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Plants and Fungi of the Realms $2.99
Average Rating:4.9 / 5
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Plants and Fungi of the Realms
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Michael G. [Verified Purchaser]
Date Added: 10/01/2022 11:06:13

This is a great addition to the general rules and really helped me flesh out the foraging and survival elements of my Tomb of Annihilation campaign. Thanks so much for making this!



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Abigail C. [Verified Purchaser]
Date Added: 07/25/2021 19:37:56

Excellent. Perfect for my brand of mayhem. This saves me the hours of deep diving into obscure corners to find plants and fungi to flavour my games and or send the players out in search of. I do wish that it included lists of organisms by locations but that would be the cherry on top of an already lovely collection. Reference material is also listed for those of us who wish to peruse them.



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Brandon L. [Verified Purchaser]
Date Added: 07/15/2020 00:49:16

A wide array of plants and other things that grow that most DMs may need for your Druid, Ranger, or any player who is interested in collecting/harvesting the local flora. Not all flora can be turned into something useful, some are just pretty, and some are nice dungeon dressing for additional menace or terrain challenges. There are a few quest hooks littered throughtout that are fun.

One suggestion would be a better index for quick referencing plants in a given climate for on the fly consultations.



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Will B. [Verified Purchaser]
Date Added: 07/18/2019 13:14:08

[TL;DR this an excellent resource for fleshing out the flora, brewing, poisoning & medical minutia of Forgotten Realms - but useful in any campaign setting, but you'll want to do some extra work as a DM if you want a comprehensive resource.]

I really enjoy the extensive list of names and detailed descriptions as well as the reasonable DCs for identification of rare plants.

I would have liked more comprehensive lists and rarity categories to determine values. I feel like there aren't enough mundane plants to reference - so it gives the false appearance that most plants are rare and that money literally grows on trees.

Many coin values seem quite inflated to my sense of in-world economy though. I feel like a character with Nature and Survival can easily make a fortune as many plants are worth more than a gold per sample. Considering the scarcity of mundane plants, any group of PCs would quickly learn that picking ANY flower, root, or berry will be able to turn a profit in the next town.

That's really my only criticism though, and any decent DM will be able to compensate for this by making their own lists from the wonderful descriptions in this resource and filling in the blanks with their own descriptions of mundane plants, herbs, and spices - like 1cp to 1gp per pound instead of per sample. If you look at the PHB under trade goods, you will see common grains and spices for 1cp-3g per pound - with saffron being a rare trade good worth much more.

All nit-picking aside - this is a useful, very well done, well researched resource, and the information presented is impeccably organized.



Rating:
[4 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Massimo T. [Verified Purchaser]
Date Added: 07/17/2019 15:34:03

I've been looking for something like this for a long time and finally I found it. A very exhaustive and complete supplement, worth buying even if you aren't vegan.



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by JUSTIN M. [Verified Purchaser]
Date Added: 02/02/2018 18:28:49

This is extremely useful for the campaigns I'm running. I often have players that want to search for plants and other things to make potions, etc. The only other thing I would possibly include is a table with the herbs listed by terrain and rarity that DMs can roll on. Thanks a lot!



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Tony P. [Verified Purchaser]
Date Added: 11/05/2016 19:35:55

A well produced, well written collection of descriptions of over 100 useful and interesting plants. Reviewed in my Best of the Dungeon Master's Guild collection here.



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Eapen L. [Verified Purchaser]
Date Added: 05/08/2016 19:42:37

The plants included are a nice way to add some flavor and very specific features to my home game. I enjoyed the look and feel of the pdfs on my ipad. i would love to see some sort of sortable list of these plants to help figure out the ecosystems of the different areas.

i hope this will give my players some "natural" solutions to pesky in-game problems.



Rating:
[5 of 5 Stars!]
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Plants and Fungi of the Realms
Publisher: Dungeon Masters Guild
by Alastair M. [Verified Purchaser]
Date Added: 04/23/2016 08:14:34

There are certainly a goodly number of interesting ideas in this book, as the publisher suggests. However, DMs wanting to make best use of many will find they'll need to do extra work, as in places you feel you're only getting half the story. For example, plants like the Calim Cactus and Creeping Mangrove are capable of movement from place to place, but aren't provided with stats to say how fast (or not) they can do so, nor is there any guidance regarding the Calim Cactus' possible special or magical movement, or whether their apparent motion overnight is really caused by some quite different effect. Others are attributed harmful or curative properties, but without any guidance on what those effects may be. Darmanzar Stalk, for instance, has small thorns that cause swollen, irritated cuts to skin that last for several hours after the plant has been touched, but there's nothing to suggest what problems that may cause in game terms. On the beneficial side, Umozokai Flower petals can be used make tea that's mentioned as having a wide variety of medical uses, though what these are again isn't stated. This contrasts with a few more active plant entries, such as Ghost Tendrils and Hangman Tree, that are provided with text descriptions AND full stat blocks.

The English could use a little work in places, and there are occasional typos (I especially liked the "violent" flowers of Fairy Bells, page 8; really meant to be a shade of purple, I'd guess), plus a few missing page numbers - like that also on page 8 - though nothing too major. Maybe it would have helped to mention that "Darkwood" in the Introduction is actually listed under Zalantar, given it might have been a typo for Duskwood, while the treated wood of Blueleaf has apparently similar properties to Darkwood as well. Indeed, the work could use some closing tables overall, with cross-referencing for the different names some plants may go by, and with a gazeteer for both specific Forgotten Realms locations, and general environments the various plants and fungi may be found, since I suspect those would be things a lot of DMs would find helpful when setting up adventures.

Plus of course, more plants and fungi could be added almost indefinitely. Seven curative plants I've been using in my own Northern Faerun setting, taken from the old 1e "Savage Frontier" sourcebook, aren't included here, as one quick example, and I'm aware of others from similar earlier sourcebooks that also aren't featured. Despite that, what is provided should help get the creative energies flowing for most DMs, I'd think, and overall, this is a nicely-presented work on its chosen theme.



Rating:
[4 of 5 Stars!]
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