Showing posts with label mushroom. Show all posts
Showing posts with label mushroom. Show all posts

Thursday, 23 January 2020

A Lotus For All Seasons





































Lotus Flowers were one of the main currencies of the old monster kings as popular as gold or silver and for it's ability to control addicts. Ancient barges crossed the world selling drugs. Certain drugs are now found on certain continents. The Black Lotus Emperor rules much of the west through these drugs from his secret underground city. Black lotus because wizards and sorcerers crave it world wide is the most well known. Many lands ban lotus resin and some have become dependant on the criminal smugglers and pedlars who lend nobles money for influence.

This is how the Emperor spreads his influence. The drugs were commonly used as 
alternate spell components in the prehuman monster ruled age. Some say the emperor is a immortal deity from beyond. Many alien wizards are users also. Some areas there are lotus cults who use it in secret rituals and cover up failures. Some of these cults might have own strains. Some say lotus grew in conditions where outer gods were slain from their brain matter. The art of growing them requires a hard gardening roll to cultivate seeds and another to have them grow seeds. Cults might operate a secret garden. Some states operate gardens for nobility and royalty or only allow priests to use it. Natural animals, beast folk and barbarians and many tribal peoples shun them. Wherever you go people have strong opinions for against it. 

D12 Lotus Types

1 Pink Lotus
2 Ivory Lotus
3 Golden Lotus
4 Silver Lotus
5 Scarlet Lotus
6 Grey Lotus
7 White Lotus
8 Jade Lotus
9 Amber Lotus
10 Violet Lotus
11 Blue Lotus
12 Black Lotus

Dosage Effect if Save Effect if fail Cost
Mild Dose Mild Effect (d4 hours) Fail + sick for d4 rounds 10sp dose
Pure Dose Strong Effect Fail + save vs addiction + Mild Effect 40gp dose

Flower Extracts in wine or made into resin for pure doses
Fresh flowers in wine dissolve the narcotic and mixes with wine
Resin keeps for years and comes in pellets or blocks often with a guild symbol in gold
Rest of flower and stems make tea or smokes with only minor effects
Pipes across the world feature dragon designs
Most of these types are rare and seldom would you ever see all of them unless in the stash tin of a god or elf king. Any one big trade city might have 3 available.Some wizards tried to cross breed other types but most are fake

1 Pink Lotus
Fail – grow hideous wattles and dulaps like a turkey, more drugs worse they get
Mild Effect – euphoric, aroused, more sociable and charming +1CHA
Strong Effect – develop a petty mutation, hallucinate being one with all flesh through Xor
2 Ivory Lotus
Fail – when you die you arise as a skeletal undead, more drugs more powerful
Mild Effect – icy logic, fearless, analytical, good for research, hear whispers of dead +1INT
Strong Effect – immune to fear and charm magic, seem dead, commune with death d10 hours
3 Golden Lotus
Fail – body smoulders on first contact with sunlight losing a d4 HP, effect stronger with more drugs
Mild Effect – confident, warm and powerful feelings +1WIS
Strong Effect – immune to level or attribute drain from negative energy for hour
4 Silver Lotus
Fail – go into deep trance for day, second time week, then month then coma
Mild Effect – objectivity, calm, emotionless +1INT
Strong Effect - temporary psionic ability or petty mental mutation
5 Scarlet Lotus
Fail – become angry and violent, go on troublesome rampage for hour, temper gets worse over time
Mild Effect – aggressive, confidant, energetic will go berserk if fight starts in next turn
Strong Effect – heart stops, visions of souls destiny, first aid can revive you
6 Grey Lotus
Fail – drool like a idiot, reduced to infant state for d4 weeks, longer each time
Mild Effect – cold detachment, good for analytical skills, limited vision of own past +1WIS
Strong Effect – witness maddening things in past epochs then void hounds persue you
7 White Lotus
Fail – temporary blindness, eventually eyes become white, giggling addicts tear out own eyes
Mild Effect – heal 1HP
Strong Effect - see in dark, perceive squirming alien beings from beyond everywhere d4 hours
8 Jade Lotus
Fail – develop slimy skin and webbing, eventually turn into frog folk hybrid
Mild Effect – euphoric, gregarious, hungry, elaborate speculation and theories +1WIS
Strong Effect – Visions of frog gods and ancient rites dedicated to them for d12 hours
9 Amber Lotus
Fail – ephoric memory loss as long as keep smoking daily, slavers use this to dominate victims
Mild Effect – visions of some other worldly court drama you don't understand  +1CHA
Strong Effect – communicate directly with the unspeakable outsider god, the lord of madness for 3d10 hours
10 Violet Lotus
Fail – develop a minor mutation, eventually after too much they evolve into a horrible beast
Mild Effect – sense magic in 30 foot
Strong Effect – see magic and identify spells and magical effects on sight d6 hours
11 Blue Lotus
Fail – giggle like a idiot and become very compliant
Mild Effect – numbness, flushes, mild visual distortions  +1DEX
Strong Effect – cosmic visions of all reality, immune to illusions d6 hours
12 Black Lotus
Fail – haunted by maddening occult dreams, join a cult or several
Mild Effect – incredible dreams of alien realities, disorientation, ranting, foaming at the mouth, recover one spell or spell energy level, mostly used by power level magicians
Strong Effect – communicate with alien wizards beyond time and space for d4 hours

Saturday, 1 September 2018

Belly Buttons of Xor







For some reason Xor has belly buttons.
They are a feature you could put in any hex on a meat landscape.
Did Xor have a mother or is it it's own mother?
Does it birth new planar extensions of itself to invade other cosms?
These are unknowable to most people of Xor who only know an infinity of flesh.
Typically they are a d6 miles across.
Just use these to spice up your terrain.
Make good dungeon entrances.

Xor belly buttons

1 Lake of tears
2 Crusty desiccated salt bog
3 chaos puss bog infection
4 Hair forest full of bugs
5 Plant forrest
6 Fungus forrest
7 Cultivated garden
8 Trash heap 
9 Desiccated tissue
10 Parasite pit

Lake of tears
This flesh depression has a salty lake of tears or sweat. It will be teeming with life possibly fish or macroscopic amoebas, hydras, planarians and other simple life. Often a fishing village might thrive on the shores. Stranger things live in the darkest depths, some shallow folds or a sticking out belly button might form a island.


Crusty desiccated salt bog
This might have been a lake or just accumulated deposits of salt or dried serum crystals. Mostly it is a crystalline crust with amazing formations on steeper shores. Other flat areas may only be a layer of crust over stagnant toxic fluid. Such areas can be hazardous. Some might be mostly dried nitrate lakes. Often dried dead creatures are on the shore, preserved for thousands of years, fluids leeched out and perfectly mummified. Some monsters dwell here as humans avoid them of just come for mineral deposits to preserve food. Salt elementals and other strange creatures may live here. Necromancers come to study the preserving effects of the salt and ancient dead. Occasionally a castle of mineral salts might have been built by a wizard or planar being to rule over the area and menace the living. Some areas might have caves of salts or resinous dried serum crystals. Some of the oldest deposits are as hard as quartz or granite. Others are brittle and crumble to the touch.


Chaos puss bog infection
These areas are foul swamps of puss, often with dried scabrous land masses, ingrown infected hairs and open pools of infected white or yellow or green liquid often opaque sometimes transparent. Sometimes blood is in the liquid or visible on the surface. The stench can be overwhelming and a miasma of disease covers the place. Some wear masks with scented resins to drown out the stench. Disgusting horrible things live here such as giant flies, maggots, carrion eaters, parasites and macroscopic amoebas and slimes. Some goblinois thrive here wallowing in the filth. These are favorite places for demons to invade and they might build a fort or dungeon complex from dried infected matter. Primal chaos pools often guarded by shoggoths or chaotic entities can be found where more chaos can enter. Most Xorians hate such places as evil unlife. Disease demons and fly demons especially love the place.


Hair forest full of bugs
This depression of crinkly flesh folds is quite hairy forming a undulating difficult forest. The darkest bottom of the pit may have a cave system or a body of fluid. These are excellent habitats for mites, ticks, fleas and macroscopic bugs of all types. Some humans come to hunt but the difficult terrain helps preserve the wild life and keep visitors limited.

Plant forest
This is full of dirt produced by decaying matter, feces and brought by birds from other lands. Trees and plants have thrived producing by Xorian standards a strange alien landscape. People may live here and trade fruits and other products but some xorians find plant matter difficult to digest. Wood is a exotic material on xor. Some come here for seeds to grow plants in their mostly guarded private garden areas. Animal life here might even develop hair and colouring strange to most Xor life. Plant creatures often guard such locations from fire or intruders. Birds especially visit here and some species develop strangely in evolutionary cul de sacs. It would be rare to see the same forest twice.


Fungus forest
This is full of dirt produced by decaying matter, feces and has become ovegrown with fungus. Thee deeper and darker areas have the thickest and often a cave system is in the bottom, possibly with some water. Besides xorians come to feed off fungi and gather useful  materials. Fungus creatures dwell here and often goblin colonies thrive. Spores from here may colonies other dank dark decay filled places. Some xorians disprove of fungus and refer to it as a disease.

Cultivated garden
This area has terraces and garden beds and waterways all built by intelligent beings who often still live here in a village. Such dwellers are protective and might have domesticated animals. They often limit the entry points with fences or scarification. Cliff pueblo style is pretty common for defence on the naval sloping cliff sides.

Trash heap 
By processes of nature, animals and people this pit is full of desiccated corpses, fluff, lint, bones, dead bugs and man made garbage. Some might live here such as beastmen who dine off the garbage and burrow into it. Ruins might also be found and other forgotten remnants of culture. Some visit to scavenge or hunt. Giant naked rats, maggots and carrion eaters are common. The deepest darkest crevices are often crawling with bugs and horrors.


Desiccated tissue
Great sheets of dried skin, shed hairs, scabs and mummified bodies scattered here in great heaps. Great desert like areas of skin flakes can swallow up travellers and are popular with giant ant lions. Carrion eaters and beastmen tend to dwell here most and most xorians have little reasons to visit. There may be caverns in the deepest depths to explore.


Parasite pit
This pit is thriving with colonies of mites, worms, leeches, ticks and fleas. Many are scar covered and leak serum or blood attracting more creatures. Some of the parasites leave anti coagulants in the wounds they feed from. The area smells and most xorians think the area an abomination. Some come here on crusades to kill creatures and destroy their eggs. Some creatures spread from here or hitch rides on giant flies or lay eggs on giant flies feet to transport them. The darkest depths are fouled with rancid secretions, dried skin and serum crystals, puss and more monsters.

Friday, 19 January 2018

d100 Tiny Doors In Trees



Teeny weeny folk live inside trees and sometimes you can see them. Especially when you journey up a magic tree that connects to the great cosmic tree and before long you are in between all worlds. Seeing a tiny door most people will tell you to just go and don't come back and don't even talk about it. Some faerie folk are secretive and willing to silence a troublemaker with a curse or crippling illness or kidnapping. Because children see faerie things better than adults children often end up in faerie forests and most end up serving elves

When in faerie type lands most mortals are called children or son or daughter or boy and girl. Everyone looks puzzled by other suggestions. Witches are common here and don't seem to be a menace here for some reason.

"This place is more likely to make you fat than dead"

Doors can appear in trees, rocks, hills and even houses but mostly in trees close to faerie land.

What is in there?

1 More like a fancy closet or just enough to sleep inside and store some stuff
2 A single room tiny cottage that is cramped but functional
3 Several rooms with a private bedroom and storage space
4 Cottage with bedroom and lots of secret storage chambers and a safe room
5 Several level apartment like cottage with additional storage above and below
6 Several connected cottages or apartments usually with extended family inside
7 Fancy lodge decor with several guest rooms and servant rooms, cellars and attics
8 Huge sprawling manor house d4x10% is abandoned or sealed up any anytime for reasons
9 Elevator up or down to a large mansion with 30 odd rooms
10 Elevator takes you to another universe or dimension of some kind

What lives in there? (occasionally do a d4 cohabs)
1 Talking animal small to medium humanoid size
2 Beastman of various types but often squirrels or mice
3 Changeling animal, plant or nature spirit in human form
Wood elves most common but other elf types like dark or bright elf types 
5 Gnome of various tribes denoted alignment by their hat colour, some are mean
6 Other humanoid d4 1=halfling 2=forest dwarf 3= 4=
7 Magic human d4 1=witch 2=wizard 3=priest 4 druid
8 Sylvan Being d4 1=faun 2=dryad 3=satyr 4=hag
9 Humanoid d4 1=goblin 2=hobgoblin 3=bugbear 4=tree kobold
10 Unique magical humanoid or planar being or spirit in physical form

What are they up to now?

1 Cooking a meal or a snack
2 Doing repairs around the house
3 Cleaning the house
4 Working on hobby or craft
5 Writing a letter or in journal

6 Have guests for tea
7 Helping a friend in trouble
8 Reading or studying
9 Emptying chamber pots
10 Evoking arkane forces of eldritch power

Is there anything they need?

1 Fetch me a recipe from this person at this address dear 
2 Need you to do household chores like cleaning or laundry
3 I need one delicious ingredient i really miss
4 Magic momento stolen by someone, bring it back please
5 Help deceive minions of the dark forest lord
6 Get one thing from a witch by fair or foul means
7 Get this thing i want off a faerie or elf
8 Get a gnome to build something
9 Get a potion from a magical person or elf
10 Fetch me a pretty thing to decorate my house

d10 Tiny door decor

1 Lovely brass knocker
2 Postbox slot
3 Bell
4 Big lock and bar heavy door
5 Peephole for occupant to see visitors
6 Name of resident on a sign
7 Grumpy note on door to someone
8 Name of cottage on a plaque
9 Good brush doormat
10 Curtained window

d100
 Tiny Doors In Trees
01 Red door of a friendly gnome offers you poppyseed cake and ginger beer for big boys
02 Blackdoor with elevator to a mansion of evil gnome slavers who have several children and a bearboy captured so far
03 Human kids live here, they get free faerie treats and don't want to go home
04 A red haired jolly dwarf happy to share a beer and local gossip over a smoke
05 Black haired angry dark dwarf hates visitors offers them sour beer and rotten meat
06 Moggug a goblin youth always up to pranks for the faerie trickster chaos god
07 Mr Moony lures mortals in house with drugged candy, sells to moon men as slaves
08 Korindell a dryad and her four charmed adventurer lovers, she would like a few more
09 Lysandra a dryad who is kind and has sprites and brownies fawning over her
10 Kaboonash the tree man will tell slow rambling tree stories and offer you honeycomb
11 Mara the elfin baker makes delicious cakes that increase your faerie nature over time
12 Magulp the witch usually mixing a potion and fairly lonely and wants conversation
13 Mr Squirrel worries that other squirrels are winning the war over a cup of tea 
14 Faun who likes checkers, poetry and serving guests cakes and grape juice
15 Nannygoat looking after a few local animal babies with a apron on clumsily makes tea
16 Jolly treecat invites you in for stew, but don't tell anyone it's squirrel stew 
17 Mrs hedgehog and her two fat sons, they welcome you in their cramped home
18 Mr Tree rat lives here with his children anter an eagle ate his wife
19 Grumpy Mr Hobgoblin is sick of kids pranking his door, he waits with chamber pot ready
20 Witch offers candy and lemonade, magical sugar makes you drug addict for life
21 Bunnyman who's kids were killed, now hates human children and invites them in for cake
22 Beaver family crowding over kitchen table playing dominoes laughing 
23 Goblin who warns human "children" about the elves and their interest in slavery
24 Hobgoblin flasher will drop his towel and swivel his hips lewdly
25 Dark elf grannies would love to have some young people over for dinner
26 Working class squirrel doesn't want a bar of you stuck up humans dirtbags
27 Squirrel thespian society needs you to read parts of a newly written play
28 Frog bard wants you to hear his new love song "i can feel your heart beat inside me"
29 Pigeons family look nervous about to have dinner relieved if you don't eat them 
30 Swanmay house where she has two "sisters" staying over and is too busy to talk
31 Goblin lives here where he stocks his snack pushcart that he sells faerie treats from
32 Dark elf witch brewing potions with her pet spiders, she is curious about strangers
33 A bugbear invites you in to crack open a candied head, a delicious treat he is fond of
34 Mrs bunny has lost her children and is wondering if you could check on mr fox
35 Mrs Doomdrake the duck widow and she is waiting for her hot date Mr Fox to arrive
36 Mt Tortle lives here and is teaching various animal children the litracy
37 Alf lives here offers elf cake and elf beer while his familiar fetches the elf slavers
38 A wise old centaur healer and prophet lives here he will heal any one good for free
39 Mr owl lives here and is unimpressed if woken in daytime as he works late shift
40 A frog dandy lives here and wants to try out his exotic magical fattening treats on you
41 An ancient elf here paints naked elfmaids and always asks visiting ones to pose, he has over a thousand of these paintings in his attic
42 An elf matriarch lives here with many pictures of her many children. She offers to knit things for visitors and rambles on about the god wars in the dawn age she saw
43 A satyr alcoholic lives here with his wine making supplies and he will always offer drinks
44 Mrs Wren lives here always baking seed cakes for young birds in her family
45 Mr Robin is a vain bard who loves his beautiful red chest and sings about himself
46 Insect band is staying here till they can get some gigs. Mostly they starve and practice. They are pretty good and deserve a brake
47 Mr Newt lives here and he makes a living from visitors who pay him a sliver to lick his hallucinogenic skin. He smokes cigars and is kind of depressed
48 Mr bear lives here writing poetry and wishing he would be a famous poet. He is terrible as a poet but it keeps him alive when not drinking. He is really good at drinking and goblins deliver daily
49 Shifty goblin bootleggers live here avoiding tax and selling sly grog. They might threaten you if they think you will blab
50 Bugbear clown lives here because of all the children he can scare, is quite unpopular
51 Nilbog lives here and only talks backwards gibberish and throws up feces for guests

52 Norker goblin lives here thanks to goblin housing scheme, he just wants to club and bite people
53 Small formarian horror lives here is hideous and causes fear but desperate for true love
54 Crazy goblin shaman lives here making potions and can sell random ones but he forgets what they do
55 MrJip the monkey lives here with his wife and wants to talk about his lord and saviour the sun god to you if you have a meal with the family
56 Grandmother Goose lives here a local amatuer detective and sage well respected by locals and always stalked by Mr Fox her arch enemy. She almost always has a guest over and often is solving a new case about half the time
57 The frog prince lives here but a wizard stole his sweetheart and polymorpherd her into a human. He pines for her and has forsaken his kingdom. Dad has offered a wish to who makes the son happy  
58 Grandpa Withershins lives here a bearded old hermit thousands of years old from living in faerie land mostly. He offers advice and best dining tips in the area
59 Mr Pidgeon collects coins and will show his precious collection while Mr Fox peeks through the windows
60 A Mr Fox lives here in hiding from the law with a poison heavy crossbow waiting by the door
61 Witch Ashley lives with her hellcat Maggogmog. She would happily make biscuits for visitors and tell them amazing stories exploring other dimensions with her cat and drugs
62 Gateway to a invisible elven castle overlooking human lands possibly on a island
63 Goat, a chicken and a gnome live together. Welcome strangers in for a drink happily
64 Gnome tailor makes pants for all the best dressed animals, a bit snooty but fair
65 A wild elf boy who never wants to grow up will live like this till something bad happens
66 Werewolf lives here trying to avoid being tempted by living beings which he lusts to murder, he often has some other lycanthrope over to stay
67 Gateway to a gnome village in hills in gnomeland
68 Gateway to a dark forest filled with undead and cursed ruins of the plague era
69 Werefox lives here pretends to be girl in hiding and invites strangers inside to stay
70 Family of were rats, one is a minor wizard in human form. They all try to pretend to be normal
71 Hobgoblin seems friendly as long as you don't swear or mention the war

72 Goblin who collects fancy shiny gewgaws and trinkets, happy to trade or offer info
73 Cross dressing werewolf currently is dressed as "grandma" invites you in for tea
74 Nearly blind old witch with ear trumpet, easily confused but friendly
75 Gateway to a dark elven wood with spiders and humanoids and lycanthropes and witches
76 Gateway to a bright elven wood with treefolk, animals, centaurs, dryads and more
77 Several batchelor rabbits, layabout drinking and smoking and talking about girls 
78 Old mr badger knows about everyone and lots of local history
79 A blue hat gnome lives with a owl and a rabbit who all play boardgames
80 Three witch sisters who like to knit, play cards and occasionally eat a guest
81 A family of bluebirds singing together, will invite guests in for seeds and water
82 Old lady hobgoblin will invite you in for cookies and complain about elves for hours
83 Gateway to a cavern underland near a great cave elf city. They have strange ways
84 House is full of nuts and a cramped but happy squirrel
85 Bored gnome children who want entertainment and offer keys to dads liqueur cabinet
86 A elf boy and a squirrel live here together but their families don't approve
87 A household overcrowded full of sprites or brownies or pixies
88 Leprechaun polishing his gold coin collection will tell sad stories about old days
89 Family of blackbirds worried someone is planning to eat them all up in a pie
90 Gateway to the happy hunting grounds were most souls reincarnated as animals and may evolve into beastmen or spirit animals or intelligent animals
91 Dwarf a black squirrel and a mole live together and like looking for treasure
92 Black hat gnome has several human child slaves cleaning and cooking, he invites guests in and has children serve high tea but whips children who are clumsy
93 Owls meet in this lodge to discus secret happenings and unseen forces, non members not allowed

94 Family of halflings make a good living selling pastries and cured meats
95 Family of wild boar with idol of the forest lord seated at their kitchen table
96 A family of toads croaking and playing checkers and eating grubs
97 A wood golem who insists he is a real boy has lived among animals for decades
98 Deerwoman who is kind to strangers and offer first aid and food
99 Crotchetey old dwarf drinking alone flings feces at anymone knocking on his door for another bloody intervention
100
 Petty god like the turnip god or some similar oddball character

Friday, 28 July 2017

d100 Diabolic Brews and Potions of the Guilds







This may have some duplication, typos, numbering flaws - let me know if any problems in coments

This was a request from a reader on G+ and seemed like a good idea. I don't really want to deal with real poisons in my game too much. I have always liked the rolemaster and MERP poisons. The Ygdrasill rpg has good info on real poisons.

In Shadelport many forbidden substances are made and sold by evil specialists of the Apothecary Guild under licences auspiced by the secret police. Such potions, poisons and drugs are publicly forbidden and criminal yet are peddled in secret by men supposedly dedicated to healing. They supply assassins guilds, thieves guilds and even drug dealers. Some ingredients are imported or smuggled into the city from foreign even inhuman lands. These are usually diluted, refined and cut with local materials to make more profit. In Shadelport even the criminals organisations are under control by the state but most are ignorant of this. Alchemists make all these things often of large scale but don't admit it and use their apprentices if possible. Alchemists boast about unlocking secrets of life and nature not selling dirty tricks to cheap killers.

Finding a Black Apothecary or Alchemist Dealer 1in6 Secret Police
1 Someone in bar promises to hook you up
2 Found a user and squeeze them for source
3 Dealer gave you a free dose to get you interested
4 A family you know helps you use their dealer
5 Wander the streets late at night looking for street dealer
6 Someone at party introduces you
7 Prowl all the dodgiest districts looking for shanty town markets full of vice
8 In a coffee shop for intellectuals and fashionistas
9 Find a normal apothecary who also deals in criminal stuff
10 Black marketeer deals in all kinds of vice and prohibited goods

d10 Type of Dealer 1in6 Secret Police
1 Lone Dealer who  buys from a gang sells on street
2 Dealer works with a gang with a lab and black market
3 Dealer in secret service to a corrupt guildsman
4 Witches selling items on cheap to locals in rural areas
5 Sorcerer pleasure cultist or crooked wizards apprentice
6 Cult in service to chaos, devils, demons or the old ones
7 Secret Society or Criminal guild or Temple staff
8 Alchemist or apothecary guild store run for criminal sideline
9 Alchemists ex apprentice who sneaks lab access
10 Alchemist apprentice running racket for master

Secret policeman will blackmail you into joining up or becoming informant
They usually check tax records of suspects too

Poisons come in these forms
Name (Mineral/Animal/Vegetable/Compound + Contact/Blade/Ingested/Gas) 

Mineral is made from salts, rare earths, stones and rocks
Animal is made from venom or liquid from animal organs
Vegetable is made from sap, seeds, flowers or leaves
Compound is made from from many ingredients the rarer the more and rarer


Contact breaches skin and used as a trap on books and treasure
Blade venom coats one melee weapon or ten arrows and is good for one hit
Ingested need to be eaten by target
Gas requires being kept in container and is released mostly by opening or smashing
Smoke requires fire and often a pipe or hookah
Dust can be sprinkled for contact or blown into face or thrown in eggshell
Splash is a liquid weapon can possibly hit several targets
Healer may slow some poisons making them do less damage
as can slow poison spell which often neutralises most time based poisons

Addiction can be treated with a week with a healer and a prison cell possible some helpers. Neutralise poison spell cures addiction also

1 Dose of blade venom = 
one average d8 or two handed melee d10 weapon
two javelins or spears or shortsword or daggers or hand axes
three darts or small knives or shuriken
ten arrows or bolts or needles
d100 Diabolic Brews and Potions of the Guilds
01 Koboldium (Mineral/Contact) 1gp Burns skin on touch, glows in pitch dark, save or 1pt per round for 2d6 rounds. Will burn and smoke through armour armour and may ruin boots. 15gp for potion covering 1 square foot. Kobolds can make it mix with metal for traps
02 Diacin (Mineral/Ingested) 1gp metallic taste can be concealed by salt, sugar or alcohol. 2d6 damage or save for half. A blend of mineral salts only a teaspoon required in a meal  
03 Goblin Weed (Vegetable/Ingested) 1gp A green weed that goblins smoke dried but kills farm animals of anything that eats it. Slight bitter taste to food. 2d4 damage or 1d4 if make save 
04 Bladefunk (Animal/Blade) 1cp Made from piss, rust, feces and various foul common things. Save every six hours or take 1 point damage, one save stops effect
05 Trogmusk (Animal/Gas) 4gp a foul oily liquid splashed on targets or released in broken bottle or pot in a trap or thrown, once exposed all in 5ft radius suffer vomiting and can do nothing but flee if fail save and for a round after. If musk on skin or clothes subsides after d6 rounds but still foul ruining clothes or for a d6 days on skin. Bathing in vinegar reduces to a day 
06 Centipede Venom (Animal/Blade) 1sp can be milked and kept but weakened +2 save or take 1pt a round for 2d4 rounds, popular with goblinoid arrows  
07 Manbane (Vegetable/Ingested) 1sp a weed often looks like a common salad herb and grown by goblins and dark elves. Save or d4 cramp damage one hour after eating per dose.
08 Devil Dust (Mineral/Dust) 10gp Can be sprinkled as a contact poison or sometimes blown in face with tube or thrown in eggshell. Save or take 1 pt damage per round for d4 rounds
09 Star Flour Sap (Vegetable/Blade) 3gp d3 cramp damage on target if fail save a d6 rounds after being hit, often used by hunters and skirmishers who hit and run
10 
Fiend Bile (Compound/Blade) 2gp one pt damage per round until victim succeeds in a saving throw feels burning instantly that spreads til death from fever and red welts on skin
11 Fever Wort (Vegetable/Ingested) 8pg one pt damage per day until succeed in one roll, inflicts fits of fever and cramps. Makes most people die of a sickness or come close
12 Night Flower (Vegetable/Ingested) 3gp Sap Coated on blades and needles but must be handled with caution and gloves. If enters blood the victim loses a hp per 10 minute turn for 2d4 turns or half that time/damage with a saving throw. A good doctor may halt this  

13 Red Widow Spider Venom (Animal/Blade) 4gp one point lost per hour save each time to take no damage that lasts for a d4 days or one day if first saving throw made, wounds actually open and blood is drawn out of the body by the venom, some vomit or cry tears of blood 
14 Turquoise Snake Venom (Animal/Ingested) 12gp WIthin a round ingested usually in strong flavoured grog the effect kicks in a d4 rounds, with a failed saving throw the victim has violent hallucinations and may even attack loved ones or friends if they fail a saving throw. If they resist they know the hallucinations are not real and don't act on the fear but get -2 on all dice rolls from pain and confusion. The poison lasts a d3 ten minute turns turns. Older persons make a additional save at end to see if their hearts give out. Some people take this deliberately especially sorcerers and cultists 
15 Blue Ring Octopus Venom (Animal/Blade) 9gp Causes paralysis the next round then save every hour for 12 hours or asphyxiate. Milked from fangs of giant venomous giant octopus from islands to the south. A good doctor can halt the poison effect with a skill check with antidote kit and one hour
16 Viper Sting (Animal/Blade) 5gp Causes intense pain for 4d6 hours causing -4 on all dice rolls, with a save only 2d6 hours and -2 all dice rolls. Milked from various breeds of monster worms in the east. Also used for torture 
17 Black Cap Dust (Vegetable/Dust) 6pg Can be touched or inhaled to be deadly. After a hour if touched or a ten minute turn if inhaled start to get sick The body is overcome by fungus roots infecting the body and will die in a d4 days. If make a first save the victim resists the strain. If on a second save fails the victim is helpless and weak for a d4 days or if saved a d4 hours nausea and fever -2 on all rolls with a success. Goblins put this on their treasure
18 Nettle Sting (Vegetable/Contact) 2pg with touch contact this poison causes intense pain for a d4 turns with -2 on all rolls and -4 on fine motor skills or half this with a saving throw. Potion covers a square foot area if fine dust that needs to touch bare skin
19 Giant Ant Venom (Animal/Blade) 10gp extracted from giant jumping stinger ants for one hour after skin broken by weapon the victim feels stressed or in shock from pain. After end of hour save of die of heart failure. Most versions diluted to +2 or +4 save but victim finds unpleasant sensation even if it doesn't harm them  
20 Nightsting Venom (Vegetable/Ingested) 1gp causes incredible stomach cramps ten minutes after eating for a d4+1 rounds where the victim has -2 on all rolls. Then agonizing organ death set in over next turn. Doctor can treat with ten minutes effort and antidote kit. If you save you only feel initial rounds of pain. Growing the flower is a death sentence
21 Scorpion Venom (Animal/Blade) 40gp Stinging and burning venom lose one HP per round, get a saving throw every ten minute turn to stop. Extracted from colourful giant scorpions or large sea scorpions
22 Baslisk Venom (Animal/Contact) 200gp a pound of venemous slime can be spread over a foot or thrown at victims. If they fail a save victim turns to stone. The magic in the venom only effects one target per dose even if spread out
23 Dragon Brain Dust (Animal/Dust) 250gp snorted from a snuff tin save to feel ancient draconic unimind from the dawn age for a d6 hours which is good for insight and magic research. Fail save the user becomes addicted wanting a dose per month and remember nothing from the visions. Dragons know a user on sight even if only used once without harm 
24 Goblin Milk (Animal/Ingested) 20gp turn second generation to be born with goblinoid features or lesser mutations if fail save. Used to taint farm animals and people on frontiers or ruin lives of your enemies. Elf version 50gp
25 Feywhey (Vegetable/Ingested) 30gp addictive elf food from elf land can sustain a elf or goblinoid on crumbs for a month or three days for a human. For humans it is delicious and addictive if fail a save after one meal. Failure makes helping them become thralls of elfland for more Feywhey. Elves trade secretly and human secret police suspicious of users
26 Ambrosia (Vegetable/Ingested) 500gp save reduce age by d4 and feel ecstasy for ten minutes, if failed save then tormented by spirits for ten minutes and ages a year with some grey hair if they fail.. A second save is made failure character is addicted craving it monthly. Elves don't feel any adverse effects or addiction if adults
27 Lycan Blood Animal/Ingested) 50gp can be used to infect people with a strain of lycanthropy, rat most common 60% then werewolf 30% then the rest. Drinker gets a save or catches the disease. Animals dislike the infected
28 Vampire Ichor (Animal/Ingested) 1000gp can be used to revive dead vampire mostly intact in dust or ash even. If a living person drinks it and fails a save they become ghouls a week after burial when they eventually die 
29 Ectoplasmic Philter (animal/Ingested) 300gp contains slime trail of supernatural being, once eaten save can see invisible spirits for a turn on a fail the drinker becomes possessed by a hostile spirit. It is all the rage with young necromancers 
30 Pallid Lily Venom (Vegetable/Ingested) 250gp Sends into a dreamy trance where spirits mutter for 2d6 hours. If make a save the voices impart some knowledge, if they fail the person after the trance is possessed for ten minutes and will try to cause as much destruction as possible 
31x Slougheye (Compound/dust) 4gp this dust usually blown in someones face by person or by a trap. Once contacted save or become blind for 2d6 hours if save eyes are sore -2 rolls for an hour 
32 Sleep Philter (Vegetable/Ingested) 4sp fairly flavourless spoonful of herbal powder blend added to a meal makes the eater feel like a nap ten minutes after eating. If make save they merely in a daydreamy, tired state for an hour.  If fail in a deep sleep for 3d4 hours
33 Dream Powder (Vegetable/Ingested) 3gp used to induce strange dream states that exaggerate the current mood of consumer to near madness extreme. It tastes bad but is mixed with wine and spices. State lasts 2d4 hours. If you save may lucidly dream and hallucinate but still act if you fail in a comatose state. A second save determines if dreams are Utopian or with a fail save the nightmares leave victim in a negative mood for 24 hours with -2 on all rolls
34  Puffer Fish Venom (Animal/Blade) 2pg round after victim is slowed for 2d6 rounds from swelling and burning unless makes a saving throw then only lasts a round. Move is halved and they lose initiative each round
35 Mandragore Root (Vegetable/Ingested) 40gp harvesting involves sacrificing a dog and risking life. As a tea can be used to add one to daily healing for a week or eat for 3d6 hours of occult visions for research if make a save. Fail save becomes addicted but doesn't remember visions, craves a dose per week
36 Violet Cap Venom (Vegetable/Blade) 30gp from small toxic fungus used by goblins and dark elves. If save feel stiffness and -2 all rolls for next 2d6 rounds then recover. If fail save victim has 2d6 rounds of choking paralysis and a second save to avoid death from shock. A Doctor can keep victim alive ten minutes more for another chance to save and recover
37 Dragon Venom (Animal/Blade) 40gp necrotic venom from a large lizard carries vile disease, lose 1HP per round and save each round until succeed in a save then stops. As first effect ends then save per hour or lose CON point if fail, roll every hour til success. Recover 1 CON point a day when effect ends. One of these effects lets the lizards follow their prey till they weaken or die
38 Demon Seed (animal/Ingested) 400gp a type of seed and is placed in the victims feed. If the victim saves the chew or digest the seed. If they fail the seed grows into a Imp who eventualy will try to burst free that night after hours of stomach pain bursts open for 4d4 damage or save for half. The creature hates the parent for life and tries to ruin them
39  Black Cap Mushroom (Vegetable/Ingested) 10gp if fed to children they must save or turn into goblins. Sometimes they like to hide taste and look with illusion magic because children hate them. Adults just get stomach ache for an hour and -3 on all rolls while sick if fail save, all demihumans know it on sight and hate it 
40 Wyvern Poison (Animal/Blade) 12gp Paralyzing venom hold victim who doesnt save for 2d6 rounds. Difficult to extract but popular with kidnappers
41 Zombie Dust (Compound/Dust) 4pg sprinkled on a fresh corps animates it as a free willed zombie, older corpses take longer perhaps a hour to animate
42 Corpse Powder  (Compound/Dust) 4gp dries a corpse over a turn becoming light, brittle and easy to turn into dust 
43 Blood Dust (Compound/Contact) 10gp drains blood through skin contact for one hp a  round until you scrape it off and make a save. Burning sensation and red smoke comes from contact point. 
44 Spirit Powder (Compound/Contact) 30gp makes spirits and non corporeal beings visible or can put in eyes of five persons to see spirits around them for a ten minute turn
45 Bone Powder (Compound/Contact) 12gp seeps through skin desiccating flesh and painfully bonding to skeleton stiffening joints. Failed save victim moves half speed and -4 all skills for d3 days. If successful save only -2 rolls for an hour used for torture and cruelty
46 Curse Dust (Compound/Dust) 400gp carries a supernatural curse on victim by touch usually specified by each batch and by creators will. One batch delivers one curse only but can be spread out over a foot area to trap someone
47 Hex Powder (Compound/Dust) 40gp save or -1 on all rolls for a hour, cumulative with multiple doses, once target saves power in that portion of dust depleted
48 Blinding Dust (Compound/Dust) 20gp sprayed in face causes blindness for 2d6 rounds if fail save
49 Ghost Powder (Compound/Dust) 100gp if sprinkled on a spirit it must save or become visible and tangible and vulnerable to non magical attacks allowing a mob to drive away a spirit or non corporeal entity
50 Black Ichor (Compound/Splash) 100gp makes altars and holy sanctified area broken or can remove the effects of a bless or prayer spell. If consume and fail save changes alignment to evil plus a second roll to become addicted to ichor. Demons often deal it directly and devils offer delivery contracts for your soul
51 Smoke Powder (Compound/Dust) 1ep causes coloured cloud covers a 5 foot area for sneaking or signalling, requires fuse lit often used from a eggshell, often throw several to cover larger area
52 Flash Powder (Compound/Dust) 1ep causes flash that can surprise or dazzle requires a spark to ignite, light hating creatures and most animals will make a morale check if surprised, Intelligent If fail save distracted for round round if not expecting flash 
53 Pepper Powder (Vegetable/Dust) 1ep causes blindness and sneezing for d4 rounds in face with -2 all rolls for ten minutes after, if save only blinded for a round
54 Powder Charge (Compound/Dust) 1gp suitable for a black powder weapon comes in wooden holder for individual charges to hand on belts for quick loading or in horm with 30 shots, empty single shot container worth 4sp and empty horn is worth 2gp. Also can try to open a lock with this but risk seizing shut. For double price can come in iron ball to protect it from being attacked while being placed against a door or wall
55 Grenade (Compound/Dust) 40gp 2d4 damage across 5 foot radius, save for half damage, comes in iron ball with fuse
56 Powder Keg (Compound/Dust) 100gp 2d6 damage 10 foot radius 4lb charge for small keg, 300gp 4d6 20 foot radius ten pound charge, 1000gp 6d6 damage 30 foot radius 40lb save for half by diving for ground or cover 
57 Land Mine (Compound/Dust) 75gp 2d4 damage across 5 foot radius, save for half damage, pot with lit fuse, if shell broken or ground vibrated by troops or cavalry then fuse ignites. Often hidden under straw in a ditch or under dust in a pothole.
58 Sea Mine (Compound/Dust) is a floating pot if bumped by boat ignites fuse exploding, often positioned by swimming men into boats path slowly and gently and perilously. Use double powder keg price 
59 Arrow Rocket (Compound/Dust) 2gp d4 damage arrow fired by lit fuse in one round if you have fire handy. Often mounted on spear haft or in bundles on small hand waggons or thousands on a ox cart
60 Signal Rocket (Compound/Dust) 40gp a 4lb rocket bursts into spectacular fire works hundreds of feet from where fired, used to signal help or light battlefield up for one round 
61 Acid Vial (Compound/Splash) 12gp a d6 damage acid save for half usually in a small glass vial, enough to weaken a chain or lock or splash somebody. Larger amounts can be thrown or used. A 5 foot square effect version costs 50g per standard potion bottle
62 Wondrous Solvent (Compound/Splash) 100gp burns for 2d4 rounds 1HP per round, half if save. Can dissolve web, glue, slime and other compounds   
63 Inferno Oil (Mineral/Splash) 2gp burns target thrown at for 2d4 damage. Can be splashed over a 5 square area for d4 damage save to evade instead, often in clay pot with fuse requiring fire
64 Hellfire Oil (Compound/Splash) 40gp burns for 2d4 damage and if fail a save then burns for 1 point more per round for 2d4 rounds or can cover 10 foot square for a d4 damage and save or burn for a d4 rounds losing 1HP per round more, fuse must be lit
65 Web Agent (Compound/Splash) 200gp victim makes save or held by spider web like glue fluid. May break free with a STR save and a round of effort to move half speed. Glue lasts d6 turns 
66 Faerie Fire Oil (Compound/Splash) 100gp oil makes victim glow brilliantly removing targets penalties to hit for darkness lads for d4 turns or none if make save
67 Holy Water (Compound/Splash) 30gp 2d4 damage to undead devil or demon or d4 to multiple such beings in a 5 foot circle
68 Holy Oil (Compound/Splash) 100gp combination of both holy water and hellfire oil, comes in sanctified clay or glass vial with fuse
69 Wondrous Glue (Compound/Splash) for quick repairs in field and even can be used to help build a shelter with materials, not quite good enough for lasting weapon 
70 Cyan Blossom Gas (Compound/Gas) 75gp save to hold breath for a round, if fail causes death next round but person could be saved by healer over ten minutes, comes in glass hand size spheres spread over one yard each, often used in traps. Filling whole rooms is expensive
71 Dwarf Berserker Mead (Animal/Ingested) 40pg +2 Hit Damage will fight into negative HP 2d6 rounds
72 Elven Love Philter (Compound/Ingested) 100gp used to charm victims and makes victim addicted to first view after failing the saving throw. With a save victim knows they have unwelcome interest against their will and many would blame on magic or witchcraft
73 Halfling Healing Cordial (Compound/Ingested) 15gp treats a d4 hp just applied to wound per drop
74 Gnomish Hemp Resin (Vegetable/Smoke) 3sp smoked in pipes keeps gnomes jolly and mellow for 2d4 hours. If save it is creative experience if you fail mopes about eating and sleeping
75 Squid Men Devil Weed (Vegetable/Smoke) 12sp chewed over 10 minutes give +3 HP for an hour, is addictive and withdrawal kicks in after 3 doses if fail a save causing -2 rolls until treated by healer for a week, popular with youth in cities so there are specialist sanitariums for addicts. Squid men sell it to weaken humanity 
76 Hell Goatman Powder (Compound/Dust) 8gp Keeps aroused and able to dance all night if they make save. Fail turns the victim goat headed for a d6 turns after they get a second roll to be permanent
77 Giant Dust (Compound/Dust) 20gp if inhaled or rubbed on skin causes muscles to swell and bulge and the user gains 2 inches in height and +2 STR for ten minutes. Is addictive frequent users hear dead Jotun voices advising them. Older users need a extra save vs heart failure.
78 Serpent Man Venom (Animal/Blade) 40gp rare but keeps for decades, save or heart seizes up and fall into spasms for ten minutes then get a second save or die. A skilled healer can extend the lifespan ten minutes then get another save or die chance before the heart finally stops
79 Orc Tar (Mineral/Ingested) 5sp chewable black tar makes mouth and teeth black but adds +1 to morale and one HP for an hour after a ten minute chew, teeth take d4 days to return to normal. Tastes nasty orcs like to chew with liver chunks
80 Bugbear Nip (Vegetable/Ingested) 4sp makes bugbears euphoric and friendly. Get a +2 save if smell it when just unpacked within ten feet. Scent can make them friendly for d6 rounds. No save mod if ingested and full effect of putting bugbears into euphoric naps for a d6 hours  after ten minutes of gregarious friendly play
81 Black Lotus (Vegetable/Smoke) 12-40gp gives visions of other worlds and times which offer artistic or philosophical inspiration with a successful save. With a failed save the victim has awful horror visions and cannot sleep for a week -2 to all rolls. With a second failed roll the victim is addicted craving weekly hits
82 Blue Lotus (Vegetable/Ingested) 75-100gp gives mystical insight and magical understanding if make save, sped a d6 days in coma mind blown if fail. With a second failed roll the victim is addicted craving weekly hits. Usually comes fresh or dried flower in wine cup which activates the drug
83 Jade Lotus (Vegetable/Smoke) 20gp gives dreamy trance for 12 hours then saves, failure is addicted, has nightmares and craves a weekly amount, -2 on all rolls till cured 
84 Yellow Lotus (Vegetable/Smoke) 30gp gives sleepy dreamy sensations and visions of carcosa and the court of hali with success for a d6 hours, with failure the dreamer has nightmares and sees the yellow sign. Those seeing the sign spend a d6 days paranoid with delusions of being followed or persecuted. 1in6 will encounter some creature when alone (often undead) during that time. A second save when results over is to see if the user is addicted and craves a weekly hit 
84 Red Lotus (Vegetable/Smoke) 12gp smoked causes mental clarity, alertness and can keep user awake 12 hours if you make your save. Fail makes irritable and paranoid and prone to starting fights or arguments in that time. Three uses and user must make a save vs addiction becoming aggressive as long as addicted
85 White Lotus (Vegetable/Ingested) 80gp These seeds are skinned then boiled till soft white and eaten, eating puts into a four hour trance. If saved user communes with friendly spirit of the dead usually a friend or kin. If failed tormented by dead and everyone you have killed causing nightmares for a d4 days and -2 on all rolls. A second save needed to resist addiction requiring weekly hit
86 Chaos Lotus (Vegetable/Ingested) 50gp induces a petty mutation if you eat chaos tainted roots. If fail a saving throw, if you ever make a save you are forever immune to Chaos Lotus. Cultists like to chew the roots for days which turns eater chaotic after three doses
87 Jeweled Lotus  (Vegetable/Ingested) 75gp is tainted by law, if scintillating flower is eaten experience +1 INT for a d6 hours of emotionless clarity. If fail fall into torpor for d6 days while experiencing no time. If three eaten at once eater becomes lawful
88 Fire Lotus  (Vegetable/Smoke) 40gp is hot peppery flavoured smoke. If make the save user feels warm and gains +1 to hit and AC for a hour. If they fail the victim coughs for ten minutes and will be unwilling to ever use again  
89 Crystal Lotus (Vegetable/Ingested) 100gp Eaten dried whole flower or powder or pill. Successful save can detect magic by sight for 10 minutes, failure makes user blind for a hour and will never get positive use from the drug 
90 Lotus Root Tea (Vegetable/Ingested) 20gp with a save the user enjoys a hour of clarity and confidence, fail save ends the your with a blood nose and a d6 hour nightmare coma. One small spoon per pot. Most drink diluted or slowly in tiny cups to reduce effects to same use with a mild buzz and no nightmare trance. Addiction requires a d4 cups of diluted brew a day and a full hit once a week
91 Plutonian Drug (Compound/Ingested) 100gp have amazing d6 visions of the past, with a failed save the last vision is too far back and cosmic planar entities follow you back to the present to kill 
92 Space Mead (Compound/Ingested) 100gp is brewed with rare and valuable ingredients including a human pineal gland. It allows body to survive extremes of space in a trance so creatures can carry you to other worlds. If fail save the traveller dies in transit. If used ten times users eyes turn into dark eyeless pits and they get preternatural sight instead
93 Leng Dust  (Compound/dust) 100gp inhaled or eaten, instantly comes over in ten minutes of visions of other wolds and hidden occult places, if fail save is addicted craving weekly hit and cannot remember anything from visions. Usually failures sob for a d6 hours after they come out of trance
96 Troll Gland (Animal/Ingested) 30gp living troll gland can be eaten whole or soaked on string in tea for d6 uses for a diluted effect. Strong version heals one HP and gives +1 hit for a d6 hours, diluted version takes ten minutes to take effect and lasts only an hour 
97 Alicorn Powder (Animal/Ingested) 300gp cures effects of poison or addiction within one round of tasting, if spinkled on poison anything will smoulder and as a detector a dose can be used thus ten times. Is highly illegal and rare, elves will kill you for having it
98 Unicorn Guano (Animal/Ingested) 50gp fresh eaten cures a d4 damage,  will usually dry out in 3 months to heal only 1HP but often tinned or packaged or sealed in wax in bricks to last for years
99 Dagon Slime (Animal/Contact) 75gp jelly packed in fleshy pod is smeared over eyes, nose and mouth forming a membrane allowing user to breath under water for a d6 hours. Every application after the first must save or permanently become a water breather. Used by fish men and undersea ancient evils on human slaves. Pods picked from animal in deep sea trenches 
100 Dragon Weed (Vegetable Ingested) 1000gp guarded by sea dragons in the depth and occasionally stolen by mortals. If eaten with a save users age reduces to fertile adulthood and aging slows 10% which extra doses increase by 10% - at 100% user immortal. If fail the potion turns skin blue or green and they are immune to any benefits from the plant forever