Notes |
These members of the cult have received the “blessing” of Rahma, and resemble undead creatures (although they are not). They cannot transfer any kind of disease and even though they are hideous to look at their stats are not affected.
__Possessions__: Grey robes, short sword, 3 daggers, 2 doses of terinav root poison (see below), 1d4 sp.
__Tactics__: The Blessed Sons of Rahma are able to see in darkness and use it to their advantage.
**Terinav Root Poison**
Terinav roots are notorious when boiled and brought down to a fine paste at causing confusing effects when introduced to the blood. This sticky red residue can be applied to a blade and once it enters the bloodstream of a victim it acts quickly to disorientate and confuse them.
__Application__: Injection.
__Onset time__: 1D3 Combat Rounds
__Duration__: 3D6 minutes
__Resistance Time__: One Resistance roll.
__Potency__: 45
__Conditions__: Confusion. If the victim fails his Resistance roll the poison spreads quickly through the whole body. The victim cannot use any knowledge, communication or magic based skills for the Duration of the poison.
__Antidote/Cure__: A strong brew of herbal tea local to the region can quickly end the poison’s effects, though it causes vomiting and extreme nausea. There’s a 10% chance regardless that at the end of the poison’s Duration the character will be sick for 1D6 minutes until the poison is fully purged. A successful use of the Healing Skill will help counteract this and also the poison. If the cure is applied successfully before the end of the Onset time then the poison fails to take effect. |