Bloodgrass
Bloodgrass is a type of grass native to Bloodgrass Woods. Named for its destinctive red color that resembles blood. The grass itself is poisonous to touch, as when provoked by anything more than the most gentle touch needles hidden in the grass shoots out injecting the poison. These needles are long enough and sharp enough to penetrate through leather, and as such simple leather gloves or boots are not viable protection. The needles are fragile and often break off inside whatever touched them, causing them to continue leeching poison for up to 8 hours. The needles themselves are barely visible to the naked eye, and when in a body considered impossible to find.
Bloodgrass is seen as a luxury item to nobles, as it is extremely expensive to have it transported safely. For this reason many nobles who can afford it have Bloodgrass in a glass case where it can grow without hurting someone. It is seen as a status symbol to afford Bloodgrass in this way.
Bloodgrass is however, also useful in medicine. By removing the needles the poison sacks in the grass itself can be harvested and refined in a complex process where the harmful parts of the poison is neutralised while the beneficial parts are left intact. Once refined this way, the refined Bloodgrass poison, named God-Blood, is used in healing potions primarily. This ensures higgly increased potency from healing potions, which also makes them sell for much more.
Bloodgrass is valued at 1GP per strand of grass at least 1 inch in length. Those that know how to refine it into God-Blood are generally willing to pay premium prices for Bloodgrass, in some instances up to 10GP per strand.
In-game rules:
Touching Bloodgrass without proper protection immediately deals 1 Piercing damage and 2d6 Poison damage. Furthermore, you must succeed on a DC13 Constitution saving throw. On a failure you take 4d8 Poison damage and half as much on a success. If a large amount is touched, damage is increased to 4d6 and 8d8 Poison damage with a increased DC of 3 for a total of DC16.
Bloodgrass is seen as a luxury item to nobles, as it is extremely expensive to have it transported safely. For this reason many nobles who can afford it have Bloodgrass in a glass case where it can grow without hurting someone. It is seen as a status symbol to afford Bloodgrass in this way.
Bloodgrass is however, also useful in medicine. By removing the needles the poison sacks in the grass itself can be harvested and refined in a complex process where the harmful parts of the poison is neutralised while the beneficial parts are left intact. Once refined this way, the refined Bloodgrass poison, named God-Blood, is used in healing potions primarily. This ensures higgly increased potency from healing potions, which also makes them sell for much more.
Bloodgrass is valued at 1GP per strand of grass at least 1 inch in length. Those that know how to refine it into God-Blood are generally willing to pay premium prices for Bloodgrass, in some instances up to 10GP per strand.
In-game rules:
Touching Bloodgrass without proper protection immediately deals 1 Piercing damage and 2d6 Poison damage. Furthermore, you must succeed on a DC13 Constitution saving throw. On a failure you take 4d8 Poison damage and half as much on a success. If a large amount is touched, damage is increased to 4d6 and 8d8 Poison damage with a increased DC of 3 for a total of DC16.
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