Faerunian vices?

Post/Author/DateTimePost
#1

jedi_councilman

Jan 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.
#2

The_Silversword

Jan 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.
#3

The_Silversword

Jan 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.
Type: Ingested DC 12.
Initial Effect:
1d4 points of damage.
Secondary Effect:1d4+1 enhancement bonus to Intelligence  for 1d10+15 minutes, plus side effects.
Price: 50 gp.
Side Effects:All slashing and piercing attacks against the  target deal an additional 1 point of damage while the drug is in effect.
Overdose:If more than one dose is taken in a 24-hour  period, the target immediately suffers 2d4 points of damage (no save), and the side effect is doubled.
Addiction: Low.


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.


 

#4

The_Silversword

Jan 01, 2010 18:10:47

Oruighen (“Phantomdust”)
Description: This drug is made by refining rare cacti found in the alkaline sands of Azulduth, the Lake of Salt. It is a gray, finegrained dust normally carried in small paper envelopes. It can temporarily blind and disable anyone unfortunate enough to inhale a pinch, and is popular with rogues and assassins who want a way to quickly discourage those who interfere with their work. Phantomdust is normally employed by casting a pinch in an opponent’s face. Treat this as a standard action, melee touch attack; if the attack is successful, the target must make his Fortitude save or suffer the effects. If the attack misses, the dose dissipates harmlessly. Multiple doses of oruighen have no additional effect on the victim until the effects from the first dose wear off.
Type: Inhaled DC 14.
Initial Effect: The victim is blinded for 2d4 minutes and suffers from an extremely painful stinging in the nostrils and eyes. The pain results in a –2 penalty on attack rolls, skill checks, and saving throws in addition to the penalties associated with blindness.
Secondary Effect: None.
Price: 20 gp.
Side Effects: None.
Overdose: None.
Addiction: None.


Panaeolo (magical)
Description: This herb was well known in the time of Netheril, but its secret was lost when that empire fell. With the return of the City of Shade, the descendants of the Netherese told the Red Wizards of the herb’s power. The Thayans have rescued small amounts of it from oases in Anauroch and have begun to sell the drug in small quantities. Panaeolo’s leatherytasting leaves attune the user to the Weave, and boost the power of arcane spells.
Type: Ingested DC 8.
Initial Effect: None.
Secondary Effect: The DC of all arcane spells the user casts increases by +2 for the next 1d4 hours.
Price: 250 gp.
Side Effects: 1d6 points of temporary Charisma damage.
Overdose: If a second dose of panaeolo is taken within an hour of the first, the increase to the user’s arcane spell DCs becomes +3 but the user suffers 2d8 points of temporary Charisma damage. Additional doses within an hour do not increase the DCs any more but still cause the Charisma damage.
Addiction: Low.


Redflower Leaves
Description: These crushed leaves of a tiny red bog flower native to Cormyr, Sembia, and the Dragon Coast are known for their ability to improve hand-to-eye coordination.
Type: Ingested DC 10.
Initial Effect: None.
Secondary Effect: As a move-equivalent action, the user may focus his attention upon a particular creature. If he follows that action with an attack against that creature, he gains a +4 competence
bonus on the attack roll. This ability lasts 10 minutes.
Price: 300 gp.
Side Effects: None.
Overdose: Taking a second dose before the first has worn off causes the user to be nauseated for 1d4×10 minutes.
Addiction: Low.


Rhul (“Battlewine”)
Description: A spicy red fluid with a bitter aftertaste, rhul causes increased physical prowess and aggression at the expense of caution and agility.
Type: Ingested DC 15.
Initial Effect: User gains a +4 alchemical bonus to Strength and Constitution, but suffers a –2 penalty to AC. This lasts 1 minute.
Secondary Effect: User is fatigued. Taking another dose of rhul causes the fatigue to go away for 1 minute (in addition to the drug’s normal effects). Two or more doses of rhul-induced fatigue cause the user to be exhausted.
Price: 50 gp.
Side Effects: Due to stimulation of the scent and tactile nerves, while the initial effect is functioning, the user prefers to engage in close battle. If the user is given the choice of fighting in melee or with ranged attacks, he must make a Will saving throw (DC 16) or choose the melee attack.
Overdose: If more than one dose of rhul is taken in a period of 1 hour, the user takes 1d4 points of temporary Intelligence and Wisdom damage.
Addiction: Medium.

#5

The_Silversword

Jan 01, 2010 18:19:32

Sakrash (“Twilight Mind”) (magical)
Description: This sweet, oily concoction of wines, rare tree saps, and certain herbs is only manufactured in Thay and Mulhorand. It protects the user’s mind and thoughts.
Type: Ingested DC 11.
Initial Effect: User is dazzled for 1 minute.
Secondary Effect: Cannot be detected by effects that read or alter thoughts (such as detect thoughts, zone of truth, and modify memory) or emotions (such as emotion or fear). This lasts 1d4 hours.
Price: 500 gp.
Side Effects: Because the user’s thoughts cannot be read, attempts to communicate with the user mentally (such as with Rary’s telepathic bond, or the empathic link of a familiar to its master) fail, even if the user is willing.
Overdose: None.
Addiction: None.


Sezarad Root
Description: The sezarad plant is a broad, vivid flower with a short, brittle root. When chewed, the root breaks into soft splinters in the manner of a carrot. It increases vitality.
Type: Ingested DC 14.
Initial Effect: User gains 1d8 temporary hit points.
Secondary Effect: User gains 1d8 temporary hit points. These overlap (do not stack) with any other temporary hit points from sezarad root. All temporary hit points from sezarad root wear off 10 minutes after it is ingested.
Price: 75 gp.
Side Effects: 1d4 points of temporary Wisdom damage.
Overdose: None.
Addiction: Low.


Tekkil
Description: The fat red leaf of this succulent swamp plant releases a milky juice when chewed. The juice is an analgesic, and is sometimes used by people suffering from extreme or chronic pain. Addicts who seek to numb their senses and submerge themselves in a drug-induced stupor use it in greater doses.
Type: Ingested DC 9.
Initial Effect: None.
Secondary Effect: The user becomes numbed to pain for 1d4 hours. Any attack, saving throw, or skill check penalties caused by extreme pain (such as from a symbol of pain) are reduced by 1. The user also gains damage reduction 1/— against subdual damage only.
Price: 5 gp.
Side Effects: Tekkil causes lassitude and lethargy. While the drug is in effect, the user suffers a –2 penalty on initiative checks.
Overdose: A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The user acts as if under the effect of a slow spell until the stupor wears off.
Addiction: Medium.


Ziran (“Bloodfast”)
Description: A bitter white powder usually compressed into a tablet, ziran is refined from several Underdark fungi by the drow. Its secret has reached the surface, and some alchemists have begun to cultivate farms of the appropriate mushrooms.
Type: Ingested DC 17.
Initial Effect: User is dazed for 1 round.
Secondary Effect: User gains a +2 alchemical bonus to Dexterity for 1d3 hours.
Price: 100 gp.
Side Effects: When the secondary effect ends, the user suffers 2 points of temporary Constitution damage. Ziran users describe a sense of detachment or out-of-body experience, feeling as if they’re watching themselves act from a distance.
Overdose: If a second dose is taken within 24 hours of the first, the user suffers an additional 2 points of temporary Constitution damage.
Addiction: High.

#6

jedi_councilman

Jan 02, 2010 11:34:03
Excellent.  Thanks for the help. Laughing
#7

JudgeDookie

Jan 03, 2010 16:09:36
Jedi Guy: Gutbuster. ;)
#8

The_Silversword

Jan 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.
#9

JudgeDookie

Jan 03, 2010 20:59:39
Uh-huh.

And my guess is that you have never even tried the aforementioned drugs spoke of.
#10

The_Silversword

Jan 03, 2010 21:07:24
Uh-huh.

And my guess is that you have never even tried the aforementioned drugs spoke of.



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.
#11

JudgeDookie

Jan 03, 2010 22:38:12
Oh, yeah!! Well, I did them all!!  

How 'bout that...

...uh...OP: Gut buster.

Trust me.
#12

The_Silversword

Jan 03, 2010 22:44:37
Oh, yeah!! Well, I did them all!!  

How 'bout that...

...uh...OP: Gut buster.

Trust me.


That does explain alot!

But why do you keep saying gut buster? is that some Dwarven concoction? Or are you saying its funny?
#13

18DELTA

Jan 03, 2010 23:42:37
The 'Gutbuster Brigade', 'Gutbuster'.;)

Think about it Silver...
#14

sfdragon

Jan 03, 2010 23:51:16
that substance that Pwent used way back when that allowed the user to shug off the drow poison
#15

JudgeDookie

Jan 04, 2010 0:05:33
The 'Gutbuster Brigade', 'Gutbuster'.;)

Think about it Silver...





****in' A, 18D! Did Swordboy just go completely dense? 

I mean, even the least intimate FR fan has to know THAT.    
#16

18DELTA

Jan 04, 2010 0:09:25
#17

gomeztoo

Jan 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).
#18

The_Silversword

Jan 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.

Not sure thats quite what the OP had in mind, but still some usefull stuff. Still I would put it down under alcoholic bevarages, which one could argue are drugs too, but this could turn into a very long list if we include all the alcoholic drinks of the Realms as well.

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).
#19

DoctorBadWolf

Jan 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.
#20

LordManshoon

Jan 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.

#21

ukplayerx

Jan 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. Laughing
#22

DoctorBadWolf

Jan 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.
#23

The_Silversword

Jan 05, 2010 21:18:12
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.



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.
#24

LordManshoon

Jan 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
#25

DoctorBadWolf

Jan 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.