Drugs Of Doo'Ran

Here are the drugs that exsist in the world of Doo’Ran plus their effects

Legend = Name/Potency/Available

Arglik
  • Strong / 3
  • Freq: Very Rare, 20% Metropolis, 10% City, 3% Town, 1% Village, 0% Hamlet
  • Onset: 1 rounds
  • A root from an unknown plant. It is prepared in some fashion and formed into strips which are eaten.
  • Effects: This bestows +3 strength for 2 hours (+90% to exceptional str.) i.e. a 17 str would become 18/60: +1 and +60% (2/3 of 90).
  • Quote: ROAR! “C’mere…” SNAP!
Bog Weed
  • Mild / 2
  • Freq: Common, 90% Metropolis, 75% City, 60% Town, 45% Village, 25% Hamlet
  • Onset: 1d3 rounds
  • Bog weed is a tall gangly plant found growing in swamps. The leaves, when properly prepared, are a stimulantImproperly prepared, they are poisonous. They are burnt and the smoke inhaled. This is done with a brazier and a cloth, which is draped over the head to concentrate the smoke. Users have an unpleasant smoky smell to them.
  • Effects: The imbiber receives +2 dexterity and +1 charisma.
  • Quote: “Hello my dear, you look ravishing. Did you know I can write my name using only my tongue and a drop of ink?”
Bogwort
  • Mild / 2
  • Freq: Common, 90% Metropolis, 75% City, 60% Town, 45% Village, 25% Hamlet
  • Onset: 1d6 rounds
  • Bogwort is a short, fleshy plant found growing in muddy swamps. The leaves are pressed and the liquid drunk. The liquid may be evaporated and the resulting powder mixed with water and consumed.
  • Effects: The imbiber gets +2 strength (+40% to exceptional str. i.e. 18/60 becomes 18/00, 18/70 becomes 19).
  • Quote: “Grrrr!”
Chepok
  • Moderate / 2
  • Freq: Very Rare, 40% Metropolis, 25% City, 10% Town, 5% Village, 2% Hamlet
  • Onset: 1d6 rounds
  • An unknown plant used by natives in the Ravanesh Jungle. The leaves, when chewed and sucked, are a powerful stimulant and hallucinogen.
  • Effects: It has many properties. It gives +2 strength (+20% to exceptional), users will fight to -10 hp, wisdom reduced to 3, making user susceptible to suggestions (treat as the spell); users need not check morale and will fight until slain.
  • Quote: “Come here you bloody bastard; I’ll bite your knees off!”
Demons Coke
  • Moderate / 2
  • Freq: Rare, 75% Metropolis, 50% City, 25% Town, 10% Village, 5% Hamlet
  • Onset: 1d4 rounds.
  • This addictive drug boasts all the pleasures of wizards coke but twice as intense. This drug is made mostly by wizards or others schooled in Alchemy by combining a mixture of 95% wizards coke with 4% yellow lotus and 1% black lotus.
  • Effects: The user gains a +2 to attack rolls and lasts for 2 hours per dose. This drug can be smoked or snorted.
  • Quote: Get the hell outta my way thats my owlbear !
Doom Shrooms
  • Mild / 2
  • Freq: Common, 90% Metropolis, 75% City, 65% Town, 45% Village, 25% Hamlet
  • Onset: Varies, see below
  • Doom Shrooms are a drug which can be taken numberous different ways, ie smoked, eaten, brewed into a tea, rectaliy or vaginaly. These dark greenish mushrooms are found in caves and dungeons. they act as a strong stimulent.The initial onset time varies by how they are consumed along with the duration of effects. If eaten or brewed into a tea, onset time is 1d12 rounds and effetcs last 4 hours, If smoked onset time is 1d6 rounds and effects last for 2 hours, If taken rectaly or vaginaly onset time is 1d20 rounds and effects last for 12 hours.
  • Effects: Increases a users inititive and perception by +1. It also lets a user travel an additional 4 hours on foot for overland movement before needing to rest. Ie; 2 10 hour shifts spent walking.
  • Quote: Come on, I’m not even close to being tired yet !
Dungnut
  • Mild / 2
  • Freq: Common, 90% Metropolis, 75% City, 65% Town, 45% Village, 25% Hamlet
  • Onset: 1d6 rounds
  • Dungnuts grow in the dung of umberhulks and induces a mild euphoria when brewed like coffee.
  • Effects: Dungnuts induce mild hallucinations along with feelings of happiness and goodwill. Users gain a +2 to perception and lasts one hour per dose.
  • Quote: Did you see that ??
Fire Orchid
  • Mild / 2
  • Freq: Rare, 75% Metropolis, 50% City, 25% Town, 10% Village, 5% Hamlet
  • Onset: 1d4+2 rounds
  • The true appearance of this flower is known only to those who collect it. The form used consists of bright scarlet leaves, which are sucked on for a few minutes.
  • Effects: The user gains +1 intelligence for 1d4+1 days. Addicts have scarlet lips.
  • Quote: “How droll.”
 Fluted Rose
  • Mild / 2
  • Freq: Common, 90% Metropolis, 75% City, 60% Town, 45% Village, 25% Hamlet
  • Onset: 1d6+1 rounds.
  • This lovely pink flower resembles a small rose. It grows in poor rocky soils at high altitudes in temperate or tropical areas. The flowers are dried and brewed as a tea. This beverage is a strong relaxant. Imbibers are very relaxed and tend to be uncaring about external events, whether these events are work, play, or a rampaging dragon.
  • Effects: The imbiber gets +4 save vs. fear, +4 morale, -2 dexterity (very relaxed), -4 movement.
  • Quote: “Hey! Why are you hitting me with that sword? Don’t be so uptigh…”
Gayln Root
  • Mild / 1 
  • Freq: Common, 90% Metropolis, 75% City, 60% Town, 45% Village, 25% Hamlet
  • Onset: 1d4 rounds
  • This root comes from an aquatic plant similar to cattails. It grows in warm environments and is harvested in winter. The root is eaten and has a mild radish-like flavor. Gayln root is a euphoric relaxant.
  • Effects: All ability scores drop to 5 for 2d4 hours, but the user is VERY happy. The imbiber suffers from extreme suggestibility, is immune to fear (even a ghost?), and has the ability scores return at the rate of 1 point per turn.
  • Quote: “Whoa!”
Golden Molly
  • Strong / 3
  • Freq: Very Rare, 40% Metropolis, 25% City, 10% Town, 5% Village, 2% Hamlet
  • Onset: 1d12 rounds
  • Golden Molly is a highly addicted drug, it induces severe hallucinations along with extreme euphoria and horniness. This drug is often used by prostitutes and their clients as it also increases sexual endurance by twice the norm. Ie if a person can normally go for 15 mins they can go for 30 mins. This drug comes from a plant that reaches heights of 6’ tall and produces about one pound of powder from the flowers which are ground into powder. Golden Molly is usally mixed in with a fine wine to kill the bitter taste, but some addicts mix it with whatever they can find.
  • Effects: Sexual stamina increases by twice the norm. +2 to constitution and dexterity last for 4 hours per dose.
  • Quote: Come on lets just do it !
Kyphal
  • Strong / 2
  • Freq: Very Rare, 40% Metropolis, 25% City, 10% Town, 5% Village, 2% Hamlet
  • Onset: 1 rounds
  • This drug is a grayish powder, the exact components are unknown.
  • Effects: The powder, when inhaled, gives +2 intelligence for 2d6 days. Addicts have a gray pallor.
  • Quote: “Dullard!”
Mimay
  • Moderate / 2
  • Freq: Very Rare, 40% Metropolis, 25% City, 10% Town, 5% Village, 2% Hamlet
  • Onset: 1d6 rounds
  • A mushroom eaten by shaman and witch doctors for the purpose o divination and prophecy. When eaten the user goes into a trance-like state and has a wild trip.
  • Effects: Actual game effects are up to the GM but augury, divination, other rare incense legend lore is recommended. The trip lasts for 1d4 hours with another 3d4 hours to recover.
  • Quote: “My God!It’s full of stars!”
Mirella
  • Mild / 2
  • Freq: Common, 90% Metropolis, 75% City, 60% Town, 45% Village, 25% Hamlet
  • Onset: 1d4 rounds
  • Mirella takes the form of flower buds, which are eaten. A small plant, it grows in the savannah. It blooms for a short time after the rains in summer.
  • Effects:: A stimulant, it bestows +1 to Dexterity, +2 to Constitution for purposes of saving throws and ability checks, and adds 1d8 hp. The lasts for 1d4 hours. Users often have bleeding gums. It is possible (though not advisable) to “pop a bud” after the first begins to wear off. Sleep is not possible (normally) under the influence. Users may receive +2 save vs. sleep.
  • Quote: What! Where! Showmeshowmeshowmeeeee!
Morning Dove
  • Strong / 2
  • Freq: Rare, 75% Metropolis, 50% City, 25% Town, 10% Village, 5% Hamlet
  • Onset: 1d6 rounds
  • A beautiful rare tropical flower found in the jungle near streams. The flowers are dried and brewed.
  • Effects: The resulting stimulant gives +3 to dexterity for 1d4 hours. Addicts suffer from frequent nosebleeds.
  • Quote: “Oh look, fifty orc archers!Should I dodge the arrows or just catch them?”
Opium
  • Moderate / 2
  • Freq: Rare, 75% Metropolis, 50% City, 25% Town, 10% Village, 5% Hamlet
  • Onset: 1d8 rounds
  • Opium induces dream like trances when smoked, The user should be laying down for their own safety.
  • Effects: Gives the user a -2 vs charm and sleep based spells, But gives a +2 bonus to divination based spells. Effects last for 2 hours per dose.
  • Quote: Drifting on a sea of forgotten teardrops….........
Yellow Lotus
  • Strong / 3
  • Freq: Very Rare, 40% Metropolis, 25% City, 10% Town, 5% Village, 2% Hamlet
  • Onset: 1d12 rounds
  • Yellow lotus is the herion of the game, its either smoke, injected or snorted. Yellow lotus is made from the flowers of the lotus plant and is ground into a fine powder.
  • Effects: Like herion in the real world but for game porpuses -5 to attack rolls, +2 to physical damage saving throws, 1d20 temp hit points, user will fight until -20 hps, +4 to str and +4 to con. the effects last for 1 hour per dose.
  • Quote: I am f**king invincibale !!!!!!!

Questions And Other Stuff Page

Drugs Of Doo'Ran

The World Of Doo'ran thundhar