Adventures in Theia
Alchemy, Drugs and Herbs
Throughout the man’s history he has long used chemicals, herbs and other substances for a variety or reasons – religious purposes, for healing injuries and illness, altering consciousness, stimulants and sometimes just to numb pain.
There are six general categories of herbs, drugs and substances:
Powders, Medicinal, Narcotic, Occult, Psychoactive, and Stimulant
Skill to decoct: 81%, Cost to purchase: 50 bronze/pinch
This thick black dust made from the powdered ash of a bat’s eye, and a nightshade flower causes temporary blindness* if successfully thrown into a target’s eyes for 3d6 rounds if an Agility roll is failed. If the Agility roll is successful then the target is only blinded for 1d3 rounds.*
Skill to decoct: 85%, Cost to purchase: 100 bronze/pinch
When inhaled this pale yellow powder made from powdered poppies, and white lotus causes hallucinations and dreams. The powder has a POT 16 and if a POW vs. POT roll fails the creature is utterly confused and halves all of their skills for 1d8 rounds. If the subject resists, his mind is opened up and temporarily gains 1d3 POW for 1d8 rounds.
Skillt to decoct: 95%, Cost to purchase: 500 bronze/ounce
This deep red powder is made of sulphur, saltpeter, and the distilled essence of fire elemental, the horn of an ifrit, or the gallbladder of a firedrake. When the powder is exposed to the air it instantly ignites, and is therefore always kept in some kind of airtight container (a stoppered phial, a wax-sealed jar, etc.). If used as a projectile, the powder inflicts 2d6 damage per ounce to everyone within 3 meters of the point of impact. Each additional ounce adds 1d6 damage and an additional 3 meters to the radius of effect.
Skill to decoct: 71%, Cost to purchase: 6 bronze/pinch
The sap of a certain species of tree, when gathered and lightly dried, becomes a sticky yellow resin. When smoked, it inspires visions of hellfire and demon-inflicted suffering. Bloodflame, as the sap is called, burns slowly, with a sharp, citrus odor. Its name originates from the common sensation that the drug has turned one’s blood to fire, burning through the veins like lava. A victim who takes it unawares matches INT against Bloodflame’s potency of 2D6+2. Success increases POW by 1D8 points for 1D4 hours. Failure means the victim receives no skill increase and believes the drug’s hallucinations are real. In both cases pain reduces physical skills by 25 percentiles for one hour. A Fumble causes 1D10 hit points of damage, and a permanent loss of 1D6 POW.
Devilroot (Narcotic, Psychoactive)
Skill to decoct: 81%, Cost to purchase: 10 bronze/root
Devilroot, known as the “root of madness,” confers dreams of strange and alien vistas. Devilroot is found only in alpine environments. The substance has a potency of 1D10+5, different crops varying in quality. Chewers of Devilroot match their CON against the herb’s potency. A successful roll means the root increases Listen, Scent, and Taste skills by 1D6+5 percentiles for 1D3 hours. Failure means visions of a thousand other worlds grip the victim’s mind. This drives imbibers to gibbering insanity. Roll POW x1 to avoid irreparable mental harm.
Garbleweed (Medicinal, Psychoactive)
Skill to decoct: 71%, Cost to purchase: 30 bronze/ounce
Garbleweed may be found in temperate climes. The tough, woody stalks of the
plant grow up to 20 feet high, and thick as a person’s wrist. Leaves are numerous and broad, with five points and a serrated edge. In spring and late summer the female plants grow resin-rich blossoms, or heads. The heads, and to a lesser extent the leaves, if dried and smoked, create a relaxed feeling of mild hilarity and peacefulness, reducing INT by 1D3 for 1-2 hours.
A user with a failed Charisma roll experiences paranoia and nervousness. The empathy among garbleweed smokers lets them understand one another’s drug-addled conversations, which seem to explain everything while making no sense at all. As medicine, garbleweed relieves stress and nausea and also promotes appetite. Regular heavy use affects memory, speech, and activity levels. Slaves smoke garbleweed, as do some sailors across the world. It is said that frequent users can be recognized by their hairy noses, but this may not be true.
Golden Moss (Medicinal)
Skill to decoct: 51%, Cost to purchase: 85 bronze/sq. ft.
Golden Moss grows in temperate forests, where slender young saplings shake their branches at the rolling sky and the low, boulder-dotted weald rises at their roots. As rare as it is useful, Golden Moss grows only in the shade, near water stained with the tannin of oak leaves. A poultice made from Golden Moss heals 2D6 points of damage in 1D6 hours. It heals burns without scarring.
Skill to decoct: 31%, Cost to purchase: 80 bronze/pinch
This perennial, a creeper, grows wherever demons have shed blood. The six-inch plant has vivid pink flowers, silky-haired, fingernail-sized circular leaves, and an exposed root network. A sorcerer that ritually bums dried Hellebore blossoms may summon a representative of the demon breed whose blood fertilized that plant. The sorcerer need not know the demon’s breed name. Once the demon appears, the sorcerer must bind or command it as usual.
Skill to decoct: 81%, Cost to purchase: 200 bronze/flask
Madcap mushrooms grow only on rotting wood in the first month of autumn. Their caps and stalks are opalescent, their gills faintly green. The drug extracted from their juices makes a powerful stimulant of potency 3D10. A single drop of Madcap, administered in water, provokes a dramatic response. The user’s body produces maximum energy, allowing prodigious feats of stamina, strength and speed. This effectively doubles the user’s STR, POW and DEX for 10+1D10 hours. Unfortunately, the body burns itself up, breaking down fat, muscle tissue, and internal organs to fuel the drug-provoked activity. The drug is always
fatal. Its emaciated victims die in gasping agony.
Skill to decoct: 31%, Cost to purchase: 25 bronze/pouch
Mandragore is an evergreen perennial flower. The plant’s sword-like, dark green leaves grow from a fist-sized bulb in shallow wetlands and fens. Each plant bears three or four unscented purple-blue blossoms shot through with reddish veins near the stalk. Something in their delicately beautiful shape resembles a dragon and rider–thus the plant’s name. When burned, the dried and powdered flower induces a trance that adds 1D20 percentiles to the success chance of any communication with dragons for 4-8 hours. A pinch of mandragore pollen, sniffed or rubbed into the gums, dispels feelings of drowsiness for 4-8 hours, but once it has worn off the user feels twice as tired. Mandragore stays in the bloodstream for a day after use. Further benefits during this time require a dose twice as large as the first.
Skill to decoct: 71%, Cost to purchase: 5 bronze/ounce
This parasitic orchid-like plant grows from the branches of other trees, drawing nutrients from the host plant’s sap. Mindsease flowers are orange, mottled
with reddish markings, the leaves long and drooping. A POT 16 narcotic, the Mindsease leaf effectively removes individual thoughts from any who chew it, Effects last one day. Slaves drugged with Mindsease lose their intellect and self-awareness, becoming automatons —perfect laborers.
Skill to decoct: 21%, Cost to purchase: 15 bronze/plant
Nightshadow bushes are rare and magical. They have an unusual occult property: they grow shadows the way most plants grow flowers. The ground beneath a Nightshadow bush and the spaces between its broad leaves are always in shade, no matter how low or how diffuse is the sunlight. When squeezed or crushed the dark blue-purple berries make a poisonous drink of POT 15 that destroys first the retinas of the eye, then the tissue of the brain.
Skill to decoct: 61%, Cost to purchase: 20 bronze/ounce
The poisonous oxroot bush, a spined and spindly plant, never reaches over four feet in height. When soaked in water for three days to leach out toxins, then dried and powdered, its root scrapings can be mixed with wine to create a bitter-tasting but effective potion. The potion adds 1D6+2 to STR for 1D6+2 hours. If not correctly prepared, oxroot becomes a deadly poison with 2D10 potency. Those who employ oxroot use strong spices to conceal its acrid taste.
Redcap (Psychoactive Stimulant)
Skill to decoct 51%, cost: 30 bronzes/dose (or make a Nature roll to find and harvest the toadstools that produce the drug during the summer and autumn)
Effects: If correctly harvested and processed the drug produces a psychoactive powder that is then added to strong liquor with a potency of 3D10. When consumed the drinker matches their CON against the drug’s potency (on the resistance table). A successful roll increases the imbiber’s STR, DEX and POW by 1D6+1 for 1D6 hours. Failure means that the drinker instead succumbs to hallucinations, nausea and lethargy — halve STR and halve all skills for the duration of the drug’s effect. An improperly prepared potion yields a potentially toxic brew of 3D10 Potency. A successful CON roll vs Potency yields the normal effects, but a failure results in instantaneous death.