Showing posts with label poison. Show all posts
Showing posts with label poison. Show all posts
Thursday, 23 April 2020
d100 Courtly Scandals & Dramas
So when you get to name level and forced to attend court or if you just serve a member of the court and come as a follower of someone important there are lots of exciting things always happening. Some of these are opportunities to gain fame and influence for the person making a career among the nobility.
d10 Type
01 Romance
02 Fortune
03 Feuds
04 Hostages
05 Spies
06 Plots
07 Murder
08 Health
09 Fashion
10 Supernatural
d100 Courtly Scandals & Dramas
01 Several lovers from the court are on the run and families scandalised
02 Some great lover of the court has fathered a dozen children in secret
03 Someone in the ruling family rumoured to have a secret lover
04 A bastard child has arrived in secret in the court to cause trouble
05 Court leaders gluttonous sexual appetite and has many secret offspring
06 Court all speculating who are secret lovers someone spotted from a tower
07 Court members in scandals about town in vice and gambling dens with prostitutes
08 Rumours say some court members have been having secret orgies
09 Many court men taken to demanding duels over accusations of wives fidelity
10 Court members racing to see who can have the most high status lovers
11 The head of the court has been forcing new titled nobles and adventurers to lend money
12 A famous explorer visited court and many locals have sworn to go exploring
13 A noble reclaimed some mines lost to monsters and now everybody trying
14 A court member returned from plundering treasure from non-humans
15 A court member has returned from plundering an exiting foreign place
16 A court member was caught cheating on taxes and thrown in prison
17 Noble family offering marriage for paying off family debts
18 Lord's titles and land revoked and has become a robber knight refusing to give up19 Old weak noble being bullied for land and daughters by rich families
20 Noble traveller gave a great exotic gift to the ruler and now a favourite
21 Two clans have lost many to blood duels and legal actions
22 Two rich merchants trying to get court sympathy against each other
23 Two fighting siblings put a whole clan at risk
24 Two clans have been kidnapping each other as hostages
25 Two clans have been having assassins kill each other off
26 Two clans compete in sports of all kinds and locals cheer them on
27 Two great feuding merchant clans have both become banks
28 A new faith competes with old order among some nobles
29 Two families competing for public feats of charity and monuments
30 Two families carry on an ancient feud from long ago
31 Important youth for arranged marriages was kidnapped by a secret society
32 Clan matriarch was taken hostage by a rebel kinsman
33 Noble has taken mistress of a major influencer hostage for political reasons
34 A family trying to raise hostage fee of cleric taken by savage humanoids
35 Child heirs of a noble taken hostage and family desperate and going broke
36 Court maiden has been taken by some horrible monster demanding treasure
37 Court youth was taken by a forest robber knight and taken to his gruberhole as a hostage
38 Lover of noble captured by enemies for blackmail
39 A senior family member was lost as a hostage years ago in distant war just returned
40 One clan runs a notorious inescapable private prison full of enemies
41 A popular court lover could be a foreign spy
42 A servant was caught reading noble letters and awaits court, torture and execution
43 One of the important courtier's lovers was a foreign agent
44 A popular lady in waiting possibly poisoned her lovers and escaped with secrets
45 An important senior scribe of a clan going into hiding and selling secrets
46 A number of sales and servants have been discovered pilfering secrets of late
47 Sabotage from some enemy power has increased
48 Visiting nobles are very keen to see historic maps and learn local history from records
49 Visiting scholars examining family trees and records
50 A popular bard has been befriending court and learning about the land
51 Someone has been whispering about illegitimate heirs around the court
52 Courtiers are taking of war and trying to get support for a conflict
53 Younger heir resents older family leader who mysteriously dies from poisoning
54 False evidence of witchcraft cults has been used to ruin some clans
55 Poisoning went wrong and family leaders all died at a feast
56 Lord argument with bishop who was murdered recently by robber knights
57 Lord has been outlawed and has refused to pay tax, urges other lords do same
58 A recent attempt to kill a court member failed but assassin died before questioning
59 A tortured spy spoke of an unknown court member providing information to enemies
60 The leader of the court had a number of nobles rounded up for plots of treason
61 Noble killed many rebelling serfs then refused offers of charity from church to help
62 Two famous clan warriors had a private duel and both died weakening both families
63 An older noble was poisoned recently making many fearsome
64 A noble was stabbed to death by servants in their own home
65 Peasants rose up recently but the leaders of the movement were murdered
66 Letters revealing a murder plot had a noble beheaded publicly
67 A knight bewitched by dark elves murdered his whole family
68 A noble was exposed as a cult leader so they sacrificed all hostages and fled
69 Tools of an assassin were found in a noble's castle by accident
70 An old noble who died recently is rumoured to have been killed by own children
71 An elderly noble is squandering money on elixirs and cures for ageing72 A recent plague victim was found in the region and many are worried
73 A desperate search is on for medicine to awaken a poisoned maiden
74 An old noble has called all their house to attend a feast to announce retiring
75 An ailing noble has retired to a monastery and left money to their heirs
76 A recent outbreak of sickness killed many older nobles and people in power
77 An important court woman is pregnant but some question the real father
78 An old noble recovered from deathbed to find sons destroying the estate fighting
79 A strange illness bringing odd dreams to the area, some blame invisible imps
80 A number of strange deaths have been reported in the area this year
81 A fanciful kind of shoe or hat keeping local crafters and merchants busy
82 A new bard sound has everyone excited to hear the new school sound
83 New dishes from the other lands have become the fashion but there is a shortage of cooks
84 A noblewoman has demanded a certain rare fabric for her wedding but the last wagonload was taken by bandits
85 A new hairstyle is popular but the church find scandalous and complain frequently86 Jousts are all the rage with nobility now and a new tournament is called
87 A new type of stronger faster horse from far away has reached the market
88 More knights have full plate now making older obsolete armours embarrassing
89 Many new preachers are gaining popularity but some now declared heretics
90 Witch mania strikes and witch hunters and panic break out across the kingdom
91 A noble has a haunting on their estate and at a loss what to do
92 A noble has been struck by a curse and the magician responsible demands something
93 A monster has been roaming by night near court worrying many who frequent it
94 Blood drained corpses of servants were found in the court chambers
95 A secret cult has been making attempts to infiltrate and influence the court
96 Witches have been spreading menace across the countryside
97 A powerful wizard has threatened the kingdom from their forbidden lair
98 Location of an ancient tomb complex has exited many scholars
99 A haunted ruin from the history of the kingdom stirring alarming some in court
100 A wicked evil priest menacing the kingdom has an underground temple complex
Thursday, 2 November 2017
d100 Cruel Pranks for Witches & Dark Fey
Witches and elves and faeries can be jerks. Best not to offend them but you might have done so just by being noticed by them. Oops I probably just offended some now. Jerks.
This was a quick and fun one only took a hour. The marine one before took 3 days.
d100 Cruel Pranks for Witches & Dark Fey
01 Kill farm animals and make them zombies
02 Put poison spiders in farmers clogs 03 Poison the local well with lust potions
04 Cast illusions of plague symptoms on travellers
05 Cast illusions on huge spiders to look like puppies
06 Make illusions of ghosts
07 Make farm tools invisible and leave on paths
08 Let invisible wolves loose in area
09 Turn peoples children into bats or rats
10 Replace roast joints in oven with human flesh
11 Cast illusions on dangerous mushrooms to look normal
12 Cast ilusion on baby so parents think it is a changeling
13 Leave fake evidence a loner is a werewolf
14 Steal goods and leave them in neighbours house
15 Hold doors fast with spell then set fire to house
16 Make animals go crazy with drugs or spells
17 Use ventriloquism to make farmer think animals inteligent
18 Leave invisible snakes everywhere
19 Lead a rust monster around at night to ruin all a farmers tools
20 Poop down chimney into stew pot
21 Scare cows and chickens so they give no eggs or milk
22 Steal arrows off locals and shoot travellers with them
23 Spread spoors of giant fungi over granaries or rooftops
24 Burn down a barn or storehouse in winter
25 Cover crops in hallucinogenic fungi spoors
26 Leave false clues that local elderly are witches
27 Use ventriliquism to make animals tell children to do dreadful things
28 Leave treasonous documents in house and inform lawmen
29 Leave dead body in the well
30 Tell sylvan beings local humans tried to harm their children
31 Tell centaurs and satyrs how attractive local human women are
32 Encourage dryads to kidnap all the men while out farming
33 Destroy food stores with magic
34 Raise dead family members or pets as zombies as a surprise
35 Blunt all tools by night
36 Unpick thread from clothing and leather goods
37 Shave animals with ridiculous patterns and dye their hair
38 Crap in peoples boots
39 Enlarge vermin with spells
40 Take people to faerie land and return them hundreds of years later
41 Get humans addicted to magical elf food left out as delicious treats
42 Taint human food with werewolf blood
43 Replace candles with ones made from human fat from missing reletives
44 Tell bandits or tax collector that farmers have secret treasure
45 Warp wooden tools or roof or walls of houses with magic
46 Dig up dead relatives and arange aound the house as if alive
47 Turn someone into a cat and set own dogs on them
48 Taint food with mutagenic chaos mushrooms
49 Take the form of local and go stab happy then flee
50 Cast sleep on household then arrange in compromising positions
51 Take form of locals and beat up the village priest
52 Sell farmers children to beatmen as slaves, invite beastmen to collect them
53 Convince beavers to gnaw down trees to fall on human houses
54 Put magic glue in shoes and in hats
55 Magically grow beards on babies with cantrips
56 Put holes in every bucket and pot in a household
57 Put leaks in roof
58 Make horrible sounds at night keeping everyone awake in fear
59 Give local dogs rabies
60 Send swarm of rats to eat all household food
61 Send swarm of birds to eat all farmers crops
62 Animate scarecrow as a wood golem and make it beat up farmer
63 Teach local birds to utter obscenities or terrible gossip
64 Steal fillings of pies and replace with feces
65 Move trappers traps to places where villagers get hurt
66 Encourage tree people to stop humans murdering their kin to build houses
67 Put invisible knives in backs of chairs, in beds on doorhandles
68 Make poison toads look like delicious fruit with illusions
69 Leave murdered animals inside out nailed to walls
70 Piss in beer and add snake heads and magic mushrooms
71 Make eerie lights at night scaring everyone
72 Rub toads on peoples faces in sleep causing horrible warts
73 Encourage children to lick newts driving them crazy with narcotic secretions
74 Drop huge deadly icicles on people coming out of house in cold mornings
75 Cast illusion on farmer that they are brutish orcs so friends attack them
76 Turn locals into deer and encourage local hunters to to catch them
77 Put stinging nettles inside peoples clothes while they sleep
78 Use magic to make every fertile woman pregnant with changeling children
79 Turn farmer into a donkey then beat with sticks then turn back after a few days
80 Sneak cockatrice eggs into the farmyard chicken coops
81 Put giant leeches in chamber pot
82 Settle stirge nests in the roof of local house
83 Put illusions on beastfolk so they can trick humans into sex
84 Cut off bards fingers and suck out their eyeballs
85 Turn farmers horse into a centaur and encourage it to beat farmer who mistreated it
86 Turn goats into goatmen and explain how human eat their babies
87 Attract a ogre to a local cave and give kids a fake treasure map to the cave
88 Encourage a giant snake to sneak into house and eat babies
89 Set fire to haystacks while young lovers are inside
90 Turn pigs into orcs and give them weapons
91 Startle horses while pulling waggon causing terrible accident
92 Loose a fully grown crocodile in local watering hole where kids like to swim
93 Encourage pet Ice toad to sit on roof at night to freeze house and frostbite the crops
94 Summon a Imp to torment the household invilibly
95 Set gremlins loose on household who start increasingly dangerous trickery
96 Kidnap children and leave illusion covered goblins in their place
97 Encourage giant burrowing insects to eat crops and leave huge holes everywhere
98 Draw obscene and blasphemous graffiti on house walls
99 Lure away children to life of slavery in elfland using treats and toys
100 Whisper locals secrets and private thoughts causing fights and feuds
Thursday, 28 September 2017
Parasites of Xor
Patrick Stewart revealed races in Veins have been gating to Xor to eat it!
Crossover parasite shock! Poor Xor. Go eat Abhoth it doesnt care.
https://falsemachine.blogspot.com.au/2017/09/feeding-cities-in-veins-of-earth.html?showComment=1505513309366#c8169268424875447205
This has been a while on my to do list and kalooh kalah! Parasites are here!
Parasites are awful but some have their uses and are even trade items. Some are more like symbiotes. Anytime you eat unprocessed meat of get covered in gore parasites are a risk. Especially in dungeons and meat wizard labs.
Monsters you meet might have some of these. A dungeon might have one to three being common or a faction tainted or poorest of a faction might be untouchable minority.
d12 Exposure
01 Under cooked contaminated food
02 Feces contaminated food01 Under cooked contaminated food
03 Fly or mosquito bites
04 Flea or tick bites
05 Contact with feces
06 Contact with dead animals or blood
07 Contact with human corpses or blood
08 Sexual content
09 On vegetation like tall grass or leaves
10 Skin to skin contact
11 Comited a sin
12 Supernatural exposure
If exposed generally a saving throw to resist
May have several stages of infection that get worse
Mostly the parasites dont want you dead unless it helps them spread
Some of the below treatments cause the parasite to save or perish or evacuate
Amazingly scratching or wildly stabbing yourself seldom works
d12 Treatments
1 Certain herbs taken for a week cleanse system and host excretes parasite
2 Another parasite introduced will drive out other types of parasite from host
3 Certain expensive spices irritate it and may drive out with at least three doses
4 Drink enough alcohol that the host almost dies might drive out parasites
5 Consume arsenic or heavy metals that may kill the host
6 Stay submerged in noxious liquid like fermented urine or vinegar or oil
7 Torture from a professional for at least a week may evacuate the host
8 Starvation to near death will make parasite escape to seek new host
9 Spider or snake venom risks host and scares away parasite
10 Mercury ingested or injected will kill parasite and possibly host
11 Dangerous Surgery but when common some become experts
12 Magic cure for disease may expel the parasite
d10 Quick Sub Types
01 Worms
02 Larvae01 Worms
03 Lice and ticks
04 Bugs
05 Fungus
06 Protozoa
07 Plants
08 Monsters
09 Spirits
10 Symbiosis
d100 Parasites
01 Dungeon Threadworms mass of long thin transparent worms live in dungeon floor filth and swarm into traveller, slowing body and swelling as worm mass grows, eventually bursts
02 Bloodworms infect meat or feces enter digestive tract then blood system, strangling heart over several months, mass or thin red worms03 Fang worm is a white worm with a single fang grows in digestive tract for years increasing weight and food consumption and victim shits masses of worms. Worm triggers fear if you eat spices it dislikes. It will keep other worms from your body
04 Tooth worms chew into gums and eat teeth from the inside till none are left causing horrible pain
05 Flesh Worms devour host from inside slowly, each week lose a HP if fail a CON save
06 Vampire lamprey worm grows inside body and while victim sleeps with fully grown specimen, save or creature controls and extends mouth from hosts mouth to drain blood of other creatures usually d4 per round till drinks 12 then goes back to sleep
07 Bowel worms live in digestive tract eating feces and host feels blocked but is not able to excrete. Each month after infection they suddenly explosively release a d4 pounds of grubs which try to infect other victims entering the anus or laying eggs in latrines
08 Corpse Worm infects a body devouring host 1HP a day till death. After 24 hours the body arises as a zombie that seeks to infect others flinging worms or wrestling victims and vomiting on them
09 Eyeworms infest filthy water and swim into eyes then enter the eyeball jelly to breed and live after a month worms are visible and horrible to look out. The victim releases eggs from tear ducts when crying or face gets wet. After three months the victim must save or tear out or burn own eyes out. After another month the worms infect the brain inducing host to drown self in a river or well
10 Genital Centipedes tiny larvae live in filth on dungeon floors and enter the urinary tract. As they grow host experiences itchiness and pain when urinating. After a month a female host births a giant centipede and will continue to do so each month. A male host finds penis swollen and red and twitching and eventually explodes. The male host usually dies if fails a save but if lives is reduced to 1HP and no penis or testicles. They are also sexually transmitted
11 Voice Leech lives in fluid and may swim into a drinking creatures throat. Some put them in potion bottles as a trap. Each day the host saves or loses a HP. If this happens three times in a row the victim also saves or chokes. If they succeed their voice stops working and the victim keeps repeating saves to avoid HP loss and choking. A hot wire inserted into the throat might kill it
12 Manna Wasp Grub is spread by tiny wasps often in sleep atracted to spell casters. The worms grow in brain and after a week the host save each day or lose one level of spell or magic ability. After 12 levels are absorbed the wasp hatch from the casters disgusting exploding skull
13 Heart grubs infect victim through contact with gore or uncooked meat. After six days the grub begins to eat a HP per day. When the host has zero HP their heart explodes scattering a dozen adult beetles that try to spread in meat eggs or on animals
14 Carrion grubs are spread by bird feces. A crow is a common carrier and when it shots on creature tiny larvae crawl into hosts nose and into the brain. The host saves each day to resist urge to be suicidal allowing some other creature to eat it. After a six fails in a row the host climbs as high as possible making crow noises and attract birds to eat their swollen pulsing egg infested eyeballs and other tissue. The birds then get the urge to shit on fresh hosts. The hosts feces is also infected and crawling with worms that attract possible hosts to eat them. Some crops fertilized with infected human or animal waste may carry eggs also
15 Sweet worms infect victims through improperly cooked meat. The worms after three days make the host smell deliciously edible attracting new possible hosts and sexual partners. This might not seem so bad but attacks from dogs, bears or swarms of bugs or rats or birds are a problem. Other humans might be tempted by cannibalism instead of sex
16 Swarmlings appear to be spread by cloud of stinging insects that in large amounts can be fatal. Mostly victim escapes but if fails a save becomes a host. After a few days they begin to fear fire and increase apetite. After a week they hear buzzing noises constantly. Every week after host saves or explodes releasing a hostile swarm
17 Gargoyle Grub has a complex life cycle. Usually infected by black gelatin in fouled water or tombs. The host loses a HP from cramp and pain. If they die of HP Loss a black venomous worm bursts from the corpse and spreads more slime. If the host fails a weekly save roll after managing to survive the HP loss then a streamlined demonic gargoyle like creature bursts from the victim and rapidly grows into a larger creature spreading black slime and devouring any creatures it can
18 Devil Larvae mostly infects evil persons and is spread by imps who drop a baby grub in a sleepers nose or mouth while invisible. The grub grows driving the victim to greater evil over years if the host fails a save when infected. When they finally die the larvae bursts from the victim's corpse and has the victim's face. A Imp or hell hag or demon will be atracted to the birth cries and carry it to the evil planes where the creature has enormous value as a damned soul on the path to evolving into a devil, demon or daemon
19 Bone Worms enter a host through food or garbage. The host might carry the infection for years harmlessly. Each month the host makes a save or loses a STR point from joint and bone pain. At 6 STR most require a walking stick, half move rate and develop a hump. At 3 most are bed ridden and bones weak and broken. At zero the bones are gelatinous and the worms burst from the corpse crawling to new hosts. Some hatch into flies
20 Corpsefly grub giant stinging flies deposit eggs on skin often teaming up to distract animal while they take turns laying eggs. A d4 flies with a HP each that bite for 1HP. The grubs enter the body growing to walnut size living for months. A skilled surgeon can lure grubs out with a lump of bacon. After six months the victim maxes a save or dies as 2d6 fist size flies erupt from their flesh. If save made they survive with 1Hp per fly and a number of large scars. Towards the end you can see things squirm under the skin and a surgeon might remove them
21 Blood Ticks these creatures infest garbage and beds and are quite common. Occasionally a host gets heavily infected in area with plague proportions. Such a victim save once a day or loses a HP. When reach zero the ticks panic and eat each other leaving a d4 footlong bugs sucking on the husk and ready to lay thousands of eggs that hatch when a creature breathes nearby
22 Hellfire Fleas are a virulent strain of flea that causes constant itching and -2 on all actions ones infested. In worse cases after a week the host must save to cast any spells or concentrate on a skill or sneak
23 Demon Mites live in grass or trash and burrow under the skin leaving a rash. Each weekly save failed reduces CHA by one with increasing horrible sores and increasing anger from the host
24 Bed Bugs these infest where creatures sleep or leaf litter and once infested the victim constantly scratches -2 all rolls and cannot rest properly without a saving throw each 8 hour attempt
25 Hair Louse infest hair and hats and clothing and beds. Host continually itches and eventually most hair falls out and scalp is scab covered if fail a monthly saving throw
26 Tongue Bug crawls into a sleeping animals mouth anesthetizing them (save to notice or stop bug) then it eats the tongue replacing it and stealing food every swallow. The bug looks horrific and most who see it treat host as tainted by evil. If killed or replaced the host has no tongue and cannot speak properly. Does effect the sound of the speech and kinda creepy the bug looks at what is happening outside mouth
27 Groin Barnacle lives in the water and affixes itself while small over a hosts genitalia. The mollusc increases the victims sex drive and infects potential mates but prevents functional intercourse or breeding. If meet another with a barnacle they both get urge to mate in water to spread the pest. It is hard to remove from the host without mutilating them or leaving reproductively viable. The host needs to save to cooperate with any atempt to remove it as the barnacle floods the body with fear if anything threattens it
28 Skin barnacles live in the sea and affix themselves to skin making a rough sharp hard surface. Each month host must save or they increase over the body +1AC -1 MOV -1DEX
29 Slaver bug starts tiny attaching itself to hosts neck or under the hair usually found in garbage. At one week the bug is palm size with one HP. Each week it grows bigger by a HP if victim fails a save. At 4HP it is 12 inches. At 6HP it is size of a cattle dog. By this stage it has mandibles around victims neck and 12 claws grip the host. If bug is threatened the host must save or flee till exhausted. The host loves the bug and tries to protect it. The bug drops eggs in garbage as host moves and increasingly directs the host to wander and eat food it likes. Some human slavers use the bugs to render slaves compliant and train the bugs to help keep slaves in line. The bugs at 8HP may detach and fight AC14 Bite d4+keeps sucking d4 per round, MOV 6". They may defend a good host if it is unconcious
30 Flesh Squid enters the body through unclean water. Once in the host lives for a d3 months before it hijacks the reproductive system making the host constantly aroused. Sexual contact implant squid larvae in mates and females hosts also can give birth to foot long squids once a month which seek water to lay eggs. Host never notices anything wrong
31 Wolf Fleas are a foot long and aggressive living in grass in small packs. AC4 HDd4 Bite d3 plus once hit keep sucking till drain 12HP then flee, MOV 6" run 3" hop. If attack a sleeping host they feel nothing and the wound wont naturally heal without first aid or extra d4 days
32 Murder Wasp is a two foot wasp that paralyzes hosts then lays eggs in them. The eggs rapidly hatch eating the host after hatching in 24 hours inflicting a d4 per day. When host dies grubs finish the corpse then pupate over a d4 days into a d6 wasps. Was AC 15 HDd6 Bite d4+save or paralyzed d4 turns MOV 12" fly 3"crawl
33 Skull Lice sits on the head like a small spider hiding under the hair. In wild they live on bats in caves but the bats sometimes drop them if the bat has more than one. After a month it becomes hand sized but the host cannot see it. After 3 months it is a horror bigger than the head and directs the host to eat and fight and carry the lice to mates and to interesting places to lay eggs. After a year the head is fused and shrunken and the lice is totally in control and hostile to humans
34 Chaos Ticks are carried by monsters and demons to this world. They start tiny and live under the skin but once infest a host begin to grow gaining a HP per week. At 6HP the tick bursts from the host inflicting a d6 and will flee to lay eggs in some garbage before death. The host if survives must save or develops a lesser cosmetic mutation. Cultists often deliberately use these to gain mutations
35 Blood Beast infects host by cuts and blood contact. Infect the host slowing them, the host must save once per week or loses a MOV point. They become lazier and less mobile. At zero MOV the thickened congealed blood hatches into a ochre jelly like horror which kills the host. It seeks to infect by damaging animals. The unstable thing melts after 24 hours into stinking rotten ropey bloody mess
36 Gut Grub infests human through food or feces. Each month after three months infection the victim saves or the grub bursts through the stomach for 2d6 damage. If host lives the grub sits content making the host hand feed it while it replaces the digestive tract. The host eats more but no longer eats with the mouth and only seeks lovers who also carry a worm so they can mate and both lay eggs by spitting them into leftover food or latrines. The hosts feel protective of the worms as if they were parts of their own body and perfectly natural
37 Trilobiter is a horrible bug like crab thing that attaches to swimmers with claws then inserts a barbed hook into the hosts spine and drains the host via a feeding tube one hp a day. The host comes to serve the bug which if needed can give the host back a d4 HP to keep it alive if needed. The affected host is immune to other parasites and disease while the bug filters the blood. The bug lets host wander as it pleases and will drop offspring on travels
38 Sucker snake is a blind white serpent that when bites a host fuses to them, feeding off them and coiling about host for years. A d6 snakes might feed off a single host each drinking HP a day. The first few days whenever a host tries to remove them they need to make a save or have a panic attack. After a month the host talks to them like children and longs to keep them happy. They often live in caves crawl out at night and try to affix themselves to sleeping hosts
39 Rock Parasites are stony looking spiked molluscs that shoot themselves at prey and make a hit roll. If succeed host takes a point of damage and the mollusc abandons its shell to live inside the hosts body. After three months the host painfully has shelled molluscs escape through the urinary tract which if they fail a save causes a d6 damage and a permanently loss of bladder control
40 Troll Tumours form when a host accidentally breathes in troll blood particles. A saving throw resists but if failed, horrible polyps and tumours and cysts begin to form. Each day infected the host must save or lose a point of CHA. When the CON is reduced to half the victim becomes insane and chaotic evil lusting for murder and regenerates 1HP/round. At zero the host sheds their skin and becomes a young troll rapidly growing to full size rapidly as it eats. Some have managed to control the insanity and halt the progression of growth by drugs and magic. Some say this is how trolls became the monsters as we know them today
41 Fungal Crown infests from spoors and is often carried by giant insects. If breathed by host and fails a save they begin to grow fungal antlers or a crown structure. Every week after the crown blooms the host must save or is compelled to go to the highest point in the most heavily populated area and releases more spores. Each month make a save or loses a INT point and at zero INT the host becomes a zombie
42 Darkspoor is a fungal infection where the host if fails a save begins to grow mushrooms in their skin after a week. Each week after they get a save and if fail lose one of each attribute. When any stat reaches zero they crumble into a pile of putrid compost. Once shrooms bloom the host gives off spores daily
43 Black Mould infects victim with spores. If fail first save the host has mould growing in lungs. If so each week they must save or lose a CON point. At zero they die and over a d3 days the swollen bloated body becomes a giant puffball that bursts spreading mould over local area. Patches of mould exist in damp basements, sewers and dungeons. Urine or fire can kill patches of mould without spreading spores
44 Brain Mould infects a hosts brain causing hallucinations. After 48 hours infected if fail a save the host euphorically believes everything is wonderful and interprets threats as non threats. When the host happily dies from some hazzard the skull splits and a fungal bloom releases more spores. Thankfully it only spores for a d3 hours after a hosts death
45 Berserker Rot is a russet mushroom occasionally eaten to encourage bravery. On first consumption if the host become immune to morale checks and resist fear +2 for a d6 days. With a second dose effect continues. If fail a save at this point they are infected, host is permanently aggressive and gain +1 to hit and damage but prone to starting fights and abusing loved ones. After another week and another failed save the berserker has +2 hit and damage, can fight into -10 HP before death and once a fight starts will keep killing anything that moves only calming when nothing moves for a 10 minute turn. Once dead a crop of fungus grow on the corpse. Many creatures eating fungus enjoy the feelings of confidence not realizing it is psychosis and the risk of fungus eating their brain. Even some animals will eat it but most quit after making a first save
46 Puffing Rot is spread by spores in dungeon or eating a infected animal. 24 hours after exposure make a save and if fails host starts to fever, eating and drinking as much as possible before sleeping. After a 48 hour sleep the host is totally infected with fungus. The host mopes about stupidly and smelling delicious making them highly attractive to predators. After a d6 days if not eaten they walk to a patch of edible vegetation or fungi and explode covering all in spores attempting to infect grazers. If host is eaten it tastes delicious and mushroomy
47 Fungal Blessing if infected by eating a host the new host makes a save or begins to turn into a mushroom man or a mushroomanimal. The process takes a week and by the end of a week the host is a self aware ambulatory immortal fungus and seeks to join a colony or a fungus cavern to live forever. While transformation takes place the hosts droppings will sprout mushrooms in a d3 days which also spread the condition. Goblins sell these as imortality shrooms to dupes and know how to cook them to make eatingthem safe
48 Goldenrot Mould is spread by spores in dungeons. If the potential host fails a save they begin to grow yellowish mould on their skin over a d4 days. They look hideous at this stage and become always thirsty and seek damp location. After a week they get a second save if failed the mould fully blooms into yellow mould and moving risks setting off the choking spores that may kill the host. This save is repeated every month if they survive. A mould covered person might live for years
49 Devil Smut is often used by goblins to exterminate humans. Spores are contaminate food which is eaten. Eater makes a save and if fails is now a host. After a d6 days they develop some black spoor patches on skin, easily rubbed off. These spores infect human grain crops including wheat, barley, oats, corn and rice and within 3 months can destroy all fields. Burning the crops and leaving fields fallow for ten years is the only cure. The carrier is unharmed but may trigger massive famine
50 Widows Rot mostly found in dungeons as spores amongst garbage of fungi caves. If exposed host gets a save after 24 hours. Failure starts to turn fingers, toes and genitals jet black like carbon. After a week host gets a second save to see if condition spreads turning them black all over in 1-6 weeks. At that point host gets a final save, failure causes them to die in sleep a turning into a crumbling unliving statue that breaks into spoor dust with slightest breeze or touch
51 Bone Coral caused by cuts and grazes in salt water or on coral. Protozoa start to calcify joints and and if fail a save after a month lose -3 MOV, -d3 STR. After six months if they fail again they become immobile and require nursing to live. After a year the body is mostly a solid mass of coral with some still functioning organs inside
52 Ameba infection has host overrun by protozoan amoeboids. Once infected victim makes a save every week or loses a point of MOV and STR. When either reaches zero the victim bursts open with a grey ooze. Often enter the body in dirty water or infected blood
53 Flagellum infection once holds the victim makes the victim fee squirming creatures inside their body. After a month another save or lose a d3 DEX and after another month save or a flagellum erupts from their chest and snatches food for the host and whips anything that gets in the way of food or harms the host. Aster a year most victims find a pond and shed skin living on as a giant single cell swimming horror with a flagellum that infects water
54 Cilates are a protozoan infection that after a week covers the body in short black hairs that enhance their swimming ability. After a hundred hours fooling about in water their skin splits and they become a furry giant single cell creature which swims with tiny hairs
55 Microspora infects a host through feces, digestion or airways. Produces cysts throughout body causing a random loss of a stat point each month if fail a save. On death a spiral structure erupts from the chest and can fire spores into sewerage or near a creature that breathes within 1" for a d4 days
56 Red Tide is a protozoa that blooms in over-fertilized water. In high concentrations the water turns blood red and contaminates by touch. Infected victims make a save vs poison each day or lose a HP. Three successes means the host throws off the infection. At zero HP the body explodes spattering infected spores over 2" which will infect water or any living creatures
57 Slime Hood infects through water, food or bloody matter. After a week of exposure the victim saves or begins to secrete clear slime, especially over the face. At three weeks the victim saves or becomes a water breather who will seek water. After a week in water the victims skin splits revealing a huge transparent single cell blob with four flagellum to move that spreads more microscopic versions of itself. Some races use this to make humanoids aquatic then cure them before they become a protozoid
58 Zyrorg is a deadly protozoa that lives in certain soils, especially in tropical areas where it may get into ground water during floods. Harder to reach infectious stage in moderate climates most of the year. A d3 hours of exposure the victim saves or dies. Anything eating them the next month must save or die. After a month they make a new save and with success become immune to further predations. With a failure the host is a carrier who effects damp soil, sewerage and food they touch. Sometimes a infected animal kills a whole village off
59 Brain Protozoa enters ears or nose through bad water or blood. Save on contact to resist. With a failure the victim has the parasite in their brain, success means they shake it off in a d4 days with -2 on all rolls. A month later the infected gets a new save or their brain becomes under the influence of the parasite seeking danger, hostile predators or a body of drinking water to drown in. The victim might be imprisoned or protected from suicide but turns more inhuman, cunning and evil with stronger desire to spread the disease
60 Shoggothic Plasm the victim has been infected with micro shoggoths that rewrite the being to become a shoggoth. After a week the victim saves or begins to manifest mutations like extra eyes, limbs or tentacles. After a d6 months the victim is a shoggoth with a humanoid form and utterly insane and hostile but cunning. After a d3 years like this they lose all humanity and become a complete but small shoggoth unable to even look human with effort
61 Goldenbough is a form of misstletoe that grows on the body instead of a tree in clumps. Druids think it is a good thing. After inhalation of dust from flowers, save or become infected. After a week growth starts and by a month a footwide cluster of yellow growths and leaves hangs in a clump from the host body. The victim makes a save every moth or a new cluster starts but when finally resist no more appear. Some victims have a d4 or a d6 bunches62 Krinoid is a seed that falls from the heavens. A host is infected when the pod hatches and the plant germ is implanted under the skin. Witha failed save, in 24 hours the host becomes a shambling mound. After 24 hours it takes root and grows a foot and a HD a day. It can animate plants and trees to defend it. At 50HD it shoots seed pods into low dacaying orbit to spread across the planet. It has it's HD in plant monster defenders. At 30 HD it is telepathic and threatens meat beings with the new world order
63 Algoloid is carried in water or airborne spores in humid tropical forests. Beings infected with a failed save turn green skinned after a week. After a month the subject has a layer of algae over the skin and is photosynthetic halving their food intake. After death the algae d4 1=animates the corpse as a zombie to spread spores 2=sprouts a colonial plant like structure that spreads spores 3=forms a slug like mass of plant tissue that crawls into water to disperse 4=d6 midget plantsmen erupt from the body and flee the area to start a colony
64 Corpse Flower plant grows throughout the victims tissues if they fail a save from touching a flower or insects that have spores on their feet. After a month the host makes another save or sprouts a d4 stinking fleshy flowers that attract animals and flies that last a d4 days. Each month the host must save or bloom a d4 more
65 Devils hair grows from spores in vegetation. If host infected and saveves they become immune. If fail after a week thin green hair begins to grow from skin. After a week it has replaced their hair, turned skin green and males have large beards and sometimes horn structures. A week later if they fail another save at this stage they lose urge to be civilized and run into the woods to join their own kind, often forgetting their lives and language
66 Toothwort spreads from spores when the flower explodes within 1" if host fails save a week later a d4 flowers grow from them. After a d3 days the flowers explode when neat exhaling animals and explode inflicting a d4 damage per blossom on the host. If they live the can save to be resistant from then on or grow more flowers over a week which continues weekly until dead or resistant
67 Body Snatcher Flower has a lovely flower growing from a melon like seedpod. The flower shoots spores and tendrils into a host who if fails a save breaks down into a tendril filled mush that dries into grey ash. The melon grows into a human size pod in 24 hours which hatches a plant being replicant with memories in tact but no animal emotions and the desire to spread the plants
68 Elfroot often is spread by elf darts and arrows deliberately or possibly as spore dust. It is a weapon and not natural. If a human is infected and fails a save, they feel tired and a urge to sleep on the earth. while asleep they sprout roots and over 48 hours turn into a ten foot tall tree, 1in6 a type of fruit tree. The victims soul is trapped in the tree and now lives at the slow time scales of the plant world not noticing the smoky shadows of rapidly moving animal
69 Elf Smut infects grain and grass crops and if consumed the victim saves of begins to have supernatural visions. If they keep eating for a week and fail a second save the visions are more intense and permanent, with the host being incapable of understanding reality and living in a fictional world of their making. At best these madmen can be locked up or possibly treated with magic. When they die their brains break down over 24 hours into black mush that oozes out their mouth, ears and nose. The muck spreads spores that grow on crops
70 Shroomrot is spread by spores entering wounds in dank places. Once infected if the host fails a save they begin sprouting mushrooms over their body in a d6 days that look revolting. After six months the skin is covered and the host seeks to eat rotten garbage. After a year the host goes to sleep a final time and becomes a bed of fungus that spreads more spores
71 Goblin Snot is a milder version of green slime that spreads through sneezing. If breathed the host makes a save. On a failure the host after a week has blocked sinuses and airways. The host sneezes and splutters and their nose swells dribbling infected slime constantly. Some hosts drown but the condition lasts for years and is common in goblins. When the host eventually dies make the body a save or the slime mutates and becomes a mas off green slime over a d6 hours
72 Chaos Ticks are fist sized red bugs that latch onto sleeping creatures and numbs any sensation of feeling while they drink. They like to hide under clothes and the host gets a save to notice the tick. The tick has 1HP and infects a victim with a chaos mutation protozoa. After a week after first tick bite the host must save or develop a minor mutation. This only works once from the same tick source
73 Chaos Earwigs crawl inside ears and can drive a host who fails to save into a insane berserker. Some use the bugs to infect prisoners in gladiators. The controlled host will not fight other hosts and they will unite to attack new potential hosts. When such a victim is held by several hosts they spit earwigs into the victims ears or nose or mouth. Victims can be cured magically or with medicinal products. Some chaos cultists can control the bugs and in turn control a gang of crazed beserkers
74 Skull Squids infest the body through open wounds in water or from the bite of a adult squid or when a squidman pierces the skull of a victim to drink some cerebral fluids. The host makes a save and if fail the squd grow in the human blood and eat each other. The largest ones grows in the brain. Aster 6 weeks the host feels ill, confused and has a headache. After entering a agitated sleep the squid finishes of the brain then operates the body as a puppet to take it to water where the skull bursts and a d6 pregnant squid jump out
75 Gremlin Spoors enter the body through the lungs. Host makes a save to resist or in a d6 days something is moving under the skin. At the end of the month the host saves or will burst open to birth 3d6 gremlins. If they may the save a d6 harmlessly pass out in the toilet
76 Darkspawn is carried as black spores that enter airways or digestive tract. Once inside they convert the matter of the body into a living being of darkness. Ater a d6 days the host has violent urges and starts to form patches of jet black chitinous skin. The host become light sensative and hides by day and in a d6 days they are transformed full into a demonic soldier of darkness in the service of a dark god with no independant will
77 Hellspawn infect the host who commits certain sins while in presence of the spawn lurking in ethereal space. If host fails a save the dimensional parasite attaches itself to the hosts soul and uses it to enter the world. After a d6 days of nightmares and voices telling host to perform unspeakable acts the host gets one more save if failing forms a devilish face usually on their chest. The spawn takes control of the body but the head of the host may still speak and see what happens with its body. The spawn serves the minions of hell to the best of its ability. Possibly a exorcism with other healing magic could remove the spawn
78 Chest Octopi enter the body through water as a tiny cell and grows inside if the host fails a save, the octopus grows. If any attempt is made to remove it it strangles the heart and constricts breathing. After a month when the host approaches a body of water (the parasite will induce thirst in the host) and their chest will fatally explode releasing the octopus to swim away
79 Mutant Spores float in the wind and are breathed in. Spores come from fungi like pods or decaying mutant corpses. If host fails a save they develop a minor mutation and another every week they fail another save (1in6 of major mutation). Once host has more mutations than HD they become a amorphous monstrosity. The host must save vs each of the conditions of cannibalism, sex mania and homicidal mania. If a save is made they can resist the urges and make a save vs remaining effects each week. When all three conditions are in effect the host becomes a shoggoth. Anyone injured or in close proximity to the host might be contaminated by spores
80 Brainbugs begin as plankton size and enter the body through water. Once inside it moves into the brain. Host gets one save to resist. If fails the brainbug begins altering behaviour and alignment, making the victim more selfish and greedy. The host will usually abandon friends and establish a stronghold with defences. When secure the brainbug devours the rest of the brain and will seek to contaminate a community water supply. It will attract brainbugs with hosts to the lair and coordinate conquest. If the host is killed the bug bursts from the skull and seeks water to breed in then grows into a cave lobster like form to guard the current queen
81 Poltergeist Spirit may latch onto a human or a location. When there is any stress or tension the spirit violently smashes objects, pills hair, throws things and slaps people. Certain magic drives it away or destroys it
82 Plague Spirit makes possessed host have disease like symptoms usually losing a stat point a day or week but not treatable by anything that treats a disease. Only driving out the bad spirit works
83 Madness Spirit makes possessed host have insanity like symptoms and a wholly unreal experiences that might drive them to tragedy or true madness. Only driving out the bad spirit works
84 Ghostly Spirit will occupy host whe fails save and either seek to fulfill a purpose it had in life or if no longer possible they try and commit suicide desperate to move on to next life
85 Holy Spirit is sent by a deity or lives in holy places and will only occupy persons in special cases. This can cast a common divine spell, mostly level d3 once per day. Some will cast for the host to help it if worthy and some let the host cast the spell as if they knew it themself. More powerful ones exist but they are boons of gods. Only one such spirit will serve a person, often they leave if host unworthy or a mission is complete. They might communicate with the host and offer them moral guidance
86 Chaos Spirit, lives in tainted places and pollutes a host performing a chaotic act. If host fails save the gain mutation, mostly minor but 1in6 major
87 Shadow Spirit is a form of evil shadow that hides by day inside a host. Usually the host is infected by handling a cursed relic, evil grave goods or a shadow surprises them and enters the hosts body unknowingly. The host gets one save to resist the passenger. When the infected host sleeps their shadow moves on it's own, leaving the host to find victims to murder and attacking like a typical shadow which returns to the host before dawn. Some evil persons manage to learn of their shadow and even cooperate with it
88 Wraith Spirit usually a wraith drains a host and feeds on their soul. In rare cases the victim awakes without life force drained but the wraith has hosted itself inside the victim. At certain times, usually by night the wraith with pour from them like smoke to feed on others while the host sleeps. The host experiences nightmares as if they killed the victims. The wraith uses the host to travel outside its burial place
89 Spectre Spirit is a terrible form of possession. Instead of killing a victim the spectre enters their body and restores any drained levels. The host feels a alignment change and feels bitter and spiteful. Their very appearance changes to look more evil and they dress and groom to exaggerate this which most friends notice. The host will seek to kill and torment the living to satisfy the sadism of the spectre
90 Phantom Spirit often is found in a artwork or grave sight and usually has a unfulfilled purpose. It cannot speak but will lodge inside a host who fails a save. At times by night it will appear and try to motivate the host to aiding it as best it can without speech. It may aid the host scouting ahead and warning them of danger to help it achieve the phantoms mission.
91 Eye Spores, lodge in skin from water. Host makes a save or they have a d6 parasites take root. After a week the host has visible lumps. A week later the lumps open as functional eyes. They can extend the visual field up to 60 degrees per eye if uncovered. Some manage to root they eyes where the host desires them like the back of the head. The host passes out eye spoor in their urine or the eggs come from the eyes from tear ducts. They hatch into tiny wriggling tadpoles in open water looking for a new host
92 Troll Tails were made by elder trolls to replace lost tails. The swimming creatures latch onto the lower spine if the victim fails a save and has a functional cow like tail. The tail will flick away bugs and becomes agitated if any hostile person comes near it. The tail drops spores into sewerage or water which grow into tails. Tails have a mind of their own and might wag, slap annoying smaller creatures or knock things over
93 Wizard Beard a magical symbiote that grows on the face of a arcane spell user, usually gained from another wizard. They grow on lady wizards too. After a years growth the foot long beard can store a 1st level spell. After 2 years the two foot beard can store a 2nd level spell up to 5 foot max. 1in6 chance the beard develops a fork and can store more than one spell. The original beard spore came from a god of magic and all the beards are his kin. If beard is unkempt it may start to die. Wizards refuse to acknowledge a pubic hair version
94 Shamans Chunder is a sacred symbiote that lives in the stomach. A shaman in ritual can pass on a fragment to a worthy student who needs to make a save to receive the bond. The fragment becomes host of a spirit that protects the host from possession especially from threats while the shaman is in a trance or attacked by a spirit while out of their body. The symbiote gives a extra save vs possession. It is also a repository of ancient collective wisdom that can offer magical advice. The entity has it's own INT and WIS and CHA scores rolled with 3d6 plus a point to allocate every level gained after becoming a host
95 Grogslug this slimy finger size thing if swallowed lives in your stomach. It prevents alcohol having any effect, keeps out digestive parasites and gives +2 Poison save. The host passes baby slugs into sewerage. The slugs are highly valued especially from assassins
96 Scaleskin spread mostly from touch with fishmen or lizard man. The host develops thick hard scales for +1 AC if they fail a save, once resisted never need to roll again. Colours vary and are often metallic
97 Mage Horns these are implanted as bone buds and grow into bestial horns increasing headbutt damage by +1, and after after 3 months fully grown, gives a magical ability. d6 1=Stag Antlers detect magic 2=Bullhorns detect chaos 3=Unicorn horn detect poison and virgins 4=Goat horns detect evil 5=Sheep horns predict weather 6=Dragon Horns detect gold. The horns sense within 1" and can only be spread by surgery
98 Coleax this creature enters the body through the nose or ears and lives in dank places. Once inside it lives inside the host feeding from it without harm. The Coleax will stabilise blood loss if below zero and can once per week it can heal a d4+1 if it will render the host conscious so it can escape impending peril. Some secret orders cultivate and implant these deliberately and some specialist sages sell them. The creatures eggs pass out through the hosts waste
99 Memoremora is carried by rare spores from a dungeon moss. If the infected person makes a save they are immune to the spores forever. If host fails the moss grows in the brain increasing memory connections so the host can remember events even from a baby or other previously unclear events with great clarity. This allows a magical host to cast one extra 1st level spell
100 Psislug are very rare and feed off the psionic emanations of a sentient beings brain. They Drop on a skull and bore through painfully with acid causing a d4+1 damage. A d4 days after infection if the host fails a saving throw the slug acts as a translator allowing the host to understand speech from sentient beings (but not speak back). It cannot help the host read either and it cannot read from a undead or non corporeal being. The feedback between two sentient beings feed the slug in a more optimal way. Once a year a baby slug sneaks out of the nose or ear seeking its own host. If the potential host resists the slug it dies and no slug will go near them again. The slugs are considered quite valuable and used by scholars, traders and assasins
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
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)
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
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
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