Saturday, September 3, 2016

Medicine and Poison Ingredients and Where to Find Them

This is the promised follow up post to this one.

A Brief Ecology Lesson

The game I am currently running is set in Ánemos (the Greek word for wind, or the "animating breath", it a root for for words like animate). The world is a vast stretch of sea, scattered with many small islands. The climate is very Mediterranean, meaning that it has two seasons: wet and dry.

There are only a handful of places like this on Earth: the coast of California, South Africa, Chile, a few spots on the southern Coast of Australia, and of course most of the landmasses touching the Mediterranean Sea. All of these places are botanically unique, for example California's Floristic Provence (where I live) is considered a biodiversity hotspot. Relative to the other Floristic Provences in the United States it is small and very biodiverse, more than 50% of the plant life here is endemic (only occurring here).

This is chiefly due to:

  • The Mediterranean climate
  • The Sierra Nevada mountains acting as a barrier to the worst of the storms coming off of the Gulf of Mexico
  • Having every Order of soil (except for Permafrost)
  • A diversity of elevations and there for bands of variable moisture and rainfall
So people are always arguing about saving the rain forest because its incredible biodiversity may have some miracle medicine hiding in an saprophytic fungus in the canopy of a rare tree or something. The same goes for the biodiversity elsewhere, in fact an effective breast cancer treatment was discovered in the bark or the Pacific Yew, a small under story tree in the temperate evergreen forests of California.

So any way, the islands in my game are Mediterranean and very diverse and you can find medicine there if you know what you are looking for, and the only difference between medicine and poison is dose.

Medicine and Poisons Ingredients and Where to Find Them

This will be split up into the five rough ecosystems that can be found on and around the islands. Not every island is large or tall enough for each system, so getting an idea of the scale of the landscape is helpful when deciding what ecosystem your forager is in.

Coral Reef

Coral Reefs are found in the shallow and warm waters of oceans, built around the funny life forms coral. Tons of different fish and weird aquatic things can be found here (and they are critically endangered around the world due to ocean acidification leading to coral bleaching). It may be appropriate for the forager to have to fight a shark or something, but its up to the DM if they want to throw in some random encounters.
Something has to be poisonous down there!
2d4
Ingredient
Effect (Medicine/Poison)
Craft DC Modifier
2
Lionfish quill
Removes a level of exhaustion/ 4d4 poison damage
+3
3
Midnight Algae
Resistance to sleep effects/Blinded status effect
+2
4
Emerald Seaweed
Heals 2d4 HP/Increases save DC +1
+1
5
Anchovy Liver
Suitable medicine/poison base
+0
6
Jellyfish Slime
Reduce crafting DC by 2
-2
7
Fire Fan Coral
Resistance to fire damage/2d6 fire damage
+2
8
Eel Tongue
Heals 4d4 HP/Reduces targets AC by 2
+3

Coastal Prairie and Scrubland

These occur right next to the ocean, the soils are to rocky and it doesn't rain enough for them to really grow trees. During the dry months the plants rely on fog drip for moisture. Many small animals live under the shrubs and raptors soar the sky looking for funny looking mice and lizards, and there is an incredible diversity of forbs (herbaceous flowering plants) and shrubs.



2d4
Ingredient
Effect (Medicine/Poison)
Craft DC Modifier
2
White Sage Root
Heals 4d4 HP/Targets speed is 0 for duration
+3
3
Stone Pine Nut
8d4 temporary HP for duration/Increase save DC +3
+2
4
Wild Rose
Reduce crafting DC by 2
-2
5
Black Sage
Suitable medicine/poison base
+0
6
Dune Mouse Tail
Heals 2d4 HP/Increase save DC +1
+1
7
Red Olives
Advantage against poisons/3d4 poison damage
+2
8
Whisper Berry
Advantage against being charmed/Charmed status effect towards the first creature seen
+3

Grassland Hills and Savanna

Once you start moving into the hills on these islands trees can begin to grow as they get more moisture. Larger animals live here, in Africa this is the home of elephants and lions and zebra, in the Pleistocene in California there where giant ground sloths and mammoths and sabertooth tigers.
If you squint  you can see the sabertooth tiger
2d4
Ingredient
Effect (Medicine/Poison)
Craft DC Modifier
2
Emberbee Wax
Immune to audible effects/ All fire damage is maximized
+3
3
Grey Oak Acorn
Heals 3d4 HP/ Imparts a level of exhaustion (stacking)
+2
4
Silver Cypress Buds
Removed sickened condition/2d4 poison damage
+1
5
Feather Grass
Suitable medicine/poison base
+0
6
Singing Poplar
Reduce crafting DC by 2
-2
7
Rattlesnake Venom
Advantage against petrified condition/Double damage dice
+2
8
Bloody Mistletoe
Immune to Poisoned condition/1d6 bleeding damage per round for duration
+3

Mountain Forest

Now you are in the mountains proper, and most islands in Ánemos simply are too small to have this ecosystem. But like 10% of inhabited islands (therefore freshwater bearing and big) probably have this ecosystem.



2d4
Ingredient
Effect (Medicine/Poison)
Craft DC Modifier
2
Death Cap
Immune to Unconscious Condition/Double damage dice
+3
3
Widow’s Lace Fern
Advantage with auditory attacks for duration/Target is silenced (unable to speak)
+2
4
Robin Eggs
4d4 temporary HP for duration/ Save DC +2
+1
5
Golden Fir Bark
Suitable medicine/poison base
+0
6
Diana’s Cypress Root
Advantage on Intelligence based checks/1d6 Int damage for duration
+1
7
Gadfly Larva
Reduce crafting DC by 4
-4
8
Dragon’s Blood Tree Sap
Heals 4d4 HP and resistance to Fire damage/Causes 1d6 fire damage per round for duration
+3

High Peaks

Now only the truly large islands are big enough to have alpine peaks, but these islands also tend to be the inhabited ones with well settled low lands. Its dangerous and frustrating work foraging up here, and the altitude can be a problem.
Also most of the Mountains are probably volcanoes
2d4
Ingredient
Effect (Medicine/Poison)
Craft DC Modifier
2
Giant Puffball
Haste as the spell/Petrified status effect
+3
3
Luminous Lavender
Advantage on Strength based checks and saves/2d4 Str damage for duration
+2
4
Lover’s Orchid
Reduce crafting DC by 3
-3
5
Ghost Hemlock Cone
Suitable medicine/poison base
+0
6
Crawling Lichen
Move through difficult terrain normally/Targets speed is halved for duration
+1
7
Billy Goat Liver
Advantage on Dexterity based checks/Slow as the spell
+2
8
Snow Poppy
Heals 6d4 HP during 1 hour long deep sleep/Causes Stunned status effect
+3

Sunday, August 28, 2016

Inhaling the Void

As our bodies create a bubble of warmth around ourselves in cold water so do our minds insulate our sanity against the cold realities of the cosmos. But when there is a current the icy truth of the greater river is revealed, and so our illusions of a verdant and hospitable universe are ripped from us. Even as the water flows we pump out our vital heat in attempt at homeostasis, and as the cosmic winds rip away at our psyche we try and cling to a coherent view of reality.

Brrrr
"...And even when a road hazards its way over the desert, you will see it make a thousand detours to take its pleasure at oases. Thus, led astray by the divagations of roads, as by other indulgent fictions, having in the course of travels skirted so many well watered lands, so many orchards, so many meadows, we have from the beginning of time embellished the picture of our prison. We have elected to believe that our planet was merciful and fruitful. But a cruel light has blazed, and our sight has been sharpened..."
From: Wind, Sand, and Stars by Antoine de Saint-Exupery 

Essence of the Void and The Mágos Astéria

The Mágos Astéria are a small society of scholars and mystics, mostly composed of reclusive astronomers and  astrologers. They are all pen pals and collaborate readily with each other, but rarely let new comers into their secret society.

The greatest of them have begun to have their minds slipping, as they stare into the darkness less and less of this world matters, they call this Inhaling the Void. They forget to eat, they forget to sleep, and they forget to write to their colleagues. When their distant friends go looking for them they find these masters of the stars curled up in their observatories clutching their telescopes in withered hands and perfectly mummified with star light shining out of their eye sockets. They shake their heads and sigh, another one lost...and promptly cut off the head of the dead star gazer and drain the strange shining fluids from their skulls.

And that's how Essence of the Void is harvested.


Drinking a vial of  Essence of the Void will flush the mind of the drinker with the cold and bitter truths of the cosmos, and most cannot withstand this and will go insane. But spell casters of a certain class can use this to counteract the side effects of some of their more volatile spell casting. Arnold K writes a great piece about wizards and spell casting that describes wizards as making their mindscape habitable for spells by contorting them to the desired spell's preferred psyche.

Some spells require a feverishly hot and vigorous mindscape to be cast, such as Otto's Irresistible Dance, and this is rather hard to maintain. Hence the use of Essence of the Void, its a coolant, but a very dangerous tool. Take too much and your finely tuned  mind freezes solid and cracks, take too little too late your mind is dribbling out your ears.

Don't do drugs.

Saturday, August 20, 2016

The Fey King's Children: The Aden

James W Cain

The Fey King
The only personality of legend still mentioned in stories today in Vindjord that has anything to do with the curious group of creatures known as Fey is Fornjót, the Fey King. Fornjót was an ancient and wise giant, who is said to have stood tall as the clouds and had ox’s horns great and ponderous sweeping out of his temples.

The story goes that in his long years wandering the primordial and icy young world, gathering wisdom and knowledge, he encountered the Fey in their infancy. Being the only giant the young race had ever seen they were at first afraid, but as he made his kindness and curiosity known they began to look at him as a father figure and great teacher. He spent many decades with them, delighting in their youth and beauty. But as the centuries ground onward, Fornjót got restless to see the rest of the world that was thawing as the stars had begun to melt the eternal ice. Fornjót left the Fey for many a millennia, he abandoned his pupils and children.

In his roving’s he learned much and ever grew more steeped in wisdom, magic, and power. When at last he recalled his long forsaken children he returned to the place he had left them, wishing again for their music and youth after the long lonely grind of the years. He found them in the Realm that had been allotted to them by the Gods, Villturheim, the savage and wild land, but beautiful beyond words. The Fey rejoiced at the return of their Fey King, but for many the wounds left by his abandonment were still fresh. After conspiring some few decided to kill Fornjót so he could never again leave them again, led by Fornjót’s foremost pupil: Leifrik Lord of the Frosted Wood. But Fornjót was mighty, and their magic simply cast him into an eternal sleep in their wild lands.

So ends the tale of Fornjót the Fey King, and the Fey play only a small role in other legends and myths as tricksters or flighty woodland creatures. The Age of Gods ended and the Age of Heroes began, and the People of the Realms were given dominion of the Gods’ creations and the Fey were little seen...

"And then you see him, the Usurp King of the Fey, the Fell Enchanter, the Lord of the Frosted Wood, Leifrik Villtursungr; he strides on thin air down from the starry sky. Well grown and well compacted is this Lord of the Fey, long are his legs and sinewy, and deep and broad his chest. His hair that once was sable has been of late dashed with gray. Most terrible his visage, and lordly is his gait."
The Fey most favored by Fornjót are the Aden, in their tongue simply the people. To hear them tell it, they where the first to awaken under the ancient stars and creators of music and they learned the most from Fornjót of magic and the Realms. They are the ruling people of Villturheim, living in crystal castles in the icy peaks or in palaces made of spun mithril with panes of gossamer glass harvested from giant dragonflies in the deep marshes. They delight in mischief and when the mood strikes them their cruelty is unmatched. Seated deeply in each of them is the arrogance and desire to rule other races.

Unlike their subjects; changelings, the faeries, sprites, banshees, hags, dryads and nyads, and all other fey; the Aden have developed a society instead of small family groups. They are immortal and they take hundreds of years to mature. To accelerate this they often send their children into one of the other Realms, usually Midgard, because time flows much more swiftly there. In Midgard the Aden usually choose a mortal race to dominate, stirring up trouble with their innate mind dominating magic for a few centuries before getting bored and moving on.

Aden Stats:
· Ability Score Adjustments: +4 Dex, +2 Cha, -2 Con, -2 Str
· Age: Very slow to age, and never to die of old age, considered reach adult hood half way through their second millennium
· Alignment: The older they get the more they tend towards evil and law, though they young have much more chaotic tendencies.
· Size: Medium in maturity, Small in childhood, always well-proportioned and tall though lithe.
· Speed: Blessed with speed, their base walking speed is 40 feet
· Children of the Starry Night: Darkvision out to 60 feet
· Fey Inheritance: Resistance to magic damage, advantage on saving throws against magic effects, and cannot be put to sleep.
· Magic in the Blood: All of the Aden have some innate spell casting ability, each one can cast 3 cantrips, 2 1st level spells (4/day), and 1 2nd level spell (2/day). They favor mind effecting magics.
· Languages: They can speak, read, and write in Sylvan as well as the languages of their chosen subjects.

How to Use the Aden:
They make good villains and provide an easy story conduit between Villturheim (The Wild Realm) and Midgard (The Mortal Realm). Because of their talent with magic but physical frailties they usually choose a champion and dominate them to protect them. Need an unexplained peasant revolt with a cult of personality around an otherworldly beautiful child? They are perfect for this!

Saturday, August 13, 2016

A Digression on Archetypes and Poison Rules for Gimble

I run a game set in an ancient Mediterranean(ish) archipelago using the 5th Edition rule set, (look forward to another post about the setting in the future). My players just reached third level, and for many classes that means choosing your archetype. I have the philosophy that this is when your character really should come into their own. For example if you met these characters in real life I wouldn't want you to think, "Oh, look she carries a battleaxe and yells a lot, she must be a barbarian", I want you to see her and think, "Oh wow, look at the well carved totem and charms she carries, she must be a very much in tune with the Spirits". This is where the real flavor and identity of the character should emerge.

Axe taller than her? Check. Furs? Check. Face paint? Check. Bonus points for being a dwarf.


In pursuit of this I am happy to cook up anything that my players want to play. One of my players wanted to play a doctor flavored rouge, Dr. Gimble, so I whipped him up an archetype based loosely on the "Mastermind' from The Sword Coast Adventurer's Guide and modified these Poisoner's Kit rules to fit a man of medicine better. So I give you, the Master of Medicine! Note that the archetype is unfinished, this is intentional as I want my player to guide Gimble's growth and specialization. Also included are the modified Poisoner's Kit rules.

In addition, to make this a lot more interesting I am also working on a series of tables of ingredients for each ecosystem that the characters may encounter. That means that Gimble may beg the party to let him climb that mountain peak and forage for a few hours because he really wants to use a Giant Puffball Fungus in his next poison. Look for a post on poison ingredients and where to find them in the next few weeks.