Notes |
Each leader is equipped with one of each of the following:
Black Puffball Spores
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These spores are taken from a particularly noxious fungi cultivated by the priests of Zuggtmoy. The fungus grows deep underground and thrives on magical energies, particularly those associated with Elemental Earth.
The spores are normally contained in glass or thin ceramic jars and used as missile weapons.
__Application__: Inhaled (often through missile weapon)
__Potency__: 60
__Resistance__: Endurance (Evade to avoid area of effect)
__Onset time__: 1d4 rounds
__Duration__: 1d4+1 hours
__Conditions__: When the container is broken, a dark coloured spores fill an area 3 metres (10 feet) in radius. If an Evade roll is successful, the victim is able to leap clear of the area of effect. Those that are less fortunate do not react in time and breathe in an amount of the musty smelling spores and require a successful Endurance roll. Failing this check causes the victim to collapse incapacitated after the onset time and remain unconscious for 1d4+1 hours, unable to be awoken until the duration ends.
__Antidote/Cure__: These spores may be counteracted by the Healing skill and use of a strong stimulant (taking at least 2 rounds, half that on a critical), otherwise magic must be used.
Grey Lotus Pollen
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The grey lotus is a particularly interesting variant of the lotus family, developing a symbiotic relationship with the animals of the forest. Creatures that brush up against the flower release it’s pollen, which induces extreme fatigue. These creatures lay down and rest and become prey for others. The remains become the food for the grey lotus who benefits from blood and bone left by the predator.
The pollen are normally contained in glass or thin ceramic jars and used as missile weapons.
__Application__: Inhaled (often through missile weapon)
__Potency__: 70
__Resistance__: Endurance (Evade to avoid area of effect)
__Onset time__: Immediate
__Duration__: 1d4 minutes
__Conditions__: When the container is broken, a white coloured spores fill an area 3 metres (10 feet) in radius. If an Evade roll is successful, the victim is able to leap clear of the area of effect. Those that are less fortunate do not react in time and breathe in an amount of the musty smelling spores and require a successful Endurance roll. Failing this check causes the victim to lose a level of Fatigue each round until they reach a semi-conscious state, where they stay until the fatigue recovers naturally.
__Antidote/Cure__:This may be counteracted by the Healing skill and use of a strong stimulant (taking at least 2 rounds, half that on a critical), otherwise magic must be used. The application of Cure Fatigue will halt the progress of these spores, effectively countering the loss, but will not cure the poison until the duration expires.
Widowcap spores
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The widowcap gets its name from the particularly deadly nature of the spores it produces. Normally, it would be ignored or burned out, but the flesh of the widowcap goes for a particularly high price with certain nobility, and thus is a valuable trade good. Those who are knowledgeable and careful are able to harvest the spores as well. They are sold on the black market to assassins all over.
The spores are normally contained in glass or thin ceramic jars and used as missile weapons, but sometimes via a simple blow tube delivery.
__Application__: Inhaled (often through missile weapon)
__Potency__: 60
__Resistance__: Endurance (Evade to avoid area of effect)
__Onset time__: Immediate
__Duration__: 3d4 minutes
__Conditions__: When the container is broken, a white coloured spores fill an area 3 metres (10 feet) in radius. If an Evade roll is successful, the victim is able to leap clear of the area of effect. Those that are less fortunate do not react in time and breathe in an amount of the musty smelling spores. The airways of the victim immediately begin to swell and they suffer the effects of Asphyxiation, most often without the benefit of taking a breath first.
__Antidote/Cure__:This may be counteracted by the Healing skill and use of an anti-inflammatory (taking at least 2 rounds, half that on a critical), otherwise magic must be used. The application of Cure Fatigue will help with the fatigue from Asphyxiation, but won’t cure the poison. |