of Farland:

Flora and Drugs of Farland

Table of Contents

Battle Grog
Bull's Leaf
Calbran's Fist
Corpse Flesh
Lotus
Moon Blossom
Mossglow
Pixie Dust
Rotgut
Soldier's Root
Solvotukan Beans
White Mint

Battle Grog

This reddish grog is specially mixed using the blood or bone of some fearless creature, usually a troll or ogre. Although the mixing process does not enable the finished product to retain many of the properties of the creature's blood, its bravery is preserved. This mixture is especially noxious, and non-dark folk who drink it report that it tastes like excrement. Because of its relatively short duration, Battle Grog is often given to front-line fodder like kobolds, goblins, and small orcs before they suicidally charge an enemy army.

Effects: When drank, one dose of Battle Grog will infuse the user with a recklessness that will enable him to rush into battle fearlessly (The user gains a +1 morale bonus on saving throws against fear effects for three minutes per dose.) Taking larger doses may cause the user to vomit (Fort save DC 18 for a double dose, DC 25 for a triple dose). If the person does not vomit, the effects and duration are enhanced according to the amount of the dose. If the user does grow ill, the effects are lost.

Recognition: Identifying a concoction which may potentially be Battle Grog is a DC 15 Knowledge: Arcana or Craft: Alchemy check.

Price: A dose is 10 silvers. A proper-sized dose must be made with a DC 18 Craft: Alchemy check.

Bull's Leaf

Discovered by ancient leeches of the Kingdom of Farland, this highly useful plant causes a person to recover more quickly when stunned or slightly injured. It looks and smells like common garlic. It can only be distinguished from the latter by a slight difference in color and smell. It grows sparsely in temperate and sub-tropic climes.

Effects: When chewed, one dose of the leaf will dull pain and speed healing (subdual points are recovered at double the normal rate of 2 per hour. It also gives a +2 herbal bonus to heal checks made to aid the person who has chewed the plant.) Taking larger doses may cause the user to vomit (Fort save DC 18 for a double dose, DC 30 for a triple or larger dose). If the person does not vomit, the effects are enhanced according to the amount of the dose. If the user does grow ill, medicinal effects are lost.

Recognition: Finding a plant which may potentially be Bull's Leaf (in an area where Bull's Leaf grows) is a DC 15 survival check; identifying it in the wild or in a market is a DC 16 knowledge: nature check.

Price: A dose is 4 silvers. A proper-sized dose must be made with a DC 15 Craft: Alchemy check.

Calbran's Fist

This plant has lance-shaped leaves and flourishes in marshes. It is known for increasing the physical strength of those who eat it, but only for a short time.

Effects: When chewed, one dose will increase andrenalin in the user, temporarily giving him a +2 enhancement bonus to strength for 6 rounds. Taking larger doses may cause the user to vomit (Fort save DC 18 for a double dose, DC 30 for a triple or larger dose). In any case, larger doses have no further effect.

Recognition: Finding a plant which may potentially be Calbran's Fist (in an area where it grows) is a DC 16 survival check; identifying it in the wild or in a market is a DC 18 knowledge: nature check.

Price: A dose is 30 silvers. A proper-sized dose must be made with a DC 15 Craft: Alchemy check.

Corpse Flesh

These pickled morsels, gray and briny, are made from the treated flesh of a creature known for its physical stamina, usually a dwarf, hobgoblin, or ogre. Although this drug does not taste particularly bad-merely salty-any race not used to consuming the flesh of sentient creatures will likely find the act of imbibing this drug psychologically loathsome. Lesser orcs, to compensate for the greater endurance of hobgoblins and oluks, will often consume Corpse Flesh when engaging in forced marches.

Effects: When eaten, one dose of Corpse Flesh will decrease fatigue in the user, causing greater oxygenation in the blood stream (The user gains the benefits of the Endurance feat for eight hours.) Larger doses have no effect, except that five doses can function as a day's rations. This drug, however, tires its user. (When the drug wears off after eight hours, the user is fatigued for twelve hours. Further doses of Corpse Flesh have no effect during this period of fatigue).

Recognition: Identifying a drug which may potentially be Corpse Flesh is a DC 16 Knowledge: Arcana check.

Price: A dose is 15 silvers. A proper-sized dose must be made with a DC 15 Craft: Alchemy check.

Lotus

This beautiful, water-growing flower, which looks like a water lily, is native to the Far East but was introduced into Kelerak by the Lord of Lust. It thrives in temperate climes. As a drug, it was much sought-after during the dark occupation, and lotus addicts still roam the streets of Dragonspur. The plant, after drying, can be smoked, eaten, or brewed and drank as a tea.

Effects: One small dose has the following pharmaceutical effects, which last four hours.

  • Lotus tends to slow down body functioning and dull physical and psychological pain (-2 DEX, +2 herbal bonus to CON).
  • A dose of lotus gives the user a feeling of warmth and well-being (-2 INT, -2 WIS).
  • A dose can make the user sleepy and very relaxed (Fort save DC 15 or drowse off).
  • The first dose of lotus can bring about nausea and vomiting (Fort save DC 12 only on the first time the drug is taken).

Addiction: Lotus produces an extremely pleasant high and is also very addictive. The user must make a Fort save DC 10 every time he uses lotus or become addicted. Each cumulative time the drug is used the addiction save DC goes up by one, and the save never goes back down-- once an addict, always an addict. Once addicted, the user will feel very compelled to take the drug, and must make a FORT save DC 15 or lose one CON point per day that the drug is not ingested (he will never drop below three CON). If the user makes two consecutive FORT saves, the addiction cycle is broken and he will recover CON at the rate of one point per day. He will still be susceptible to lotus, however, and if he ever takes it again, the cycle will pick up where it left off. Taking more than one dose is dangerous-- the above effects double with two doses, and three plus doses will cause a user to make a FORT save DC 15 or lose 2d8 points of CON and make a DC 20 FORT save or become unconscious (+1 DC per large dose; an experienced user may suffer these effects only with four or more doses-GM's discretion). If he survives this overdose, he will recover CON at the rate of 1 point per hour, but may still be an addict (see above).

Recognition: Finding a plant which may potentially be lotus (in an area where lotus grows) is a DC 12 survival check; identifying lotus in the wild or in a market is a DC 12 knowledge: nature check.

Price: A dose is 4 silvers. A proper-sized dose must be made with a DC 15 Craft: Alchemy check.

Moon Blossom (Heshtail's Blessing)

A pale white or blue blossom that grows in cooler regions, this rare plant has extremely remarkable properties. Priests and paladins before the Dark Times prized it. They swore that it buttressed the spirit and protected against the walking dead.

Effects: When plucked by the light of the moon, crushed into a juice, and properly distilled, one dose of this plant will give the user a +2 herbal bonus to Fort saves made to shrug off the effects of energy drain. Taking larger doses is very dangerous (DC 25 Fort save or lose 2d6 CON for double dose, DC 30 save or lose 3d6 CON for triple or larger dose) and is also ineffectual beyond the plant's normal benefits. The effects of one dose last 24 hours.

Recognition: Finding a plant which may potentially be Moon Blossom (in an area where it grows) is a DC 20 survival check; identifying Moon Blossom in the wild or in a market is a DC 18 knowledge: nature check.

Price: A dose is 50 silvers. A proper-sized dose must be made with a DC 20 Craft: Alchemy check.

Mossglow

This green substance is a rare species of moss found in moist, subterranean areas which have been subjected to strong magical energy. When eaten, this moss causes the imbibers eyes to glow with a dim green light and allows him to see without light.

Effects: When eaten raw, this moss provides the imbiber with dark vision for 4 hours. However, because of his glowing eyes, he takes a -2 penalty to hide checks.

Recognition: Finding a plant which may potentially be Mossglow (in an area where it grows) is a DC 22 survival check; identifying Mossglow in the wild or in a market is a DC 22 knowledge: nature check.

Price: A dose is 350 silvers.

Pixie Dust

A goblin shaman was the first to discover Pixie Dust, having captured a pixie. He found that by flaying a living pixie, the skin retained much of the magical properties the pixie had in life. By drying and grinding up this skin, a white powder is created that has a powerful effect when sniffed through the nose.

Effects: One small dose has the following pharmaceutical effects, which last four hours (6 hours for a large dose).

  • Pixie Dust quickens the pulse rate, offering increased quickness while lowering willpower and cogitation (+4 enhancement bonus to DEX, -4 WIS, -2 INT for 2 hours). During this time, the creature also becomes voracious, taking time to eat whatever it can. Note: This does not imply that those influenced will break off from combat to eat, but they will do so at their first opportunity.
  • At the end of the two hours, the creature becomes lethargic, moving only when it has to (-4 to Dex for 2 hours; the bonuses and penalties from the first two hours of use no longer apply during the second two hours).
  • Pixie Dust occasionally has a very detrimental effect, with a 2% non-cumulative chance of causing a permanent one point loss of wisdom and intelligence.

Addiction: Pixie Dust produce an extremely pleasant high and is also very addictive. The user must make a Fort save DC 10 every time he uses Pixie Dust or become addicted. Each cumulative time the drug is used the addiction save DC goes up by 1, and the save never goes back down-- once an addict, always an addict. Once addicted, the user will feel very compelled to take the drug, and must make a FORT save DC 15 or lose one CON point per day that the drug is not ingested (he will never drop below three CON). If the user makes two consecutive FORT saves, the addiction cycle is broken and he will recover CON at the rate of one point per day. He will still be susceptible to Pixie Dust, however, and if he ever takes it again, the cycle will pick up where it left off. Taking more than one dose is dangerous-- the above effects double with two doses, and three or more doses will cause a user to make a FORT save DC 15 or lose 2d8 points of CON and make a DC 20 FORT save or become unconscious. If he survives this overdose, he will recover CON at the rate of 1 point per hour, but may still be an addict (see above).

Recognition: Identifying a concoction which may potentially be Pixie Dust is a DC 15 Knowledge: Arcana or Craft: Alchemy check.

Price: A dose is 20 silvers (price may change based upon the availability of pixies). A dose must be made with a DC 15 Craft: Alchemy check. When properly flayed, one Pixie will provide enough flesh to create 20 doses of Pixie Dust.

Rotgut

Created from the fluid taken from the thalmus gland of a bear, this vile-tasting liquid is often given to the dark races just before important battles because of its powerful medicinal effects.

Effects: When imbibed, rotgut provides a sense of invincibility and numbness. It results in a -2 penalty to armor class, as the user disregards his personal well being. However, the most potent effect of rotgut takes effect when the user has been mortally wounded. The drug allows the imbiber to continue to fight without penalty even while disabled or dying. The duration of this drug is extremely short, lasting but 10 minutes per dose, so it is often taken immediately prior to a planned attack. Larger doses have no effect.

Recognition: Identifying a substance which may be Rotgut is a DC 15 Craft: Alchemy check.

Price: A dose is 45 silvers. A proper-sized dose must be made with a DC 16 Craft: Alchemy check.

Soldiers Root

This tuber generally grows in shady places and deep forests. It is reknown as a pain killer which can allow men-at-arms to ignore even the gravest wounds and keep fighting-- although it does not cure wounds.

Effects: When chewed, one dose will decrease pain in the user, temporarily giving him a +2 enhancement bonus to constitution for 6 rounds. Taking larger doses may cause the user to vomit (Fort save DC 18 for a double dose, DC 30 for a triple or larger dose). In any case, larger doses have no further effect.

Recognition: Finding a plant which may potentially be Soldiers Root (in an area where it grows) is a DC 16 survival check; identifying it in the wild or in a market is a DC 18 knowledge: nature check.

Price: A dose is 30 silvers. A proper-sized dose must be made with a DC 15 Craft: Alchemy check.

Solvotukan Beans

Not truly a bean, this drug is actually made from an organ found in human children. This gland is located in the base of a child's skull, just over the little human's spinal cord. The gland is one of little import to the function of a human's body, so it slowly disappears when the child develops. Thus, the gland isn't present at human maturity. When taken from dead children, these glands are useless. If taken from living ones, however, these glands can be kept in solution (typically a powerful preservative or alcohol), and ingested at any time thereafter. The beans imbue the user with tense jitteriness, which some call "the hops."

Effects: When swallowed, the user initially suffers a feeling of nausea (DC 15 fort save to prevent vomiting; if vomited, the bean does nothing, but can be re-ingested. If re-ingested, the save must be made again. The bean can only be ingested three total times). If not vomited, the bean serves to accelerate the senses of the user. It creates a warm feeling and a constant prickling of the hair and skin, typically associated with heightened senses (The effect increases the reaction of the user (+2 enhancement bonus to DEX) but hinders judgement (-2 INT, -2 WIS).

Recognition: Identifying a substance which may potentially be Solvotukan Beans is a DC 16 Knowledge: Arcana or Craft: Alchemy check.

Price: A dose is 50 silvers. A dose must be made with a DC 18 Craft: Alchemy check.

White Mint (Bestra's Benison)

This variety of mint has pale white leaves and is reknowned for its natural beauty. When a sprig is chewed, however, its real effects become apparent: the herb enhances natural healing. The plant is moderately rare and is only found in the southern reaches of Farland, particularly in the marshes of Kale and Orland. For some strange reason, White Mint is only found in the wild; it has never been successfully cultivated.

Effects: When chewed, one dose will prevent bruising and speed up healing, curing 1 point of damage every ten minutes. The effects of the plant last for 30-60 minutes, thus eventually curing between 3 and 6 points of damage. Multiple doses of White Mint do not stack when used simulaneously. While the duration of the White Mint remains the same, the beneficial effects of subsequent doses will not take effect until the first dose has been completed.

Recognition: Finding a plant which may potentially be White Mint (in an area where it grows and is available) is a DC 20 survival check; identifying it in the wild or in a market is a DC 18 knowledge: nature check.

Price: A dose is 35 silvers.