18 December 2009

Poisons, Drugs and Plants

A compilation of Poisons, Drugs and Plants that are prevalent in Eberron.

Helmsbane
A subterranean root plant similar to the potato only it grows downward from the ceilings of caverns, draping its leaves downward to extract nutrients from the various gases present deep underground. The tubers are difficult to extract from the fine rock fractures from which it grows.
When ground and dried it becomes a cakey yellow powder which upon ingestion removes all higher thought from its victim, they would not eat if they were not told to. The eyes turn milky white and the victim is highly susceptible to suggestion, some have even taken their own life at the request of their poisoner.
This drug is particularly employed by evil denizens of Khyber who like to keep their food fresh, it is worth noting that those who eat the flesh of a poisoned victim experience no effects of secondary poisoning.
This poison is particularly difficult to purge from the system, its effects lasting days or even weeks to wear off, and many of those poisoned actually die from their “cold turkey”. There is no known antidote.

Dreamlily
Healers first used essence of Dreamlily, a powerful opiate from Sarlona, during the Last War. Once the Brelish Crown realised the dangers of addiction, use of this elixir was quickly outlawed.
This has not erased the demand for the drug, and the control of the dreamlily trade is a source of significant strife in the Lower-City.
Essence of dreamlily is an iridescent, psionically active liquid. It draws on the mind of the user, and tastes like his favorite beverage. Each use of the drug can potentially lead to an overdose, especially for those addicted to it.

Icewild Lichen Paste
Icewild, or muqqa, is a stimulant that produces a feeling of energy and euphoria lasting 2d4 hours. Consumption of one dose confers immunity to the effects of fatigue or exhaustion from running, forced march, altitude, or temperature (although nonlethal damages still taken). One dose also removes one step of fatigue from any other source (an exhausted character becomes fatigued, and a fatigued character recovers).
At the end of the effect's duration, the character is fatigued for 2d4 minutes.
Icewild can be used once per day. Anyone who takes more than one dose within 24 hours immediately overdoses, taking 1d4 points of Constitution damage per additional dose, and gains none of the usual benefits.
Icewild can be purchased in the less reputable sections of Whitetooth and Winterstead.

Tashana Lichen Pastes
Tashana shamans can create a wide variety of magic substances from the native rock lichens that approximate the effects of standard potions and oils. The lichen pastes use natural materials and processes such as sun-drying, but otherwise have the same creation costs and requirements of a potion or oil, including spellcasting ability, the Brew Potion feat, and the XP and gp costs (DMG 286).
In the coastal ports of Whitetooth and Winterstead, lichen pastes can be purchased at normal cost (DMG 230). In addition, individual tribes encountered in the inland of Tashana might be willing to sell or barter lichen pastes. The DM should set price and availability, considering the size and disposition of the tribe.

Physical Description: Tashanan lichen pastes differ in consistency and appearance depending on whether they're intended to be applied (as an oil) or consumed (as a potion). Consumable pastes appear as very small and thin wafers of shredded leaves. Oil-type pastes have a greasy or butteryconsistency. Taste and smell also vary among types, and experienced characters can learn to identify a lichen paste by remembering particular attributes—for example, a minty taste might indicate curative properties, while a particularly pungent odor specifies barkskin. Lichen pastes are typically stored in small hide pouches. Pouches have AC 13, 2 hit points, and hardness 2. The relative portability and durability of lichen pouches give them an advantage over ceramic or glass potion vials.
Activation: Consumable pastes are heavily concentrated, relative to potions, and dissolve almost instantly when placed under the tongue. Applicable pastes can be smeared just as traditional oils. Activating a paste is a standardaction that provokes attacks of opportunity, and the effect takes place immediately. Incorporeal characters cannot use lichen pastes of either variety. Curative lichen pastes can be administered to unconscious creatures as a standard action (a potion requires a full-round action).
The Tashana region also produces some lichens which contain natural magical/psychoactive properties. These lichens do not require any preparation and can be harvested and ingested raw. The most notorious of these is the blood-red rock lichen known as icewild.

Slow Sap
Slow sap, a clear, odorless contact poison (DC 18, 1d6 Str/2d6 Str), has been used in the Red Ring arena for years because of its slow-acting quality. The poison’s primary damage does not take effect until 10 minutes after a would-be victim has been exposed. Poisoners in the employ of a rival stable often coat the interior of armour or a weapon’s grip with slow sap.

Striped Toadstool
These inocuous fungi get their name from their peculiar patterns. They have a series of concentric rings or stripes upon their cap. These stripes can vary greatly in colour depending on environment and the substrate from which they are gaining nutrients. They are found all across Eberron and they range in size from a few centimetres across to the huge huge specimens found deep in the Eldeen Reaches or the Jungles of Xen'drik, which are reportedly several feet in diameter.
(ingested poison, DC11 1 Wis/ 2d6 Wis + 1d4 Int. 180 gp/dose)

White-Flower Vine Wine
This Q’Barran is known for its properties of breaking down the resolve of those who drink it. It’s effects are similar to Zone of Truth, but more painful. Of course many lizardfolk enjoy this wine as they are immune to the acidic effects that it has, but anyone without acid resistance is sure to get a case of heartburn if they don’t tell the truth. 
Upon first drinking the wine the imbiber experiences a rush of pleasure as the sweet liquid intoxicates the senses. A wave of relaxation washes over the drinker and they feel a light tingling in their extremities. This quickly fades as their thirst is quenched remarkably effectively. Unfortunately this quenching does not last long. 
Moments later their stomach begins to churn and nausea washes over them along with profuse sweating and disorientation as the acid within the wine begins to find its way into the bloodstream. 
(This sickly feeling gives a -1 penalty to all attacks, skill chacks and saves - a DC 21 fortitude save negates this and every other effect) 

One glassful will cause these effects and for each glass another save must be made. 
Each time they lie, or evade the truth they must make a fortitude save (DC 21) or the acid wine in their veins flushes through their system dealing them 1d4+1 points of acid damage. 
The wine stays in the system for 1d6 hours and it is effective for the full duration.