART 3 | APPENDIX A</div>

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<div class='wide'>
##### Poision Ingredients (Cont.)
| Herbs/Ingredients | Rarity | DC | Where | Details 
|:------------------|:-------|:--: |:----: |:-------
| Drakus Flower | Common | +2 | Desert,Grasslands,Mountain|*Toxin Modifier*: Change poison damage to fire or acid damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients.
| Emetic Wax| Common| +1 | Forest, Swamp | *Special (Potion & Toxin Modifier)*: Delay the Effect of an ingredient this was combined with by 1d6 rounds
| Frozen Seesling | Rare | +4 | Arctic, Mountain | *Toxin Modifier*: While [poisoned], target’s movement speed is reduced by 10 ft for 1 minute. Cannot be altered by other ingredients.
|Harrada Leaf | Common| +1 | Forest |*Toxin Modifier*: While [poisoned], target has disadvantage on ability checks. Cannot be altered by other ingredients.
| Lavender Sprig | Common | -2 | Coastal, Grasslands, Hills | *Special (Potion & Toxin Modifier)*: Makes the potion or toxin more stable and safer to craft.
| Quicksilver Lichen | Uncommon | +3 | Most Terrain | *Toxin Modifier*: Double the dice rolled of any Toxin Effect, but reduce that Effect duration by half. This modifier can stack.
| Radiant Synthseed | Rare | +2 | Underdark | *Toxin Modifier*: Change poison damage to radiant damage; target is still [poisoned] for 1 minute on a failed CON saving throw; this toxin is still considered poison damage when combining with other ingredients.
|Spineflower Berries | Uncommon | +3 | Desert, Swamp | *Toxin Modifier*: Increase the dice-type by 1 size for any Toxin Effect.
| Wyrmtongue Petals | Common | ... | Most Terrain | *Toxin Effect*: 1d4 + Alchemy Modifier poison damage per round; target is [poisoned] for 1 minute.

<div class='wide'>
##### Enchantment Ingredients
| Herbs/Ingredients | Rarity | DC | Where | Details 
|:------------------|:-------|:--: |:----: |:-------
| Arrow Root | Uncommon | +2 | Desert, Forest, Grasslands | *Enchantment*: +1 to attack rolls for one minute when applied to a weapon.
| Blue Toadshade | Rare | +3 | Coastal, Forest, Swamp | *Enchantment*: User creates a potion of gaseous form (DMG 187).
| Cosmos Glond | Rare | +3 | Coastal, Desert | *Enchantment*: User creates a potion of clairvoyance (DMG 187).
| Devil's Bloodleaf| Very Rare | +5 | Hills, Swamp, Underdark | *Enchantment*: User creates a potion of vitality (DMG 188).
| Elemental Water | Rare | +3 | Special | *Special (Enchantment)*: This is required as the base catalyst for all Enchantment ingredients. See Appendix B for details.
| Fiend's Ivy | Rare | +4 | Arctic, Underdark | *Enchantment*: User creates a potion of mind reading (DMG 188).
| Hydrathistle | Uncommon | +2 | Coastal, Swamp | *Enchantment*: User creates a potion of water breathing (DMG 188).
| Ironwood Heart | Uncommon | +3 | Arctic, Forest, Hills | *Enchantment*: User creates a potion of growth (DMG 187).
| Luminous Cap Dust | Rare | +4 | Mountain, Underdark | *Enchantment*: User creates a potion of heroism (DMG 188).
| Mortflesh Powder | Very Rare | +5 | Arctic, Underdark | *Enchantment*: Enchantment: User creates a potion of longevity (DMG 188).
| Nightshade Berries | Uncommon | +3 | Forest, Hills | *Enchantment*: The effect of this “potion” is similar to the oil of slipperiness (DMG 184).
| Primordial Balm | Rare | +4 | Mountain,Swamp,Underdark | *Enchantment*: User creates a potion of frost/ re/stone giant strength (DMG 187).
 | Rock Vine | Rare | +4 | Hills, Mountain | *Enchantment*: User creates a potion of invulnerability (DMG 188).
 | Scillia Beans | Common | +1 | Desert, Grasslands | *Enchantment*: User creates a potion of climbing (DMG 187).

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 <div class='wide'>
##### Enchantment Ingredients (Cont.)
| Herbs/Ingredients | Rarity | DC | Where | Details 
|:------------------|:-------|:--: |:----: |:-------
 | Silver Hibiscus | Rare | +4 | Arctic,Underdark | *Enchantment*: When consumed by target, they can unleash a random elemental breathe weapon 3 times (PHB 34). Cannot be altered by other ingredients.
 | Tail Leaf | Very Rare | +5 | Grasslands, Hills | *Enchantment*: User creates a potion of speed (DMG 188).
 | Verdant Nettle | Uncommon | +2 | Forest | *Enchantment*: User creates a potion of animal friendship (DMG 187).
 | Voidroot | Very Rare | +5 | Arctic, Desert | *Enchantment*: User creates a potion of  ying (DMG 187).
| Wisp Stalks | Very Rare | +5 | Forest,Underdark | *Enchantment*: User creates a potion of diminution (DMG 187).
| Wrackwort Bulbs | Rare | +4 | Coastal, Swamps | *Enchantment*: User creates a potion of diminution (DMG 187).

</div>

### Special Ingredients
**Elemental Water**. This magical water is the base ingredient for all concoctions that form extremely powerful effects. You need at least half a standard vial’s worth of the liquid for it to produce a full effect potion. If this water is not used as a base for an Enhancement potion, the potion becomes tainted and can make the user sick or hurt them.

#### Enhancing Enchantments
Due to the volatile and chaotic nature of the magical essence that Enchantments use, you cannot use any Modifier ingredients with them. If you do, you may cause unwanted side effects or harm to the imbiber of the potion. You may also cause a Wild Surge to occur at your DM’s discretion.

</div>

#### Legendary Enchantments
Due to the nature of Legendary magic items, it is impossible to create them using normal Alchemy means. If your DM so wishes, you could embark on a quest to  nd an ancient Alchemy Set that can then craft these potions. However, the DM would have to homebrew these recipes.

<img 
  src='http://i.imgur.com/q8AuQvd.png' 
  style='position:absolute; bottom:50px; right:30px; width:750px' />

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# Appendix B
This appendix is used to understand how each of the ingredients work on an ecology basis, as well as used by the DM to randomly determine which ingredient to give the player. These tables are fueled by the Herbalism skill, and correlate directly to that section.

If the first roll was succesfull and the player can gather some ingredients, the player rolls 1d12 to determine what kind of ingredient he found. If the player rolled a natural 20, he gathers 2 times the amount.q1^

<div class='wide'>
##### Arctic Ingredients
| 1d12 | Herbs/Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water | This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Silver Hibiscus | This silver-grey plant looks as though it represents madness itself. It often has random patterns and unplanned shapes, but always has a black web-like pattern on it. Although it may look deadly to touch, when prepared properly a Herbalist can unleash a torrent of elemental power representing a breath weapon.
| 03 | Mortflesh Powder | This dark purple powder is often found growing on top of moss in dark, cold environments. This powder is often used as makeup for young men and women to reduce the look of age from their faces. When imbibed with a magical catalyst, the effect is said to be permanent when consumed
| 04 | Ironwood Heart | This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by a Herbalist these seeds can increase a beings physical size greatly.
| 05 | Frozen Seedlings|  These small, pea sized pods can be found amongst resilient flowers in very cold environments. Named for their almost frozen appearance, they can be plucked with relative ease and are often used in cold alcoholic drinks. Some assassins have found ways to crush these into a paste and hamper one’s movements.
| 06 |Common Ingredient| see Common Ingredients Table
| 07 |Common Ingredient| see Common Ingredients Table
| 08 |Common Ingredient| see Common Ingredients Table
| 09 |Arctic Creeper | This noxious weed usually grows in extremely cold environments, or at higher elevations where snow tends to accumulate. The leaves of the plant characterized by a pleasant sweet minty flavor, whereas the root is bitter and acidic. The weed is one of an assassin’s favorite plants, due to the root’s ability to freeze a creature’s bloodstream, which leads to a slow and agonizing death. The Arctic Creeper is toxic to many unwary travelers, as it is quite easy to consume the root’s toxins while enjoying the sweet flavorsome leaves.
| 10 | Fennel Silk | Often mistaken for a spider’s web, this white web like plant grows amongst frigid and dark environments. It uses sharp hooked tendrils to help secure the edges of the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk will recognize the many applications it has for protecting your extremities from harsh-low temperature environments.
| 11 |Fiend's Ivy |  These long, red thorn-encrusted vines can stretch up to 3 feet long and have sharp thorns that reach up to an inch or two long. It isn’t rare to find blood stains amongst these vines as many animals and adventurers can easily trip or get caught in a bushel of the vines. The vines also seem to have a sentient quality to them as they relax when prey is near, and contract when captured.
| 12 | Voidroot | This dark grey thick root is often found amongst the most extreme environments. It normally grows in either desertor arctic environments and seems to vary in growth rate per root. Herbalists tend to be very careful when they extract this root from the ground, as it seems to defy gravity and want to “fly” away.

</div>

<div class='pageNumber'>8</div>
<div class='footnote'>PART 4 | APPENDIX B</div>

\page

 <div class='wide'>
##### Coastal / Underwater Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water |  This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Hydrathistle |Named for its appearance, this three-pronged blue and black flower is often found in dark and dank environments. When used alone, the thistle has no real beneficial effects. However, skilled alchemists have been able to use highly powerful and natural water to concoct potions that allow them to breath in water.
| 03 | Amanita Cap | This large mushroom is often found growing in clusters near bodies of water, or around other damp terrain. It has a bold blue stem accompanied by a large red cap, which makes this fungi extremely easy to identify. Professional herbalists often cut the head from the root, as the mushroom has the rare ability to re-grow its cap within a few short weeks.
| 04 |Hyacinth Nectar |  This blue and white thick liquid can be extracted from the Hyancinth’s near somewhat wet areas. This nectar is of high demand and is often used by highly trained guards to counter poisons that evil people attempt to use on them. While it does not cure the mean of poisons, it severely limits its effects.
| 05 | Chromus Slime | This thin slime substance is often observed to flow within water current as if it had a mind of its own. Often times, scientists mistake this slime with mercury, as it has the same consistency and look. When attempting to alter the slime, it reverberates and alters the other plant life it touches instead.
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Lavender Sprig | These long stemmed purple-petal flowers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten.
| 10 | Blue Toadshade | Blue Toadshade. Another common mushroom is this dark blue cap with a yellow striped stem. When disturbed, this mushroom lets off a puff of blue powder. Usually this causes no permanent harm to the surrounding creatures, but it can stain their skin and equipment for a short while. The powder is commonly used to color various inks and dyes. Herbalists usually search for the fungi around small watering holes, where aquatic life often thrives.
| 11 | Wrackwort Bulbs | These huge white bulbs can be found on small yellow mushrooms often found in swamps or wet caverns. The mushroom releases a puff of powder from these bulbs when threatened and it tends to confuse and hinder a person. When harvested successfully, these bulbs can be ground into a paste and imbibed within magical water to diminish the size of a being.
| 12 | Cosmos Glond |This uncommon four-leafed plant is notorious for being somewhat difficult to find. This is mostly due to the plant growing about 5 feet underneath the ground, and only peeking out during its final maturity. However, it has an uncanny look of the stars in a night sky amongst its leaves.
</div>

<div class='wide'>
##### Desert Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water |  This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Cosmos Glond |This uncommon four-leafed plant is notorious for being somewhat difficult to find. This is mostly due to the plant growing about 5 feet underneath the ground, and only peeking out during its final maturity. However, it has an uncanny look of the stars in a night sky amongst its leaves.
| 03 | Arrow Root | This unusually elongated plant can stand up to four feet tall, and is very easy to spot due to its distinctive white and brown speckled pattern. The Arrow Root thrives in desert and drought environments, as the plant needs very little water to survive. When diced and boiled in water the plant creates a frothy silver liquid, which is ideal for sharpening and polishing weapons and armor without the use of magic or other means.
| 04 | Dried Ephedra | A bush often found in dry environments, it is thorny and hard to harvest without scratching your skin. It has a distinct dark purple hue when viewed at a distance, but up close it looks black. Herbalists love to use this plant when making healing tonics as it has the odd ability to enhance Wild Sageroot.

</div>

<div class='pageNumber'>9</div>
<div class='footnote'>PART 4 | APPENDIX B</div>

\page

<div class='wide'>
##### Desert Ingredients (Cont.)
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 05 | Cactus Juice | This usually clear liquid can be found within most cacti around the world. It’s reasonably difficult to extract, as many cacti are dangerous to work with. Brewers love to use this juice in many recipes, as one of its effects is to delay alcohol intoxication, allowing people to purchase and consume more before it hits them. 
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Drakus_Flower | This bright red and pale green flower can be found in both temperate and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s ability to ignite with a moderate application of friction. This ignition does not cause harm, but instead creates theatrical sparks with the ability to light fires and create warmth.
| 10 | Scillia Beans | These light brown beans can occasionally be found hanging from Scillia Bushes in dry atmosphere environments. They are often used to enhance flavors in stew and other meals, but have a much stranger effect. At full potency, some of these beans can offer the user the ability to climb steep cliffs and rock faces with ease.
| 11 | Spineflower Berries | Often found hanging amongst the bone- like flowers, this white berry can be harvested and crushed to enhance toxins made by scoundrels. However, this effect only applies when introduced directly to the bloodstream. When ingested normally these berries provide little sustenance, but do not harm the person.
| 12 | Voidroot | This dark grey thick root is often found amongst the most extreme environments. It normally grows in either desertor arctic environments and seems to vary in growth rate per root. Herbalists tend to be very careful when they extract this root from the ground, as it seems to defy gravity and want to “fly” away.

</div>

<div class='wide'>
##### Forest Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water |  This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 |Harrada Leaf | This huge yellow leaf can often be found near tree tops in lush environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be sold as a street drug. The potent nature of this addictive substance will cause a brief euphoric state coupled with an increase in a specific attribute; followed by a long recovery period in which the user is extremely weakened in that attribute.
| 03 | Nightshade Berries | These light blue berries can be found in small clumped packs among small bushes in lush environments. They can be safely ingested and are often eaten by wild animals for their sweet, but tangy flavor. A skilled Herbalist can enhance the berries natural ability to affect a persons body.
| 04 | Emetic Wax| This thick, white wax is often found seeping out of trees near lush and wet areas. It is commonly used in candle making, as the wax melts and re-hardens rather quickly, yet is strong enough to form delicate shapes. Herbalists use it to control how their tonics enter the body, performing miraculous feats.
| 05 | Verdant Nettle | With its dark green and yellow speckled mesh, this plant can be easily spotted. It normally grows in forests and can catch a person’s feet when traveling if they do not have proper footing. Alchemists like to use this plant to create tonics that enhance one’s strength and reflexes.
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Arrow Root | This unusually elongated plant can stand up to four feet tall, and is very easy to spot due to its distinctive white and brown speckled pattern. The Arrow Root thrives in desert and drought environments, as the plant needs very little water to survive. When diced and boiled in water the plant creates a frothy silver liquid, which is ideal for sharpening and polishing weapons and armor without the use of magic or other means.

</div>
<div class='pageNumber'>10</div>
<div class='footnote'>PART 4 | APPENDIX B</div>

\page

<div class='wide'>
##### Forest Ingredients (Cont.)
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 10 |Ironwood_Heart | This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by a Herbalist these seeds can increase a beings physical size greatly.
| 11 | Blue Toadshade | Blue Toadshade. Another common mushroom is this dark blue cap with a yellow striped stem. When disturbed, this mushroom lets off a puff of blue powder. Usually this causes no permanent harm to the surrounding creatures, but it can stain their skin and equipment for a short while. The powder is commonly used to color various inks and dyes. Herbalists usually search for the fungi around small watering holes, where aquatic life often thrives.
| 12 | Wisp Stalks | This incredibly rare fungi has become something of a fable amongst herbalists. It is reported to have a large bulbous cap growing atop a thin stem, and to normally form in small clusters deep within damp cave environments and forests. The organism is usually a translucent blue, and is rumored to render creatures invisible once consumed.
</div>

<div class='wide'>
##### Grasslands Ingredients
| 1d12 | Ingredient|  Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water |  This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Harrada Leaf | This huge yellow leaf can often be found near tree tops in lush environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be sold as a street drug. The potent nature of this addictive substance will cause a brief euphoric state coupled with an increase in a specific attribute; followed by a long recovery period in which the user is extremely weakened in that attribute.
| 03 |Drakus Flower | This bright red and pale green flower can be found in both temperate and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s ability to ignite with a moderate application of friction. This ignition does not cause harm, but instead creates theatrical sparks with the ability to light fires and create warmth.
| 04 | Lavender Sprig | These long stemmed purple-petal flowers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten. 
| 05 | Arrow Root | This unusually elongated plant can stand up to four feet tall, and is very easy to spot due to its distinctive white and brown speckled pattern. The Arrow Root thrives in desert and drought environments, as the plant needs very little water to survive. When diced and boiled in water the plant creates a frothy silver liquid, which is ideal for sharpening and polishing weapons and armor without the use of magic or other means.
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Scillia Beans | These light brown beans can occasionally be found hanging from Scillia Bushes in dry atmosphere environments. They are often used to enhance flavors in stew and other meals, but have a much stranger effect. At full potency, some of these beans can offer the user the ability to climb steep cliffs and rock faces with ease.
| 10 | Cactus Juice | This usually clear liquid can be found within most cacti around the world. It’s reasonably difficult to extract, as many cacti are dangerous to work with. Brewers love to use this juice in many recipes, as one of its effects is to delay alcohol intoxication, allowing people to purchase and consume more before it hits them. 
| 11 | Tail Leaf | This very fuzzy, dark green leaf looks like a circle with three thick strands hanging from it. When held, the leaf itself feels as though it is vibrating. It is known that a skilled Herbalist can use these leaves in concoctions to create powerful magical effects to enhance one’s speed.
| 12 | Hyacinth Nectar |  This blue and white thick liquid can be extracted from the Hyancinth’s near somewhat wet areas. This nectar is of high demand and is often used by highly trained guards to counter poisons that evil people attempt to use on them. While it does not cure the mean of poisons, it severely limits its effects.
</div>

<div class='pageNumber'>11</div>
<div class='footnote'>PART 4 | APPENDIX B</div>

\page

<div class='wide'>
##### Hills Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water |  This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Devil's Bloodleaf | Only a few recorded instances of this red and yellow flower exist. This large and bold red leaf can be going back in history to the dawn of humankind. It was once a popular decoration around homes and gardens, but has become one of the rarest plants in the world. It is said to give immense vitality and health to one who can properly prepare the plant.
| 03 | Nightshade Berries | These light blue berries can be found in small clumped packs among small bushes in lush environments. They can be safely ingested and are often eaten by wild animals for their sweet, but tangy flavor. A skilled Herbalist can enhance the berries natural ability to affect a persons body.
| 04 | Tail Leaf | This very fuzzy, dark green leaf looks like a circle with three thick strands hanging from it. When held, the leaf itself feels as though it is vibrating. It is known that a skilled Herbalist can use these leaves in concoctions to create powerful magical effects to enhance one’s speed.
| 05 | Lavender Sprig | These long stemmed purple-petal flowers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten.
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Ironwood Heart | This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by a Herbalist these seeds can increase a beings physical size greatly.
| 10 | Genko Brush | This dark green, fan leafed brush can be found on hills and in the underdark. it is loved by Healers for its beneficial purposes in healing potions.
| 11 | Rock Vine | This extremely hardened dark green vine can be found growing in the ground near very old minerals, often seeming to feed off the minerals themselves. At first glance this vine seems completely useless to mortals, but arcane studies have shown this vine to harden a person’s skin significantly if combined with a powerful catalyst.
| 12 | Harrada Leaf | This huge yellow leaf can often be found near tree tops in lush environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be sold as a street drug. The potent nature of this addictive substance will cause a brief euphoric state coupled with an increase in a specific attribute; followed by a long recovery period in which the user is extremely weakened in that attribute.

</div>

<div class='pageNumber'>12</div>
<div class='footnote'>PART 4 | APPENDIX B</div>

<div class='wide'>
##### Mountain Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water | This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Basilisk's Breath | Often referred to as Grey Restraints amongst the nobles of the world, this dark grey vine is only rarely found atop the highest peaks of mountainous regions. It is fabled that this vine is a gift from the gods, as a way to test humanity. Often sold for outrageous sums of gold, Basilisk’s Breath can attract unwanted attention to those trying to sell it for profit.
| 03 | Frozen Seedlings | These small, pea sized pods can be found amongst resilient flowers in very cold environments. Named for their almost frozen appearance, they can be plucked with relative ease and are often used in cold alcoholic drinks. Some assassins have found ways to crush these into a paste and hamper one’s movements.
| 04 | Arctic Creeper | This noxious weed usually grows in extremely cold environments, or at higher elevations where snow tends to accumulate. The leaves of the plant characterized by a pleasant sweet minty flavor, whereas the root is bitter and acidic. The weed is one of an assassin’s favorite plants, due to the root’s ability to freeze a creature’s bloodstream, which leads to a slow and agonizing death. The Arctic Creeper is toxic to many unwary travelers, as it is quite easy to consume the root’s toxins while enjoying the sweet flavorsome leaves.
| 05 | Dried Ephedra| A bush often found in dry environments, it is thorny and hard to harvest without scratching your skin. It has a distinct dark purple hue when viewed at a distance, but up close it looks black. Herbalists love to use this plant when making healing tonics as it has the odd ability to enhance Wild Sageroot.

</div>

\page

<div class='wide'>
##### Mountain Ingredients (Cont.)
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Drakus Flower | This bright red and pale green flower can be found in both temperate and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s ability to ignite with a moderate application of friction. This ignition does not cause harm, but instead creates theatrical sparks with the ability to light fires and create warmth.
| 10 | Luminous Cap Dust | This powder can be shook from the glowing yellow mushrooms often found in extremely dark environments and it keeps an ember-like glow for about a week after extracted. Many Herbalists keep the glowing mushrooms themselves in dark cellars in order to harvest this dust every chance they can.
| 11 | Rock Vine | This extremely hardened dark green vine can be found growing in the ground near very old minerals, often seeming to feed off the minerals themselves. At first glance this vine seems completely useless to mortals, but arcane studies have shown this vine to harden a person’s skin significantly if combined with a powerful catalyst.
| 12 | Primordial_Balm | This thick substance has been observed changing its coloring, almost at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks on end. Herbalists often find this substance growing on rocks in humid environments. The exact rarity of the substance is unknown, as its constantly changing appearance makes it difficult to identify.

</div>

<div class='wide'>
##### Swamp Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water | This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Devil's Bloodleaf | Only a few recorded instances of this red and yellow flower exist. This large and bold red leaf can be going back in history to the dawn of humankind. It was once a popular decoration around homes and gardens, but has become one of the rarest plants in the world. It is said to give immense vitality and health to one who can properly prepare the plant.
| 03 | Spineflower Berries | Often found hanging amongst the bone- like flowers, this white berry can be harvested and crushed to enhance toxins made by scoundrels. However, this effect only applies when introduced directly to the bloodstream. When ingested normally these berries provide little sustenance, but do not harm the person.
| 04 | Emetic Wax | This thick, white wax is often found seeping out of trees near lush and wet areas. It is commonly used in candle making, as the wax melts and re-hardens rather quickly, yet is strong enough to form delicate shapes. Herbalists use it to control how their tonics enter the body, performing miraculous feats.
| 05 | Amanita Cap | This large mushroom is often found growing in clusters near bodies of water, or around other damp terrain. It has a bold blue stem accompanied by a large red cap, which makes this fungi extremely easy to identify. Professional herbalists often cut the head from the root, as the mushroom has the rare ability to re-grow its cap within a few short weeks.
| 06 | Common Ingredient| see Common Ingredients Table
| 07 | Common Ingredient| see Common Ingredients Table
| 08 | Common Ingredient| see Common Ingredients Table
| 09 | Blue Toadshade | Another common mushroom is this dark blue cap with a yellow striped stem. When disturbed, this mushroom lets off a puff of blue powder. Usually this causes no permanent harm to the surrounding creatures, but it can stain their skin and equipment for a short while. The powder is commonly used to color various inks and dyes. Herbalists usually search for the fungi around small watering holes, where aquatic life often thrives. 
| 10 | Wrackwort Bulb | These huge white bulbs can be found on small yellow mushrooms often found in swamps or wet caverns. The mushroom releases a puff of powder from these bulbs when threatened and it tends to confuse and hinder a person. When harvested successfully, these bulbs can be ground into a paste and imbibed within magical water to diminish the size of a being.

<div class='pageNumber'>13</div>
<div class='footnote'>PART 4 | APPENDIX B</div>
</div>

\page

<div class='wide'>
##### Swamp Ingredients (Cont.)
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 11 | Hydrathistle | Named for its appearance, this three-pronged blue and black flower is often found in dark and dank environments. When used alone, the thistle has no real beneficial effects. However, skilled alchemists have been able to use highly powerful and natural water to concoct potions that allow them to breath in water.
| 12 | Primordial_Balm | This thick substance has been observed changing its coloring, almost at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks on end. Herbalists often find this substance growing on rocks in humid environments. The exact rarity of the substance is unknown, as its constantly changing appearance makes it difficult to identify.

</div>

<div class='wide'>
##### Underdark Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water | This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 | Primordial Balm | This thick substance has been observed changing its coloring, almost at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks on end. Herbalists often find this substance growing on rocks in humid environments. The exact rarity of the substance is unknown, as its constantly changing appearance makes it difficult to identify.
| 03 | Silver Hibiscus | This silver-grey plant looks as though it represents madness itself. It often has random patterns and unplanned shapes, but always has a black web-like pattern on it. Although it may look deadly to touch, when prepared properly a Herbalist can unleash a torrent of elemental power representing a breath weapon.
| 04 | Devil's Bloodleaf | Only a few recorded instances of this red and yellow flower exist. This large and bold red leaf can be going back in history to the dawn of humankind. It was once a popular decoration around homes and gardens, but has become one of the rarest plants in the world. It is said to give immense vitality and health to one who can properly prepare the plant
| 05 | Chromus Slime | This thin slime substance is often observed to flow within water current as if it had a mind of its own. Often times, scientists mistake this slime with mercury, as it has the same consistency and look. When attempting to alter the slime, it reverberates and alters the other plant life it touches instead.
| 06 | Mortflesh Powder | This dark purple powder is often found growing on top of moss in dark, cold environments. This powder is often used as makeup for young men and women to reduce the look of age from their faces. When imbibed with a magical catalyst, the effect is said to be permanent when consumed
| 07 | Fennel Silk | Often mistaken for a spider’s web, this white web like plant grows amongst frigid and dark environments. It uses sharp hooked tendrils to help secure the edges of the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk will recognize the many applications it has for protecting your extremities from harsh-low temperature environments.
| 08 | Fiend's Ivy | These long, red thorn-encrusted vines can stretch up to 3 feet long and have sharp thorns that reach up to an inch or two long. It isn’t rare to find blood stains amongst these vines as many animals and adventurers can easily trip or get caught in a bushel of the vines. The vines also seem to have a sentient quality to them as they relax when prey is near, and contract when captured.
| 09 | Gengko Brush | This dark green, fan leafed brush can be found on hills and in the underdark. it is loved by Healers for its beneficial purposes in healing potions.
| 10 | Luminous Cap Dust | This powder can be shook from the glowing yellow mushrooms often found in extremely dark environments and it keeps an ember-like glow for about a week after extracted. Many Herbalists keep the glowing mushrooms themselves in dark cellars in order to harvest this dust every chance they can.
| 11 | Radiant Synthseed | This long black and boat shaped seed emanates a strong yellow glow, and often exerts the smell of flowers. When the seed is cracked open, a person can find a few smaller looking seeds of the same nature. These smaller seeds can often be crushed or blended into mixtures to enhance toxins.
| 12 | Wisp Stalks | This incredibly rare fungi has become something of a fable amongst herbalists. It is reported to have a large bulbous cap growing atop a thin stem, and to normally form in small clusters deep within damp cave environments and forests. The organism is usually a translucent blue, and is rumored to render creatures invisible once consumed.

</div>

<div class='pageNumber'>14</div>
<div class='footnote'>PART 4 | APPENDIX B</div>
\page

<div class='wide'>
##### Common Ingredients
| 1d12 | Ingredient| Descriptors
|:----:|:----------|:-----------
| 01 | Elemental_Water | This unique liquid shares properties of the planar realms of the 4 elements. At times you can see rocks floating unnaturally in the middle and at other times you can swear you see fire in the water. This special water can be found in all environments as it is not bound to our physical world’s rules.
| 02 |Mandrake Root | This tan root has serrated edges all along its body that often cause injury to Herbalists that do not properly know how to handle it. When stripped of its outer skin, the soft tender center can be eaten with relative ease and is often used by Doctors to reduce pain from poison or disease.
| 03 | Quicksilver Lichen | This silver and grey silky moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Assassins have been able to use this lichen to quickly administer their toxins into the target’s system without any drawbacks. However, this takes some preparation and is often forgotten by common folk.
| 04 | Quicksilver Lichen | This silver and grey silky moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Assassins have been able to use this lichen to quickly administer their toxins into the target’s system without any drawbacks. However, this takes some preparation and is often forgotten by common folk.
| 05 | Wild Sageroot | The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Alchemists and healers to create concoctions of extraordinary healing power.
| 06 | Wild Sageroot | The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Alchemists and healers to create concoctions of extraordinary healing power.
| 07 | Bloodgrass | The most boring, common plant life found in the wild is this dark brown grass. It has absolutely no remarkable qualities, other than being relatively harmless, and its use as basic sustenance when properly prepared. Herbalists do not find this grass very unique, but still tend to collect it as it occupies almost no space in their packs.
| 08 | Wyrmtongue Petals | The assassins, and many Drows, favorite natural ingredient. These jagged red petals can be found growing on Wyrmtongue flowers in almost every terrain. It’s almost as if the world itself is trying to test humanity by letting these flowers grow everywhere. These petals are used as a base for toxins that can offer extremely powerful damage. For this reason, Wyrmtongue is highly illegal, and in many cases punishes owners of this flower with death.
| 09 | Wyrmtongue Petals | The assassins, and many Drows, favorite natural ingredient. These jagged red petals can be found growing on Wyrmtongue flowers in almost every terrain. It’s almost as if the world itself is trying to test humanity by letting these flowers grow everywhere. These petals are used as a base for toxins that can offer extremely powerful damage. For this reason, Wyrmtongue is highly illegal, and in many cases punishes owners of this flower with death.
| 10 | Milkweed Seeds | These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive effects this way. When crushed up and diluted with other liquid these seeds offer very powerful healing effects.
| 11 | Milkweed Seeds | These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause negative digestive effects this way. When crushed up and diluted with other liquid these seeds offer very powerful healing effects.
| 12 | Mandrake Root | This tan root has serrated edges all along its body that often cause injury to Herbalists that do not properly know how to handle it. When stripped of its outer skin, the soft tender center can be eaten with relative ease and is often used by Doctors to reduce pain from poison or disease.
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<div class='footnote'>PART 4 | APPENDIX B</div>

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Wolfskin75 commented 8 years ago

I am having the same trouble only it is now 3 pages. should I post the code?

stolksdorf commented 8 years ago

First, check that for every opening html tag, you have a closing one and no extra closing ones. I've gotten a flood of issues related to people not properly formatting their HTML. Looking into adding a checker for this soonish.

stolksdorf commented 8 years ago

@kat-vintageinspired You did not close the wide divs on line 238 and 276

Wolfskin75 commented 8 years ago

nowind.txt

stolksdorf commented 8 years ago

Re-open this if it did not fix your problem.