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| #1jedi_councilmanJan 01, 2010 7:02:26 | I have a dwarf pc that might have a few vices due to his backround. Drink would be the obvious dwarven cure, but perhaps there is something else unique to FR that might add flavo as a mild addiction. Any ideas? I may just invent a particular brew that he prefers, or something to spike cigars or pipe tobacco with. |
| #2The_SilverswordJan 01, 2010 16:06:01 | I've been thinking that somebody should compile all the Drugs of the Forgotten Realms in one place, this seems to be a good place to start. So lets see the 4e CG mentions haddrum, made from distilled dragon blood, and other unsavory ingredients, it has a tendency for those who ingest it to fly into wild and destructive rages. The Novel Darkwalker on Moonshae mentions ginyak weed, which im assuming is like marijuana or perhaps opium. I think they had a listing of illicit substances in the 3e source book Lords of Darkness, Ill go check around and post some more if i come across some. |
| #3The_SilverswordJan 01, 2010 17:56:23 | OK found some more in that Lords of Darkness book i mentioned, its a 3e sourcebook, so theyre written up for 3e, but it should still prove usefull regardless of what edition youre using. Haunspeir
Description: Named after a wizard from Neverwinter, haunspeir is sold as a tobaccolike paste, or sometimes dried and compacted into pill form. It is used by wizards and others who need to rapidly boost their Intelligence. Kammarth (magical) Description: Sold as a powder or a beige-colored jelly, kammarth is made from the combination of a rare forest root and an Underdark fungus. It causes a temporary increase in speed and reaction time. Type: Contact DC 10 or ingested DC 13. Initial Effect: Act as if under the effects of an expeditious retreat spell for the next 1d4+1 minutes. Secondary Effect: +2 alchemical bonus to Dexterity for the duration of the drug’s effect. Price: 80 gp. Side Effects: Kammarth is a potent stimulant and gives its user a sense of boundless energy and well-being. Overdose: If more than one dose is taken in an 8-hour period, the user suffers 1d4 points of damage and is paralyzed for 2d4 minutes. Using it more than three times in any 24- hour period causes 4d4 points of damage and paralyzes the user for 2d4 hours. Addiction: Medium. Katakuda (“Dragonskin”) (magical) Description: Imported from distant Kara-Tur, this drug was developed by an order of fighting monks of that land. It is a brown paste that hardens the user’s skin. Because of its side effects, it was rarely used for training and saved for times when the monks expect a great battle. Type: Contact DC 18. Initial Effect: None. Secondary Effect: User gains +3 natural armor bonus for 30 minutes. Price: 100 gp. Side Effects: When the secondary effect ends, the user suffers wracking pains and spasms, which cause 1d4+1 points of temporary Dexterity damage. Overdose: A second dose taken within a tenday of the first dose provides only a +2 natural armor bonus. Addiction: None. Mordayn Vapor (“Dreammist”) Description: Made of roughly ground leaves of a rare herb found in southern forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn- tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces, and the deadly peril of its sinister embrace. Type: Inhaled DC 17. Initial Effect: Exotic visions of incredible beauty enthrall the user for the next 1d20+10 minutes. During this time the user has a 50% chance to lose any action he attempts, as described in the bestow curse spell. Secondary Effect: 1d4 points of temporary Con damage and 1d4 points of temporary Wisdom damage. Price: 200 gp. Side Effects: The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must attempt a Will save (DC 17) or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a suggestion spell). This compulsion lasts for 1d4 hours before fading. Overdose: If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (Ingested DC 17, 1d10 Con/1d10 Con). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug. Addiction: High.
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| #4The_SilverswordJan 01, 2010 18:10:47 | Oruighen (“Phantomdust”) Panaeolo (magical) Redflower Leaves Rhul (“Battlewine”) |
| #5The_SilverswordJan 01, 2010 18:19:32 | Sakrash (“Twilight Mind”) (magical) Sezarad Root Tekkil Ziran (“Bloodfast”) |
| #6jedi_councilmanJan 02, 2010 11:34:03 | Excellent. Thanks for the help. ![]() |
| #7JudgeDookieJan 03, 2010 16:09:36 | Jedi Guy: Gutbuster. ;) |
| #8The_SilverswordJan 03, 2010 20:38:03 | Excellent. Thanks for the help. No problem, I always try to help out when i can. Im sure real world drugs exsist in the Realms as well. They have hemp rope so im sure some ones growin marijuana as well, In my Realms, I call it Ropeweed, and its primarily grown by Halflings, they just seem like a race of stoners to me! I've used Fairy Dust as well as a drug, and I've had some Angel Dust in there as well, made with real Angels! Piers Anthony had something called Spelled H in his Incarnations of Imortality novels which was enchanted Heroin, Ive used that in my home games a time or two as well. I cant think of any more "Real" Realms drugs, but im sure theres more, I'll keep an eye open for more, and hopefully maybe some one else will post some that I might of missed. |
| #9JudgeDookieJan 03, 2010 20:59:39 | Uh-huh. And my guess is that you have never even tried the aforementioned drugs spoke of. ![]() |
| #10The_SilverswordJan 03, 2010 21:07:24 | Uh-huh. Uhm what has that got to do with anything? Were talking about a fantasy setting here. But if you must know Ive tried Ropeweed one time, but I didnt inhale! And I may have done a few lines of Fairy Dust back in the day. |
| #11JudgeDookieJan 03, 2010 22:38:12 | Oh, yeah!! Well, I did them all!! ![]() How 'bout that... ...uh...OP: Gut buster. Trust me. ![]() |
| #12The_SilverswordJan 03, 2010 22:44:37 | Oh, yeah!! Well, I did them all!! That does explain alot! But why do you keep saying gut buster? is that some Dwarven concoction? Or are you saying its funny? |
| #1318DELTAJan 03, 2010 23:42:37 | The 'Gutbuster Brigade', 'Gutbuster'.;) Think about it Silver... ![]() |
| #14sfdragonJan 03, 2010 23:51:16 | that substance that Pwent used way back when that allowed the user to shug off the drow poison |
| #15JudgeDookieJan 04, 2010 0:05:33 | The 'Gutbuster Brigade', 'Gutbuster'.;) ![]() ****in' A, 18D! Did Swordboy just go completely dense? I mean, even the least intimate FR fan has to know THAT. |
| #1618DELTAJan 04, 2010 0:09:25 | ![]() |
| #17gomeztooJan 04, 2010 0:22:00 | A prevalent drug in the regions around the Sea of Fallen Stars (Dragoncoast, Cormyr, and the Dalelands) is Agony (called Confidence in Westgate) . It plays a role in a few LFR plot arcs. Show I don't have stats, but Agony makes its users feel brave, bold, and (over)confident. It does not actually add benefits - it merely deludes the user. The drug makes the user more susceptible to magical charms and compulsions. Finally, it ihas severe withdrawal symptoms, causing intense pain and temporary insanity when a victim stops using it. Agony plays a role in the Arts & Crafts and Pain & Suffering arcs in LFR. It's name, by the way, is derived from an infernal drug of the same name (from Book of Vile Darkness), but it is not the same thing (it's a cheap copy of the 'liquid pain' the devils make). |
| #18The_SilverswordJan 04, 2010 1:26:05 | that substance that Pwent used way back when that allowed the user to shug off the drow poison Ahhhhh. Ok Yeah i vaguely remember that, I wondered why JD kept saying it, i thought it did sound familiar, but wasnt able to place it. But still JD for those of us not familiar with it, you could of posted a short discription of Gut Buster and what it does. "Gutbuster" is a drink carried by the Brigade that stops the effects of poisons in their bloodstream. It is named the gutbuster because if you can keep fighting after drinking it, no amount of poison will stop you. It is a very strong liquor with ingredients that halt the effects of poison. A prevalent drug in the regions around the Sea of Fallen Stars (Dragoncoast, Cormyr, and the Dalelands) is Agony (called Confidence in Westgate) . |
| #19DoctorBadWolfJan 04, 2010 17:58:07 | Calimshan had opium dens back in the day. Also, Traveller's Dust. It's applied to the eyes with a dropper. I don't remember all the effects, but it has a critically high addiction rate, and turns the eyes red. I would assume that any real world drug that doesn't require chemistry to make exists in FR. My shadar-kai assassin used to chase the dragon with elves in the Raurin desert. Unfortunately he accidentally went into the Feywild during a trip, and went insane, so he doesn't chase anymore. Haven't decided if he uses anything else, but I know he doesn't drink because he remembers the dull lifelessness of the shadowfell, and hates the idea of dulling his sense with booze. |
| #20LordManshoonJan 04, 2010 18:38:37 | Also, Traveller's Dust. It's applied to the eyes with a dropper. I don't remember all the effects, but it has a critically high addiction rate, and turns the eyes red. Effectively locking your soul into a procession to a soul-obliterating, demon-guarded void. That's the big long-term effect. ![]() In terms of short-term/immediate effects, it's basically just heightened attentiveness and slightly enhanced (emphasis on slightly) clarity. |
| #21ukplayerxJan 05, 2010 7:24:35 | ..another vice could be those ones the gnomes and dwarves use to securely hold an object i.e. precious metals or jewels, Golem parts etc while they fashion them. Oops, wrong type of vice. ![]() |
| #22DoctorBadWolfJan 05, 2010 19:44:08 | and don't forget succubi. I'm not joking, at all. also, illusion magic and psionics could be used to induce psychotropic like affects in someone, and would probably be a high dollar service. |
| #23The_SilverswordJan 05, 2010 21:18:12 | and don't forget succubi. Excellent point! I could definitely see that, and I have had a character or 2 that was hooked on those Succubi. And this is turning out to be a pretty interesting topic. Theres alot more drugs in the Realms than i first thought. I would like to hear more about the Travelers Dust? Whats the source on that? Im not familiar with that one. |
| #24LordManshoonJan 05, 2010 22:47:01 | I would like to hear more about the Travelers Dust? Whats the source on that? Im not familiar with that one. Plague of Spells and City of Torment, Books 1 and 2 of The Abolethic Sovereignty by Bruce Cordell. One of the main characters, a warlock Show originally fey pact, then star pact |
| #25DoctorBadWolfJan 07, 2010 5:26:39 | My DM used illicit dust trade in waterdeep as an adventure hook once. Investigating a drug ring was a fun and rewarding couple of adventures for my bard and the rogue when no one else could make a session. We also investigated the mass murder by use of magical fire of a whorehouse in the mistshore. Another idea that same DM brought in was dwarven mushroom ale, which I think was stolen from dragonlance. good stuff. |