Subject: MYSTARA-L Digest - 5 Dec 2003 to 6 Dec 2003 (#2003-286) From: Automatic digest processor Date: 07/12/2003, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 4 messages totalling 570 lines in this issue. Topics of the day: 1. Drugs on Mystara 2. almanac index (long) 3. Drugs in (A)D&D (long) 4. Dragon #315 Mystara material ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Sat, 6 Dec 2003 14:13:55 EST From: Alex Benson Subject: Re: Drugs on Mystara ::out of lurker mode:: Zzonga is the most obvious one. DotE Box has a good write up on it. Basically, it's simular to an opiate, distilled from a fruit from the Zzonga bush. The bush requires magic to grow, so its cultivation is limited. Likewise, its opiate-like powers does not leave the user oblivious. The DotE descript mentions (and I paraphrase) that the user it placed in a lethargic state, unable to actively do anything unless in self defense or to defend immediate family. I mention this limit since the zzonga fruit is often misrepresented as putting the user into a near comatose state. The drug does have a distinctive taste that is stated as being easily detectable. In other words, it would be difficult to use zzonga to drug someone involuntarily. I also seem to remember a drug like fungus. My memory fails me, but it had to be either Shadow Elf related or the Elf/Gnoll culture over on the Serpent Penninsula. Of course, that might be some fan based material. Perhaps someone can confirm this to be safe. A tried and true intoxicant are the distilled liquors and wines. Dwarven Ale is like moonshine. I recall references to Schnopps being found in Glantri. There are also various vintages of wine from any number of nations. If I recall correctly, Orcs of Thar had a drinking game described. Orcs of Thar is the only Gaz I don't have. The options are quite open, even with "normal" wines and ales. The Glantri Gaz mentions the partygoers getting loaded almost nightly, even mentioning the hazards of the golden tower domes to the horribly hungover at the break of dawn. Introducing other drugs and intoxicants could be done through the Minrothad Merchants and even the Ierendi. Alchemists, Druids, and even Elves could be privy to agents capable of giving a buzz to those seeking such a thing. It could actually be used as an interesting game tool, a hook to getting the PCs into a particular situation or used to drug/incapacitate someone. For some reason the mental image of a PC waking up in a bed beside the sleeping form of a prominent NPC's daughter/wife/sister comes to mind. Actually, the Glantri Nightlife revelry aspect can be used to draw PCs into adventure and/or trouble. ::return to lurker mode:: ------------------------------ Date: Sat, 6 Dec 2003 14:31:22 EST From: Alex Benson Subject: Re: almanac index (long) I was going to cross check some of these. Though I am not with the Net Almanac any more, I was curious as to any inconsistencies on my own part concerning any of my old charges. I still might do it. Alot depends on available time. However, if anyone has any questions about any of the listed errors please forward them to me or post here at the MML. Alot of what may be seen as errors might be plot tools that I had placed on hold to be used later. I tended to spread things out a bit and used "presumed forgotten" aspects to try to surprise the reader. Some of these were held out for years. When I left, I took these future ideas with me. Some that come to mind are: the Kubbit Queen, the Torpin, Zynnia, Randel (HW), the Divergans, the Milenians, Aegos, Aeria, Gaity, Torenal, Eadrin (HW), Arogansa (HW), and all the Bellissarian kingdoms. ------------------------------ Date: Sat, 6 Dec 2003 23:20:06 +0100 From: Jacob Skytte Subject: Drugs in (A)D&D (long) This is an old article (1987, from a fanzine in Danish) I've had lying = about. I hope Jon Levy won't sue me for translating it and posting it = here. DRUGS By Jon Levy This is an article concerning how narcotics can be incorporated in = (A)D&D. It shouldn't be read by players, as it contains a lot of GM only = information. I'll try to cover various subjects, which I think are relevant to = various drugs (such as addiction, effect and drug environment). Part of the article is spent on certain "homegrown" drugs. The reason = I've chosen not to portray actual drugs is that I would rather not = attempt to describe drugs with which I have no actual experience (and = the editors wouldn't provide the funds for a shot of heroin). For these = reasons, I have chosen to describe drugs that nobody knows better than I = do. The description of each drug is split into parts. First comes a physical = description of the drug, where to find it in its natural form and how to = prepare it as a narcotic. After this, the effects of the drug are described. Not so much how the = user feels, but how his physical and mental condition, that is his = stats, are affected. (By the way, I apologize for using the male pronoun = throughout the article, but that is simplest.) The reason I use this = formula is that there is a difference between whether a player is told = that he's having a really groovy time, and what happens to his = abilities. Finally each drug is given certain specific info, explained here: Addiction A percentage used to determine whether the user becomes addicted. The first number is the "permanent risk" the first time the user takes = the drug, and also the "temporary risk", which states how large a = percentage of Wisdom you need to roll for to check addiction. If you = roll this number or above on a d20, the user becomes addicted. For example, Mr. Average, Wisdom 10, takes a dose of shiver berries. = Horror berries states 300%, so Mr. Average needs to roll below 30 on a = d20 to not become addicted. Even Kurt the Warrior should be able to pass = that (Jacob's notes: Kurt the Warrior was an ongoing comic in the = fanzine). For people with Wisdom of 6 or less, things start looking = hairy. The second number under addiction tells you how much to subtract from = the temporary risk, each time the drug is retaken. The second time Mr. = Average takes a dose of shiver berries, he must subtract 30% from the = temporary risk, which makes 270%. This time he needs to roll below 27 to = pass the test. The third time he must roll below 24 and so forth. It's = not before the fifth dose of shiver berries that Mr. Average needs to be = concerned, as he now needs to roll less than 18 to avoid addiction. If a person goes without being affected by a given drug for 20 days, = both the permanent and temporary risks will become the average of the = two numbers. So, if Mr. Average takes five doses of shiver berries, his = temporary risk will reach 180%. If he goes for 20 days without taking = the drug, both the permanent and temporary risks will become (300% + = 180%)/2 =3D 240%. None of the risks will become higher than this ever = again, even if you go for another 20 days without the drug. Should Mr. Average take shiver berries again, his temporary risk becomes = 210%. Should he go without the drug for another 20 days, both permanent = and temporary risks now become the average of 240% and 210%, that is = 225%. These numbers are for the DM to keep, as the player should never = know the odds of addiction. Should a person become addicted to a drug, his temporary risk instantly = becomes 0%. The only way to raise it again, is to go cold turkey, = without the drug for 20 days, getting the permanent and temporary risks = to rise as usual. Naturally, there are other effects of addiction. The = most common effect is the need to take the drug as often as typically = once a day. Besides, you will need larger doses to get the same effect = as before you became addicted. Strength These numbers tell you the size of the dose you need for an effect. The = sizes come in three degrees: Small, medium and large. The size typically = affect such things as duration or strength of effect. In some cases = there is a fourth degree: Critical. If you take a critical dose, = unpleasant side effects will typically occur; these will be described = under each drug, but usually they will involve a risk that Monokeros = (Jacob's notes: The fanzine) will receive another obituary. When a person becomes addicted, he needs larger doses for an effect. = While this would in reality happen gradually, that is too difficult to = handle. Every number should simply be multiplied by 1.5 for an addicted. = For example, you would normally need 4-6 purple big-tops for a medium = dose. An addicted needs 6-9. Cost These numbers are only the bare minimum prices and will usually be much = higher. More on this later. Duration This states the ordinary duration of a given drug. It is only the = duration of the drug's effect, not of after-effects. Time between ingestion This is only for the addicted. It's the time an addicted can spend after = the effects of the last dose ended before starting to show symptoms of = withdrawal. Should he be asleep when the time ends, the symptoms won't = show until he wakes up. Withdrawal This desrcibes the symptoms of withdrawal should the time between = ingestion be crossed. This also describes how to go cold turkey, to be weened off the drug. In = general, if you go cold turkey, the next time you have access to the = drug in question, you need to pass a Wisdom check with a -4 penalty or = start using it again. Races This describes the different effects the drug may have on different = races. The general trends are: Elves: Need only 0.8 times the strength of a dose to get the effect. = Sleep inducing drugs function differently on elves. (Read Roger Moore's = article in Dragon #60, reprinted in Best of Dragon #3, for more on elves = and sleep.) Half-Elves: Except when it comes to sleep, half-elves function as = humans. Dwarves: Need 1.5 the strength of a dose to get the effect. Dwarves = typically become sour and hostile when under the effects of a drug. Gnomes and Halflings: Typically become "happy" under the effects of = drugs. Despite their smaller size, their hardiness means they need the = same doses as humans for effect. Half-Orcs: Have a tendency to become violent under the effect of drugs. The following are 8 drugs made using this system. BOSTA This is a flower with red or violet leaves. It grows at the edge of = fields, which lie fallow. The leaves are often used to feed animals, but some people have found a = better use for it. The seeds can be cut open and eaten for the effect of = the drug. The effect will not be felt unless you're very sleepy. The effects are = to make the user lose any desire to sleep, making it practically = impossible to fall asleep under the effect of the bosta seeds. Sleep = spells function as normal. Additional bosta can be taken to prolong the effect. For every 24 hours = without sleep, a person will temporarily lose 2 points of Constitution = and 1 point of Dexterity. Besides, he needs to make a system shock check = (at his full Consitution) or lose 1 point of Constitution permanently. = Should a person fall below 3 points of Constitution, the seeds will lose = effect, and the user will become extremely tired. The same thing will = happen, once the duration of effect expires regularly. The temporarily lost poins will return at the rate of 1 point for every = 3 hours of sleep. Addiction: 350% with -10% per use. Strength: Small: 10-20 seeds. Medium: 20-35 seeds. Large: 35+ Cost: 1cp per seed. Duration: Small: 5-6 hours. Medium: 6-7 hours. Large: 7-8 hours. Time between ingestion: 3 days. Withdrawal: The person develops a sleeping disorder, which means that he = needs to sleep 12-14 hours a day to feel rested. This affliction is = permanent until cured by a Cure Disease spell or by taking another dose = of bosta. It is impossible to ween yourself completely of this drug, you will = suffer from the sleeping disorder forever. Races: Bosta has no effect on elves and half-elves. FLUUR Fluur is a seaweed, which grows near tropical and subtropical coasts. It = has given name to the fluur fish, which dwells near fluur "forests." The = fluur fish is how the seaweed is typically recognized, but its = semi-transparent looks will also give it away. For fluur to have an effect, all salt must be rinsed from it. Then it = must be chopped into pieces and smoked. The effect shows almost instantly. The user becomes restless, feeling = that something must happen. While under the effect of the drug, the user = gains 1 point of Constitution and 1 point of Strength. However, the user = thinks that he has gained 3 points of Consitution. Should he pass his = physical limits, he must make a system shock test or lose 1 point of = Constitution permanently, and make an additional system shock test. If = this is also failed, the user will die in a few minutes of a heart = attack. In any case, the user will collapse for a period of 20 minutes, = unable to take any physical action. In battle, the user will gain a +2 bonus to initiative, and will have = trouble stopping fighting. When the effect ends, the user may lose Constitution, unless he's = already had to check for this. If he hasn't, he needs to make a saving = throw vs. poison, or make checks as if he had passed his physical = limits, as above. Finally it must be noted that persons under the influence of fluur are = easily recognizable by their wide open, glassy eyes. Larger doses also = make the user froth at the mouth. Addiction: 200% with -25% per use. Strength: Small: 0.25-0.5 grams. Medium: 0.5-2 grams. Large: 2-5 grams. = Critical: If a person takes more than 5 grams, he must pass a saving = throw vs. poison, or lose 1 point of Constitution, plus pass a system = shock to avoid a heart attack. Otherwise, it passes for a large dose. Cost: 2sp per gram. Duration: Small and medium: 2 hours. Large: 3 hours. Time between ingestion: 8 hours. Withdrawal: During the first 2 hours, the user will be sick and = nauseous. Between 2 and 10 hours, the user will throw up constantly. = Each hour he will lose 2 points of Constitution and 1 point of Strength, = and every second hour, he will lose 1 point of Dexterity. This is = temporary and cannot drop a person below racial minimums. Between 10 and = 30 hours, the situation is unchanged, but you need to make a system = shock test or lose 1 point of Constitution permanently. During this = period, the user is very prone to catch diseases, check at double the = normal risk. After 30 hours, the user starts regaining lost points at = the rate of 1 point per hour. To be weened off the drug, you also need to pass a Wisdom check at the = 2nd and the 6th hour, or you will desperately attempt to obtain some = fluur. After regaining all your ability scores, there is a 50% chance of = a relapse within 1d10 days, going through withdrawal again. Races: The drug works the same on all races. POISONOUS SWAMP TOAD This is the name of a toad living in temperate swamps. It's extremely = easy to mistake for the common swamp toad. If you need to find it, you = need intimate knowledge of toads to be able to tell them apart. The poisonous swamp toad has glands that excrete a poison, which "short = circuits" the brains of animals of fox size or smaller. It will simply = stop working. Larger mammals, such as humans, suffer a different effect from the = poisonous swamp toad. Eating them raw (heating them will render the = poison inert), the user will experience a tremendous effect of clarity = after 10 minutes or so. This is because the brain shuts down must = sensations, letting the user focus completely on other things. The user = gains a +2 bonus to Intelligence (max 19) and complete immunity to = spells that affect emotion. If the spell's duration goes beyond the = duration of the drug, it will take effect after the drug's effect ends. = A magic-user can potentially learn a spell under the effect of the drug, = which he will no longer understand, when the effect ends. Addiction: 160% with -10% per use. Strength: Small: 2 legs. Medium: One toad. Large: 2-4 toads. Critical: = Ingesting more than four toads at one time, the user must pass a saving = throw vs. poison or come under the same effect as a feeblemind spell. Cost: 2sp per leg. 6sp for a complete toad. Duration: Small: 1 hour. Otherwise, 3 hours per toad. Withdrawal: Once the duration ends, sensation will come crashing in on = the user. He will become catatonic (DMG page 84) for (20 - Wisdom) days. Every day there is a 5% chance that the user either (80%) wakes up and = desperately tries to obtain poisonous swamp toad, or (20%) becomes = permanently catatonic, never waking up. Races: The poison has the same effect on all races. SHIVER BERRIES This isn't actually a berry, but a parasite living on evergreen trees in = close forests. They can be easily confused with blackcurrents. Eating a certain amount of the "berries", it becomes apparent why = they're called shiver berries. In a few minutes the user starts getting = goose bumps and shaking, as if in cramps. This state passes after a few = minutes, and the person looks ordinary on the outside. However, it will = now take next to nothing to send the user into a red hot rage. Should he = already feel aggravated by somebody nearby, he will most certainly try = to start a fight. Once the person loses his temper, he will go berserk. This means he will = lose all restraint, but under no circumstances attempt to break off a = fight, while under the effect of the drug. He gains a +3 bonus to = strength (max 19, for percentages 10% counts as +1). He also has +50% = hit points. These extra hit points instantly disappear, when the effect = ends, and the user might drop dead at that time. Shiver berries are typically taken by barbarians, who love to show off = in battles. They might also secretly be taken before duels, as the = audience will typically disapprove. In some places they won't, though. The blood of a person under the influence of shiver berries turns green, = when in contact with magically glowing swords. Addiction: 300% with -30% per use. Strength: Small: 8-15 berries. Medium: 15-30 berries. Large: 30+ = berries. Cost: 1sp per berry. Duration: Small: 1-2 hours. Medium: 2-4 hours. Large: 4-6 hours. Time between ingestion: Special, see below. Withdrawal: If a person addicted to shiver berries doesn't get his dose = ahead of a dangerous battle, he must pass a saving throw vs. = paralyzation or curl up in the fetal position until the danger passes. = If he passes the saving throw, he can fight, but will feel very inferior = and suffer a -2 penalty to his hit rolls and be prone to run. You can't ween yourself off the drug, once addicted. Races: The drug has the same effect on all races, but some races love = them while others loathe them. HUNNAGIS Hunnagis is an herb, which grows in desolate places at least 3 = kilometers above the surface of the sea. It's easily recognizable, with = a red stem and pointed leaves. Only the edge of the leaves, which must be very fresh, are used in the = drug. Normally they are eaten, but they can be ingested in other ways = for the same effect. About half an hour after ingesting hunnagis, the user starts having = hallucinations, which affect sight and hearing. Usually, it will be a = warped sense of reality, but sometimes they have nothing to do with what = is occurring around the user. Illusions will have no effect on a person = under the influence of this drug. If the dose is large, the user may slip into the Astral plane. The odds = of this happening equal the user's Intelligence score in percentage. If = a user has had this happen before and wishes to avoid it, he may = subtract his Wisdom score from this chance. The user will return to the = Prime moments before the drug's effect ends. Passing into the Astral = plane is only a mental jump, the physical body remains behind. There is a risk that the user will go temporarily or permanently insane. = This risk is (number of leaves x Intelligence - Wisdom)%. Thus, a person = eating 3 leaves, with an Intelligence of 12 and a Wisdom of 10 has a 26% = risk of going temporarily insane. Should the user go insane, he must = pass a Wisdom check or the insanity becomes permanent. Possible = insanities include: Schizoid, Dementia Praecox, Megalomania, Delusional = Insanity, Schizophrenia, Paranoia, Manic-Depressive, Hallucinatory = Insanity, Hebephrenia, or Catatonia (DMG pg. 83-84). Randomize by = rolling 1d10. Physically, the user suffers no effects from the drug, at all. = Theoretically, the user can, for example, engage in combat. This will = usually be impossible, though, as everything will seem to "swim" before = him. 80% of the time spell casting won't work, 15% of the time it will, = and in the last 5%, unexpected things happen. Addiction: None. Strength: Small: 1 leaf. Medium: 2-3 leaves. Large: 4+ leaves. Cost: 3gp per leaf. Duration: 2-40 hours. Time between ingestion: - Withdrawal: - Races: All races are affected by this drug. PURPLE BIG-TOP This is a mushroom, which, as the name implies, has a big, purple top. = It's about the size of a typical mushroom and grows on oak trees. If the purple big-top is dried for at least a month and boiled in water, = you obtain a potion, which tastes horribly, but has interesting effects = that make many imbibe it. The drug is sedative with weak hallucinatory side effects. Under the = effect of the drug, you are acutely receptive to Sleep spells (-3 = levels/HD) and very hard to enrage (+4 bonus to any saving throws). The = user will typically just mellow out. In fact, the user must pass a = Constitution check in order not to fall asleep for 1d4 hours. At the end of the effect, the user will feel completely refreshed = (except for some stiff joints) and feel as if he's slept for twice as = long as the effect lasted. If he hasn't actually slept, he will grow = increasingly tired after a few hours and fall asleep. In battles, the user will always lose initiative while under the = influence. He will cast spells as if he was 1 level lower. Addiction: 400% with -20% per use. Strength: Small: 1-3 big-tops. Medium: 4-6 big-tops. Large: 7+ big-tops. Cost: 2sp per big-top. Duration: Small and medium: 5-8 hours. Large: 8-15 hours. Time between ingestion: 2 days. Withdrawal: The person will suffer a sleeping disorder, making it harder = to fall asleep. The first day, he will sleep 2 hours less than normal, = the second 4 hours less, and so forth, until he can't sleep at all. In = all, there will be 3 days, where the user will get no sleep at all, = before starting to sleep at the rate of 4 hours a day. It is very difficult to ween yourself off this drug. While you can't = sleep, your subconscious is constantly nagging you to get some purple = big-top, as you know it will help you sleep. During the first night, you = must pass a Wisdom check or desperately try to obtain the drug. During = the nights of no sleep, the user must pass a Wisdom check with a -2 = penalty each night, or attempt to obtain the drug. After the three = nights, no more checks need be made. Races: Elves and half-elves are completely immune to the effects of this = drug. TYERIS This weed is very weak and can hardly cope in the wild. Some people grow = it in the places where it can live; not too much wind or rain, and = absolutely no frost! The weed is green in colour with leaves growing in = all directions and can be difficult to spot. The weed can be smoked after drying for 2 weeks to a month, which gives = the smoker a very dry throat. Other than that, its effects are = reminiscent of purple big-top, except that it isn't as sleep-inducing, = but has a tendency to make the user "feel good." As with purple big-top, the user will be unlikely to do anything = constructive. During conversation, there is a 25% chance that the user = will act as if under the effect of "Tasha's Uncontrollable Hideous = Laughter", with a saving throw allowed, which may be modified by either = Wisdom or Intelligence. The weed has a beneficial effect, in that it can be used to clear the = airways. The chance of this is 20% + (Constitution x 2)%. The weed takes = a couple of days to have this effect and chronical diseases will only be = suppressed, not cured. Many people claim to be asthmatic as an excuse to = smoke Tyeris. After smoking the drug, the user will be a little sluggish. Addiction: 500% with -15% per use. Strength: Small: 1/3-1 gram. Medium: 1-2 grams. Large: 3+ grams. Cost: 5cp per gram. Duration: Small: 2-4 hours. Medium: 4-6 hours. Large: 6-9 hours. Time between ingestion: 3 days. Withdrawal: The person will become temporarily melancholic (DMG pg. 83). = Since this is a mild form, there's only 20% chance of being unable to = act in a given situation. This state lasts for 2-4 weeks and at the end of every week the user = must pass a Wisdom check or attempt to obtain tyeris. Races: Dwarves get grumpy and won't start laughing under any = circumstances. Halflings love tyeris. VASILIUM A long time ago, the alchemist Vasilius experimented with drugs in his = laboratory. After mixing all sorts of exotic ingredients, he came up = with a clear liquid, which he called Vasilium. The creation of Vasilium is a closely guarded secret among alchemists. = They're happy to sell the drug to others, though. Vasilium can be ingested in just about any way you like, depending on = how quickly you want an effect. Most prefer the quickest way: Laying an = incision and rubbing Vasilium in the wound. This way, the drug takes = effect almost instantly. Users of Vasilium often have many sores, = receiving a -4 penalty to Comeliness and -1 to Charisma after longer use = of the drug. Vasilium makes you feel ecstatically happy. Most users just lie about, = staring vacantly into space, though they could easily walk about. They = just don't feel like it, being happy where they are. While under the = influence, most mind-affecting spells simply have no effect. For = instance, a fear spell will just make the user lie there and feel happy = over being scared. After the effects end, the user will feel in harmony with himself, = obtaining a +1 bonus on all ability scores, except Comeliness for small = and medium doses. Large doses give a bonus of +2. Racial maximums apply. Addiction: 250% with -50% per use. Strength: Small: 1-2cL. Medium: 3-4cL. Large: 5-6cL. Cost: 1500gp for a bottle of 50cL. Duration: 4 hours. Time between ingestion: 2 hours. Withdrawal: The same as for poisonous swamp toad. Races: Vasilium works the same on all races. GETTING DRUGS Many factors play a role in obtaining drugs, but three things in = particular must be noted: The ease of getting the natural ingredients, = the legality of the drug (and how strict the ruling regime is in = enforcing these laws) and how sales are organized. The ease of getting the drug depends on your campaign. Typically, you = would use common sense. For example, fluur should be easy to obtain in = tropical or subtropical ports. In the middle of an arctic continent, it = would obviously be very difficult to obtain. Legality completely depends on the ruling regime of the area. Alignment = should play a role in this. A general approach to this would be = something like this: Lawful: Typically forbids drug use, as it tends to create disorder. Chaotic: People can make their own choices concerning drug use, but = drugs might be taxed. Good: Would prefer to save people from drug (ab)use. Chaotic good would = likely overtax drugs, to make it difficult for people to obtain them. Evil: Lawful Evil will likely not have obvious drug sales in the = streets, but might have it in secret. Other evils are likely to support = and control drug sales. Neutrals: Might be for or against. Various character classes are likely to have the same attitude to drugs = as to poisons (PHB pg. 19, UA pg. 13). Even lawfuls may legalize drugs that make life easier for the common = man, typically "feel good" kinds of drug, like tyeris or purple swamp = toad. Finally, one needs to consider how organized the drug trade is. If the = drug is illegal, but sales are organized, there will be some kind of = criminal organization behind sales. Assassin's guilds, which are already = inclined to deal in poisons will be obvious choices. Organized trade = will make it easier to obtain drugs, but will typically increase prices, = as there are more layers to pass through, and an organization might hold = a monopoly. Unorganized trade will typically be through single persons, who happen = to be able to obtain the drug, or have brought it from other places. Obviously, all players should roleplay their attempts to obtain drugs. Using these guidelines, it should be possible to figure out if a given = drug can be obtained, but remember that in larger cities, it will always = be easier to find what you want. COST Costs can vary significantly, but the easier it is to obtain a drug, the = lower the price. An ordinary modification could be that if the drug can be found in its = natural form fairly nearby, the price increases to 5 times the listed = price. If it can't be found anywhere near, the price can go up to as much as 20 = or 100 times the price indicated. Vasilium is the exception to this rule. Alchemists tend to always sell = it at the listed price. At last, I would like to say that if you find the names stupid, you're = more than welcome to change them. This would also confuse players, = who've happened to read this article. And finally, remember that drugs can also be used as poisons. ------------------------------ Date: Sat, 6 Dec 2003 17:05:50 -0600 From: Eric Anondson Subject: Dragon #315 Mystara material Hey all, Just wanted to chime in that I think Dragon #315 will be very worthwhile for Mystara-philes to buy. There is an article for Blackmoor (halflings of the Northern Marches and their order of monks), an article for the Savage Coast (red steel, cinnabryl, tortles, vermeil, the Inheritor feat), an article for the Hollow World (Defilers of Ka, Ka-tainted template, 6 feats for Ka-tainted) and an article on the Lost City of Cynidicea. Regards, Eric Anondson ------------------------------ End of MYSTARA-L Digest - 5 Dec 2003 to 6 Dec 2003 (#2003-286) **************************************************************