The Gathering Map is a collection of in character knowledge of what materials and plants can be found where. For now, this is a spreadsheet, but in the future it may include a map and written descriptions for regional flora
Gathering Contract
Link to rolls:
Link to submission:
Party Members:
Equipment:
Loot:
Gathering Contracts can only be rolled once a week. Each submission requires a piece of art or writing to go with it that depicts your character's contract adventure. It must be unique to this contract roll(no repurposing prompt submissions). Art/writing can be made before or after rolling for the contract. Roleplays conducting during/between the rolls can also count for your submission.
When rolling for the contract, declare so before you start making your rolls. Only the person who will be submitting the contract can make the rolls.
If you roll but fail to make your submission within a month, you forfeit the loot. Rolls that trigger perils will do so regardless of whether or not you submit them, so it's advised to only roll if you intent to complete your contract. You can choose to end a contract at any time, even if you haven't reached the maximum amount of loot/rounds. The previous contract must be submitted/forfeited/concluded before rolling for a new one.
Party members are any player characters who join you on your contract.
Equipment should list any items that impact your gathering capabilities.
It is recommended that you keep your character sheet up to date with any equipment you'd like in the event of an encounter or peril. Do so before beginning your rolls! If you add a piece of equipment after triggering a peril, it won't count.
Make contract rolls in the #bot-containment channel to avoid burying conversations in other parts of the server. Using threads is optional, but may help keep your rolls separate from another's if you are both rolling at the same time. It also makes a much better place to roleplay with your party!
Formatting text like this can make it easier to keep track of the contract's progress.
# [character's] Gathering Contract
**Round 1**
.roll 1d100
Characters who go out on a gathering contract scour the lands in search of raw materials and herbs to bring home. Wood, stone, metal, gemstones...even artifacts! The riches of the world are out there, just waiting for someone to take them.
Gathering is a peaceful task. One best done alone, leaving plenty of time for reflection, and plenty of room for profit. Though the risks of being caught out alone are great, it is also far easier to escape danger when there is only one you to worry about. Not only that, but it means you can keep all the loot for yourself! Any given patch of land only has so many herbs, after all.
While roaming the world, you are likely to uncover all sorts of interesting things...
NPCs, points of interest, subregions, perils, and more!
Every gathering contract also has a chance to reveal an item cache. These item cache's bear a high concentration of one material, making them particularly useful for mass gathering of specific items.
Gathering contracts scale based on regional difficulty, tool use, cache access, and current events.
Each region comes with a unique roll table, with item types and rarities scaled to match the region's ecology.
How To Roll Gathering Contracts
Each gathering contract sends characters out on an 8 roll adventure. Start with the Regional Roll-table, roll the dice it requests, and see where those dice take you!
A typical round of a gathering contract goes like this:
Roll 1d100 to find out what your character has spotted
Choose whether or not you will investigate this sighting
Roll on that sighting's loot table to see what you get
Return to the Regional roll-table to start the next round
Any time you choose to investigate a sighting, your gathering party will need to stop and spend some time on it, It takes about 3 hours to fully investigate any sighting in the field. Between the time spent traveling and avoiding danger, you'll only have 12 hours free for investigations. This means each gathering party is only able to collect 4 items per contract, even if they choose to drop an item partway through the mission.
Dropping items may trigger a useful mechanic in the future...(See Gathering Combos)
EX. Rastus goes gathering
Round 1: Rastus finds an exposed, crumbling rock. He chooses to investigate.
3 hours later...he comes away with a piece of obsidian!
Round 2: Rastus finds a patch of stunted flowers. He chooses to investigate.
3 hours later...he has a bundle of [POTENT HERB] collected.
Round 3: Rastus finds an exposed, crumbling rock. He chooses to investigate.
3 hours later...he comes away with a piece of melt-stone!
Round 4: Rastus finds a patch of stunted flowers. He decides not to investigate, hoping to find something new further afield.
Round 5: Rastus finds a murky stream. He chooses to investigate.
3 hours later...he comes away with a transluscent shell!
12 hours later, Rastus is exhausted and ready to head home. He has investigated the maximum of 4 sightings and is now 4 items richer!
EX. Rastus gets in trouble
Round 1: Rastus finds a calm lake. He chooses to investigate.
He finds a piece of Driftwood.
Round 2: Rastus finds a warped nest. Against his better judgement...he chooses to investigate.
He finds a rare Tainted Eggshell, but just as he's about to make his escape, the mother returns...PERIL TRIGGERED!
By choosing to investigate a dangerous location, Rastus took a chance of being imperiled. His gathering run has ended, as he will be forced to spend the rest of his time and energy on getting out of danger. If he is lucky, he will leave with his items AND his life.
Once a cache has been revealed, a Cache Cracking Contract can be submitted to harvest from the wealth of materials. These contracts are targeted harvests that primarily yield items from the cache, with a small chance for regional items and special materials only found within caches.
Different caches require different tools for their contracts.
Glades: A cache of herbs. Requires a scythe, shears, or other small cutting tool to access.
Groves: A cache of trees. Requires an axe, saws, or other large cutting tools to access.
Veins: A cache of stone/metals. Requires a pickaxe, portable light, and support beams(any HARD material) to access.
Cache cracking has a chance to damage the tools used for it, especially if the tool is not tailored for cache cracking. Using a dagger or sword to harvest berries will quickly dull the blade, and mining with a war hammer is far from ideal. When creating tools meant for cache cracking, make sure to mention it in the contract form! [Cache Crackers] are tools that provide few bonuses, but cannot be damaged by typical cache cracking. Particularly well made cache crackers may even increase the number of materials harvested when cache cracking!
Cache cracking cannot be combined with gathering combos.
Currently, only rudimentary gardening techniques are understood. Plants grow from seeds but, when grown intentionally, seem to lack the potent characteristics that make them so valuable. This means [Potent Herbs] can only be found using Gathering Contracts and Field Work.
It is easy to farm rations, however, and player characters are free to establish personal gardens at their Faction's base.
The Voltspire Hearth faction does not allow dangerous plants to be grown at their base. Characters may petition to change this, but for now, it is not believed to be worth the risk.
Field work gathering allows characters to gather useful items while out on an expedition. It is not possible to Cache Crack or Garden while on an expedition.
When gathering as a group, use the skill level of the most skilled character in the group for rolls/calculations. In character, this reflects the most skilled individual guiding/directing the others to the most promising locations. This may change, however, if the DM believes the most skilled character has been sidelined, ignored, or is not in good enough condition to provide assistance(Ex. Half-conscious/drugged survivalists do not give the best advice)
[Gathering combos are currently in development, and cannot be used for Contracts]
A gathering combo is triggered when a specific set of items enters the players inventory on a contract. By filling your pockets with a specific set of items, you can net yourself an extra chance at rare items, bonus loot, and special encounters. Currently, only a few combos are available, but more can be unlocked by researching the materials you gather.
Gathering combos are rolled at the end of the contract
Diamond in the Rough - Requires a full inventory of [STONE] items.
Just keep digging, you'll find a pretty rock eventually! 10% chance to gather a gemstone.