Tuesday, May 28, 2024

Ecology of the Su-Monster, Dungeons and Dragons lore


The Su-monster comes to us from the Advanced Dungeons & Dragons Second Edition Complete Psionics Handbook, published in 1991. This followed the complete wizard's handbook and was followed by the complete book of the Dwarves in this excellent softcover supplement series. There is a monster ecology article in Dragon Magazine issue 167 written by Roger E. Moore also in 1991, which I will draw on heavily in this video of course, as the info there is far more comprehensive than the 5th edition monster listing for them, as they appear in the modern Tomb of Annihilation adventure, but, aside from a few details, such as their appearance, the details there are accurate enough. 5th edition handles Psionic creatures about as gracefully as a Tesla truck on a tightrope, but at least there is something to show they have that capacity.
While the Su-monster does have psychic power, nobody seems to know why, and even the god Silvanus has specified that while Su-monsters are self-aware, they are not truly sentient and are thus monstrosity and not under his protection. I am certainly not going to argue with a god. Still, Su-monsters are very smart and extremely dangerous predators that typically kill more than they can eat. They have a complex behavioral language among their own kind, mainly based on their spooky howling calls and the position they hold their prehensile tail. But I am getting ahead of myself. Let's go to my journal and my entry about my encounter with them.
As I headed up and up into the impressive Snowflake mountains of Faerun, some of the tallest mountains on the planet were arrayed around me and stretched off into the blue distance when I rounded a bend in the goat track path I was following. I stopped and admired the view, with the sun setting so early it was like a blue sky sunset, and I watched while I applied a little oil to my tired feet. That was when I spotted the pit trap not ten feet from where I stopped to sit down.
I approached it and carefully examined it without too much disturbance.
This was made by a Kech, not related to the Su Monster, but certainly a very dangerous Primate predator common in these northern forests; they move around a lot, so encounters could happen at any time. I recall a ranger who called them Leaf monkeys; thanks to their hairless hide growing in green flaps that blend perfectly with forest canopy cover, they are not rivals of the Su-monster and sometimes do inhabit the same territory, but I can't image relations between the species are very nice, given the nature of the Su-monsters which are, as we shall learn, very aggressive. Kech differ in a few ways from the Su-monster; aside from appearance, they are slightly taller with less variation between male and female size and are adept at mimicking the sounds of distress of other creatures, including humanoids; they have their own language and can speak some basic words in the common tongue on occasion, plus, they set traps, crude but effective traps such as pits covered in leaves, falling logs, and are very accurate with thrown objects and ... substances.
Su-monsters do occasionally throw rocks, but they don't build pit traps or anything of the sort, though they are smart enough to use an existing trap they know is there as they chase or ambush their prey.
In appearance a Su-monster is a large monkey with more of a quadroped build with filthy gray fur that darkens to black on the head, the face and tail are always black, while the grey fur varies with those who live underground being quite pale, and those living in deep forests being almost black. The skin on the hands is deep red, almost looking like they are perpetually stained with blood, the rest of their skin is a dull and ashy black, they have wicked claws and their rounded, ape-like muzzles are full of sturdy fangs. They have a very strong prehensile tail and fully opposable thumbs. Adult males are 5 feet tall and appear starved and thin, weighing around 60 kilograms or up to 130 pounds, females are slightly smaller and have shorter fur on the shoulders and head with a hairless face, although older males also have no fur on the face. While the lifespan of the Su-monster can be up to 30 years, they rarely live that long, thanks to their violent lifestyle.
Su-monsters live in an extended family group called a Cadre or an  Enclave, there may be a dominant male, but its common enough for rival dominant males to kill each other, so Cadres with no leader are common and their social behavior is best described as chaotic and occasionally brutal, yet in matters of mating, they tend to form mating bonds for life and both males and females care for their own offspring with some devotion, the females will look after the infant for up to two years, not much is known about this behavior, but it seems clear the long nurturing period is typical of the intelligent primates and Su-monsters are no exception.
Su-monsters are often thought of as strictly tropical jungle dwellers, but that's a recent misconception, those who encounter them in the Underdark, cave networks near the surface or in dense alpine conifer forests will tell you that they always make their camp near a source of fresh water, and much like the forest canopy and natural hollows in tree trunks they prefer, even in caves they will always dwell high up near the ceiling if possible, digging out alcove nests and lining them with fresh leaves, pine needles or dry moss. Su-monsters are anything but lazy and when not taking a sporadic sleep, day or night, they will be very active. There is no such thing as a relaxed Su-monster; if one of them appears placid and calm, it's definitely acting that way as part of a hunting tactic, and you are absolutely on its menu.
Su-monsters may appear starved, but that is just metabolic, they are omnivorous hunters who will eat any prey they can kill, eat and digest, the killing part is most important, Su-monsters are notoriously difficult to trap or poison because they never eat anything that is sick or dead, meaning you have to use live bait every time or they will just ignore it, also, they are very smart, so if you fail to get them the first time, switch tactics because once they figure out what you are trying to do, they will not fall for it again and most likely turn the tables and start hunting you, if they are not doing it already.
Given a choice, their preferred ambush method is to swing directly overtop of a humanoid victim, particularly those on horseback, hanging down by their strong prehensile tail, and just rip and tear the hell out of the victim's face and upper torso as quickly and savagely as possible. Hanging like that, a Su-monster attacks with all four sets of claws and that short muzzle jaw full of razor-sharp fangs.
in 5th edition it states that a Su-monster makes two attacks each round, one with claws and one with its bite, but there are exceptions to this you need to know. First, hanging upside down by its tail the Su-monster can use both hands and feet to attack, the way this is represented in the monster's stats is a simple doubling of the potential claw damage from 2d4+2 slashing damage to 4d4+2, which is simple enough, though I think it takes away the potential for more critical hits if it is attacking with advantage... and this is where two other factors come in, one is related to the monstrosities psychic abilities, the other is old school lore you don't find in 5th edition but is historically accurate for their behavior. First, the psychic attack, previously the Su-monster had a range of powers, but in 5E it's just got this attack called Psychic Crush, a rechargeable ability that requires one target within 30 feet to make a DC 11 Wisdom save or become stunned for one minute or until the victim manages to make another saving throw on their subsequent turns, if they are still alive, see the Crush inflicts 5d6 psychic damage, which most creatures have no resistance to, and being stunned in 5E means the victim can take no actions or reactions, can't move, can't save against any strength or dexterity effects, can only speak falteringly, and most importantly, any attacks against them are made with advantage, so, the Su-monster is just going to tear them apart unless they either make that save or some ally gets them the hell out of there as fast as possible, or takes out the Su-monster very fast. But wait, there's more and you won't find this in 5th edition lore, but... Su-monsters may be feral killers, but they do have strong bonds with their mate and offspring.  Females who's young are attacked gain the effect of a haste spell for six rounds, and males whose female mates are attacked will attack in a hasted frenzy for four rounds.  That means their speed on the ground, climbing or swimming increases from 30 feet per round to 60 feet, their armor class goes from 12 to 14, they gain advantage on dexterity saves and they gain an extra action each turn, normally this would be an attack, but they can also use it to make a dash action, with their speed increased to 120 feet, only infants will attempt to disengage or hide, adults will typically fight to the death.
Another favored tactic of the Su-monster is simply overpowering their prey with brute force and numbers, if they outnumber their targets they dive from their vantage points and attempt to knock victims down, holding them prone for other attackers. If a successful overbearing attack is made on a mounted character, the character takes 1-4 hp damage and must save to avoid being stunned for one round, unable to regain their feet after being thrown. Pummeling attacks are rarely used by su-monsters and only with small, hard objects, like large rocks and sticks. While they are intelligent enough to use a simple hand held weapon, they prefer to use their claws in combat, plus carrying around a weapon like that would get in the way of their mobility. One interesting change from early editions up to now is that Su-monsters will kill more than they can eat and will bury the remains of their victim that they can't eat in one session, in previous editions, this meant they buried any treasure in unmarked shallow graves, in 5th edition it states that they mark these graves with treasure from the victim, but, this makes no sense as the Su-monsters do not eat carrion, so there is no reason they would mark the location of a kill, they are not coming back to consume the rest of the body, as they don't eat carrion. What is much more likely is that they would leave the bits of treasure as a lure to an ambush.
Su-monsters are active year round and are not restricted to nocturnal activity like the Kech are, they hunt day and night, only resting for about 3-4 hours, hanging upside down to sleep or slumbering in their tree hollow or cave alcove. True omnivores, they balance their mostly meat diet with berries, grasses, lichens and anything else edible and easy to gather in their area, they have excellent senses, very sharp vision in day or night and they have no preference for either, in the winter months their senses appear to be even more accute and they spend most of their hunting time seeking out hibernating creatures to dig out and eat. Thanks to their constant hunting, although they always look half-starved to death, they don't seem to ever run completely out of food and are even capable of tearing open rotten logs to find grubs or swiping fish from rivers much like bears do.
Su-monsters breed throughout the year and have gestation periods of about 6-7 months, with infants being born singly. The infant will cling to the mother and feed on her milk most of the time, never moving too far away from her because other members of the cadre may be far to rough and end up injuring or killing an infant that accidentally annoys them. Bitter feuds and rivalries exist in each Cadre, the youngsters quickly learn to avoid anyone behaving aggressively toward either of their parents, as they are very likely to take their emnity out on a rival's offspring, regardless of the consequences. 
Barbarians who dwell in the Snowflake mountains and the Wealdath forests call Su-monsters the Wolf-in-the-treetops or simply the Apre-Bear, they will avoid them if possible and give the creature the appropriate amount of fear and respect.
Su-monster flesh is poisonous, any who eat it will be sick for a week, during which time natural healing will be impossible for the victim. I'm not sure if you can eat Kech, but I advise against it. It's never a smart idea to eat another primate.
Finally, while they may flee combat, Su-monsters don't surrender (they have no understanding of this concept), nor can they be subdued. If captured, a Su-monster thrashes in its bonds until it is either broken free or has mortally broken itself and died; they do not live long in captivity and are nearly impossible to tame, so nobody really bothers; they simply capture them alive and throw them into gladiator pits to fight to the death for the entertainment of the crows.
Thankfully, I managed to avoid getting murdered by Su-monsters during that long trek on the way to the Spirit Souring Cathedral, I have a few more tales to tell of that journey, but in the meantime, my name is AJ Pickett, thanks for listening and as always, I will be back with more for you, very soon.

Tuesday, May 21, 2024

Homebrew Fantasy Narcotics for your Dungeons and Dragons Games


Welcome to the follow-up video to the Complete Guide to Dungeons & Dragons Narcotics. The first video featured a heap of substances found in the pages of official printed game books. What follows today is a big selection of homebrew or unofficial fantasy narcotics of the Dungeons & Dragons multiverse.
The easiest way to handle narcotics with addictive properties or otherwise in 5th edition, D&D is to use Constitution saving throws; in some rare cases, such as magical addictions, Wisdom is the attribute used for the more psychological addictions.
When characters use drugs in D&D, they experience immediate and secondary effects. The immediate effect happens immediately, while the secondary effect occurs after an hour.
Each time a character uses a drug, they must make a Constitution saving throw against the drug’s Addiction DC. Failure means they become addicted and need to use the drug regularly, usually daily.
If an addicted character misses a dose, they must make another Constitution save against the Addiction DC. Failure results in withdrawal effects, where they usually suffer disadvantage on ability checks and saving throws until they use the drug again.
To recover from addiction, the character must make a daily Constitution saving throw against the Addiction DC for 1d6 days. Success means no withdrawal symptoms for that day, and after they make it through those grueling days and nights, they overcome the addiction. If they use the drug during withdrawal, the process restarts of course.
I should note again that this is just a suggested option; nothing in this video is official content. The 5th edition rules for drugs are: You fail a saving throw and get poisoned, plus some other effect, then you save, and it ends, so even a little improvement goes a long way, I think.
From this YouTube Channel's Discord server and the depths of my own imagination come the following substances-
Wish or Miracle is a potent drug that grants miraculous fortune or healing, but it comes with a heavy price. Users often find themselves addicted and ruined. The initial effect gives you an incredible boost, granting advantage on all saving throws for an hour. However, once the effect fades, you’re left with a foggy mind, suffering disadvantage on Wisdom checks for the next two hours. Daily use becomes a necessity, or the user faces harsh withdrawals, including disadvantage on all saving throws for up to six days.
Third Eye is a drug favored by those seeking heightened perception and insight. When ingested, it grants advantage on Wisdom (Perception) and Intelligence (Investigation) checks for an hour. But the heightened awareness comes at a cost, leaving users with dulled senses and disadvantage on Dexterity checks for two hours afterward. Addiction sets in quickly, and without it, users struggle with Wisdom and Intelligence checks for several days.
Inspiration, often used by bards and artists, sparks creativity like nothing else. Inhaling this substance grants advantage on Charisma checks and performance-related skill checks for an hour. The downside is a severe crash, leaving users with disadvantage on all checks for the next two hours. Regular users quickly become dependent, facing significant withdrawal symptoms if they miss a dose.
Weave Dust is made from the very fabric of magic itself. Inhalation grants temporary sorcerous powers, allowing users to cast a 1st-level spell of their choice for an hour. However, this powerful substance heavily taxes the body and mind, leading to disadvantage on all Intelligence and Constitution saves for two hours afterward. Users must take it daily or suffer the inability to cast spells and disadvantage on all saves for up to six days.
Orangespice is a rare and potent spice that boosts physical abilities significantly. When ingested, it provides a +2 bonus to Strength and Dexterity for an hour. The drawback is a drop in constitution, with users suffering disadvantage on Constitution checks for the next two hours. The addiction is swift and severe, with withdrawals resulting in a -2 penalty to Strength and Dexterity and disadvantage on all saves for several days.
Eye of the Beholder is a rare tincture made from beholder eye fluid. Drinking it grants truesight out to 30 feet for an hour. However, the after-effects are devastating, leaving users with disadvantage on all Intelligence and Constitution saves for two hours. This substance is highly addictive, and withdrawal symptoms include the inability to cast spells and disadvantage on all saves for up to six days. Harvesting Beholder eye stalks is extremely dangerous and not for the faint of heart, plus the flesh of those other-dimensional horrors is as strong as low grade metal.
Anthusae pollen is an exotic substance derived from flowers grown by flower nymphs. It’s primarily used by wealthy women as perfume or makeup due to its calming effects on men and its ability to grant the wearer a beautiful fey-like appearance. Inhaling or applying the pollen causes mild addiction, but injecting or ingesting it can restore youth and beauty in women, with more extreme addictive effects. Withdrawal symptoms range from mild sickness and emotional instability to vivid nightmares and an obsession with beauty, potentially leading to accelerated aging and death if the nymphs were wronged in the process.
Pwll is a fae drug that, when ingested, acts like a minor suggestion spell. At higher doses, the user is forced to follow suggestions given by the one who provided the drug, even harmful ones. This makes it a dangerous tool in the wrong hands.
Dreamlily is a psychoactive liquid that smells and tastes like your favorite beverage. Originally used to manage pain, it’s now the most abused substance in Sharn. Dreamlily dens are common, and users experience euphoria and remarkable resistance to pain, with the downside of being poisoned for an hour. While poisoned, they are immune to fear and can avoid death once. A dose is relatively cheap but heavily taxed, leading to a thriving black market.
Pixie Wing Tincture is made by soaking powdered pixie wings in alcohol. This liquid induces euphoria, rapid eye color changes, and erratic emotional swings. It also lowers inhibition, causing users to act on impulse, which can lead to dangerous situations. The high is fleeting, but the desire for more is strong, making it a highly addictive substance.
Centaurs are known for their connection to nature and stamina. Centaur Elixir, brewed from centaur herbs and blood, grants the user enhanced speed, allowing them to move 10 feet faster for an hour. The rush of speed leaves users with disadvantage on Dexterity and Constitution checks for two hours. Addiction is swift, with withdrawals causing fatigue and a -2 penalty to Dexterity for several days.
Demon's Draught is a fiery liquid distilled from the blood of fiends. Drinking it grants the user resistance to fire damage and advantage on Intimidation checks for an hour. The infernal essence lingers, leaving users with disadvantage on Wisdom and Charisma checks for two hours. Addiction is fierce, with withdrawal symptoms including intense rage and a -2 penalty to Charisma for several days.
Mermaid's Whisper is a rare potion rumored among fishermen and mermaids. Made from enchanted seaweed, it grants the user the ability to understand and speak Aquan for an hour. The magical effect leaves users with disadvantage on Wisdom and Intelligence checks for two hours. Dependency is swift, with withdrawal symptoms including longing for the sea and a -2 penalty to Wisdom for several days.
Necrotic Ichor is harvested from the decaying flesh of powerful undead creatures. Ingesting this ichor grants the user resistance to necrotic damage and advantage on Intimidation checks for an hour. The vile nature of the ichor, however, leaves users with disadvantage on Constitution and Charisma checks for two hours afterward. Addiction is swift and severe, with withdrawal symptoms including constant chills and a -2 penalty to Constitution for several days.
Mindflayer Extract is derived from the cerebral fluids of mindflayers. Drinking this extract allows the user to cast the detect thoughts spell once within the next hour. The alien essence of the extract leaves users with disadvantage on Intelligence and Wisdom checks for two hours afterward. Addiction is fierce, with withdrawal symptoms including migraines and a -2 penalty to Intelligence for several days.
Void Essence is a viscous fluid extracted from creatures of the Far Realms. Ingesting it grants the user resistance to psychic damage and advantage on saving throws against fear for an hour. The eldritch power is disorienting, leaving users with disadvantage on Charisma and Dexterity checks for two hours afterward. Dependency sets in quickly, and without it, users experience nightmarish visions and a -2 penalty to Charisma for several days; their gaze has a typically exhausted and haunted look with dark rings under the eyes.
Changeling Essence is made from the essence of changelings. Drinking it allows the user to mimic voices perfectly for an hour. The fluidity of identity strains the mind, causing disadvantage on Intelligence and Charisma checks for two hours afterward. Regular use leads to dependency, with withdrawals causing identity confusion and a -2 penalty to Charisma for several days.
Half-Elven Ambrosia is a sweet nectar distilled from the facial hair of half-elves. Drinking it grants the user a +2 bonus to Charisma and advantage on Persuasion checks for an hour. The charm wears off quickly, leaving users with disadvantage on Wisdom and Constitution checks for two hours. Addiction is common, with withdrawal symptoms including melancholy and a -2 penalty to Charisma for several days, plus a rash on the underside of the jaw and sides of the neck.
Volcanic Ash Brew is a potent drink brewed from volcanic minerals and fire newt scales. Ingesting it grants the user resistance to fire damage and advantage on Strength checks for an hour. The heat lingers, causing disadvantage on Constitution and Dexterity checks for two hours. Addiction sets in quickly, with withdrawal symptoms including severe sweating and a -2 penalty to Constitution for several days.
Eladrin Elixir is brewed from the spinal fluids of the celestial fey elves. Ingesting the milky fluid allows the user to teleport up to 30 feet once within the next hour, similar to the misty step spell. The fey magic lingers, causing disadvantage on Intelligence and Wisdom checks for two hours afterward. Dependency develops swiftly, with withdrawals causing confusion and a -2 penalty to all Intelligence checks for several days, though addicts tend to deny these symptoms and are more aggressive than usual. You can thank a Lizardfolk shaman named Gurgizz for this invention, among other, even more disgusting salves and slimes created from the fat and brain tissue of murdered fey folk. If you never concern yourself with where your wondrous substance comes from, then Gurgizz does make some very reliable products suitable for adventurers needs.
Frog Throat Swill is drawn from a cursed, ancient pond. Drinking it grants the user the ability to breathe underwater and advantage on Stealth checks while submerged for an hour. The curse leaves users with disadvantage on Constitution and Charisma checks for two hours and a green shade to the whites of their eyes. Addiction develops quickly, with withdrawal symptoms including persistent coughs and a -2 penalty to Constitution for several days, plus they may develop warts.
Gnomish Brew is a concoction made by gnomish artificers but originally stolen from a Thri-Kreen alchemist on an extremely dry and nasty world one of the Gnomes visited briefly during a dimensional laboratory accident. Drinking it grants the user advantage on all Intelligence-based skill checks for an hour. The mental sharpness fades, leaving users with disadvantage on Dexterity and Constitution checks for two hours. Addiction sets in quickly, with withdrawal symptoms including headaches and a -2 penalty to all Intelligence checks for several days but the urge to speak rapidly remains, resulting in stutters, gibberish and slurring.
Astral Dream Dust is a rare substance known among the Githyanki. Made from the dust of astral diamonds, it grants the user the ability to cast plane shift once within the next hour. The otherworldly power is disorienting, leaving users with disadvantage on Intelligence and Wisdom checks for two hours. Dependency is swift, with withdrawal symptoms including vivid, disorienting dreams and a -2 penalty to Wisdom for several days, the addict may develop elaborate conspiracy theories that are harmless but annoying to listen to.
Doppelganger Serum is synthesized from the blood of doppelgangers. When injected, it grants the user the ability to change their appearance as per the disguise self spell for an hour. The shifting magic causes disorientation, leaving users with disadvantage on Wisdom and Constitution checks for two hours. Addiction develops rapidly, with withdrawal symptoms including paranoia and a -2 penalty to Wisdom for several days, a severe allergy to salt and an inability to gain the benefits of a long rest without using magic or narcotics to get the addict to sleep.
Aarakocra Feather Tonic is created from the feathers of Aarakocra. Drinking it grants the user the ability to cast feather fall once within the next hour. The aerial magic leaves users with disadvantage on Dexterity and Constitution checks for two hours. Addiction develops rapidly, with withdrawal symptoms including vertigo and a -2 penalty to Dexterity for several days, this was orignally created by a Kenku sage named Hraas obsessed over reclaiming his people's lost ability to speak and create original thoughts, but he ended up creating the feather tonic as well as a few other feather based substances, never quite achieving his true goal.
Divine Nectar: This rare liquid is collected from the blossoms of celestial plants found in the Upper Planes. When consumed, it fills the user with a sense of profound joy and divine energy, granting temporary invulnerability to disease and poison. However, addiction can lead to a deep sense of loss and emptiness when not under its influence, causing severe depression and yearning for the divine presence. Gathering nectar is not illegal in the outer planes, but narcotic use is not tolerated, usually being the sign of a much deeper problem that needs addressing in an addict.
Dreamleaf Brew: Brewed from the leaves of the rare Dreamleaf plant, this potion induces vivid, euphoric dreams and enhances creativity. Users often feel inspired and enlightened. However, overuse results in an addiction to the dream state, making it difficult to distinguish dreams from reality, leading to long-term cognitive impairments. Oddly enough this exotic tea was discovered accidentally by Drakonis of Murghom, a dragon blooded sorcerer who was obsessed with harnessing the full power of his draconic lineage. He delved far and wide for some external enchantment, but eventually discovered that it was internal enhancements that were the key. His original brews were not great and he got a lot of quite serious injuries and by the time he perfected Dreamleaf brew, he prefered to spend all his time under it's effects, rather than struggle to live with his many permanent physical and mental afflictions.
Enchanter's Essence: This shimmering liquid is derived from the essence of enchanted objects, providing a significant boost to enchantment spells and abilities. It grants users heightened charisma and persuasiveness. Addiction, however, causes a dependency on the essence to feel confident and capable, leading to paranoia and loss of self-esteem when not in use. The interesting technique of creating the essence is thanks to the work of Lyria of Yoodoon, a largely unknown colony of Tritons who serve a storm giant near the Moonshae Isles; Lyria worked out that certain light when streamed over magic items could create an aura that was able to be siphoned off and distilled using some delicate lenses first designed by Karsus of the late great Netheril empire.
Earthblood Tincture: Extracted from the veins of living earth elementals, this potent tincture grants enhanced physical strength and a deep connection to the earth. Users feel grounded and resilient. Prolonged use leads to addiction, causing the user to crave physical contact with the earth and suffer from severe withdrawal symptoms like tremors and muscle weakness. This tincture is easily available from the City of Brass and is a growing problem among the Efreeti population there. It was first created by a Svirfneblin Deep Gnome named Nolgrimmer at the time, who was experimenting with elemental blood, as he called it, to help extract rare elements from ore samples. He eventually went mad from inhaling mercury fumes, but not before transforming one or two metallurgical techniques that have benefited many Deep Gnomes.
Sorcerer's Mist: A vapor created through complex alchemical processes involving arcane reagents, this mist enhances spellcasting abilities and magical resilience. Inhaling it provides a surge of arcane power. However, it is highly addictive, with users experiencing severe withdrawal symptoms, including a loss of magical control and sporadic bursts of uncontrolled magic. This vapor was created for an entirely different purpose some time ago by a Changeling named Whisper who sought to unlock the deep memories of victims as he read their mind telepathically prior to assuming their identity after their murder. The mist has had a turbulent history on many different worlds since then, having gained popularity in the interdimensional markets of the City of Brass and Sigil, the city of Doors. Versions of Sorcerer's Mist show up all over the place, the complexity of it's creation means that the end products differ in exactly how the surge of power manifests, and there is more demand for some than others.
Ethereal Dew: Collected from the condensation of the Ethereal Plane, this dew grants the ability to walk through walls and see into the Ethereal Plane. Users feel a sense of ethereal lightness and freedom. Addiction causes users to become increasingly detached from the Material Plane, with a growing inability to interact with solid objects and people. The first Dew created was formulated by the Minotaur philosopher Ruratona from the Labyrinthe of Crethus, it not only gained his freedom from a maze trap, it protected him from the gaze of a deadly medusa who had been sent into the maze to kill him. Ruratona's grandson was a notorious addict of the Ethereal Dew and eventually left the material plane to dwell in the border ethereal realm for the rest of his life, writing haunting poetry.
Clockwork Serum: A liquid derived from the intricate mechanisms of clockwork constructs, this serum grants enhanced reflexes and precision. Users feel an increased sense of control and efficiency. However, overuse leads to addiction, causing the user to develop a mechanical mindset, becoming overly rigid and emotionless.
Frostbite Elixir: Brewed from the liver of the Yeti and Glacier ice, this elixir grants resistance to cold and the ability to withstand freezing temperatures. Users feel invigorated and resilient but can't shake a numb feeling in their fingers and toes, no matter how warm they get. Addiction results in an overwhelming need for cold, with severe withdrawal symptoms including fever, chills, and hallucinations of icy landscapes. There are some tales of a mighty elixer created from far more formidable yeti and the waters of the planar river oceanus that can grant a permanent resistance to cold, but also passes on a berserker curse.
Thrain Ironforge, a master rune smith, sought to craft the ultimate weapon that would ensure his clan's dominance during some of the more chaotic and war torn days of the Empire of Shannatar. He ventured deep into the Underdark where he crossed a mysterious stone bridge, built long before the Dwarves settled the area, he discovered a cavern network that contained the purest ores and the most potent magical gemstones, insude one of which was trapped an indestructable octagonal plate inscribed with runic symbols that caused his mind great unease to even look at. By the time he returned to his clan his mind was deeply impacted and he could no longer communicate in any modern language, but, he had uncovered the secret to creating the Decipher Elixer, a fizzy concoction, granting the ability to understand and speak long-lost languages. Users feel a connection to ancient knowledge and wisdom. Prolonged use leads to addiction, causing an obsession with ancient artifacts and texts, and an inability to communicate in modern languages.
Azara, a tiefling warlock, made a pact with a powerful fiend in exchange for knowledge of a dark and potent brew called Basilisk's Breath: A potion made from the essence of a basilisk's eyes, granting temporary petrification resistance and the ability to partially turn objects to stone with a touch. Users feel powerful and invincible. However, addiction leads to a craving for the sensation of stone, with severe withdrawal symptoms including rigidity and paralysis. Azara was eventually found in a petrified state inside her lair, surrounded by the petrified collection of hundreds of different animals, monsters and more than a few of her enemies.
In the depths of the Nine Hells, an infernal alchemist named Baelgor concocted Necrotic Ichor: A dark, viscous liquid collected from the underworld, granting the ability to sense the presence of the undead, control minor undead and resist necrotic damage. Users feel a sense of dark power and control. Prolonged use leads to addiction, causing a dependency on necrotic energies and a gradual transformation into ghoulish obsession with undeath, leading to addicts seeking this path to what they consider immortality.
Solstice Serum: Brewed only during the summer or winter solstice, this serum grants a powerful surge of energy and harmony with the magical energies of the weave. Addiction results in a dependency on the serum to feel energized and aware of magic flows, with severe withdrawal symptoms including lethargy and disorientation, plus a sense of profound loss. In a rare collaboration, the dwarven alchemist Thorgrim Grimnatson and the elven enchanter Elion of the Muskwood created the first Solstice Serum, it can only be made with moonlight collected by spidersilk dew collected on a perfectly polished  mithril mirror forged by both enchanter and alchemist with great difficulty and care.
In the heart of the mist-shrouded mountains, an ancient Tiefling alchemist named Elrikus stumbled upon an ancient tome while searching through forgotten ruins. The tome detailed the process for creating Heaven's Ambrosia: This golden liquid is distilled from the essence of a celestial being's tears. When consumed, it grants a euphoric sense of peace and clarity, making the drinker feel invincible. They gain temporary immunity to fear and charm effects, but become hooked on the stuff, their eyes become very bloodshot from frequent use and withdrawal symptoms including severe depression and hallucinations. Elrikus spent decades deciphering the cryptic language and gathering the vanishingly rare ingredients. He succeeded, but the ambrosia’s addictive nature corrupted his mind, leaving him a hollow shell consumed by the quest for more divine essence.
Glowroot Elixir: Made from the roots of a bioluminescent plant found in deep forests, this Gnomish recipe emits a soft, glowing light. When ingested, it enhances night vision and grants a sense of calm and heightened senses. Overuse leads to an addiction where the user craves darkness and isolation, becoming increasingly sensitive to light, despite this risk, it is common enough that Gnomes add it to cocktails at fancy dinner parties.
Arcane Dust: This fine powder is created by grinding down fragments of ancient magical artifacts. Snorting it provides a burst of arcane energy, enhancing spellcasting abilities for a short period. However, prolonged use leads to a dependency and a gradual loss of one's innate magical abilities when not under its influence. Not to mention the dangers of meddling with strange and ancient magical artifacts that may not be as deactivated as you think. 
Fireheart Essence: Extracted from the heart of a fire elemental, this fiery liquid is both dangerous and potent. Drinking it grants resistance to fire and a temporary boost in physical strength. However, it also causes a burning sensation and an insatiable desire for warmth, leading to an addiction that can drive users to madness.
Wizards' Whisper: Created by alchemists through dangerous arcane experiments, this silvery potion enhances mental acuity and telepathic abilities. It allows users to read minds and communicate telepathically. Addiction results in paranoia and the inability to distinguish between their own thoughts and those of others. Severe addiction can be staved off by eating the powdered toxin found in the skin of the amphibian Grung people, reclusive and located in deep tropical jungles.
Zarathor, a warlock with a thirst for forbidden knowledge, made a pact with a shadowy entity from the Far Realms. In exchange for his soul, the entity revealed the formula for Astral Drift: This shimmering liquid is collected from the ethereal residue left by travelers between planes. Consuming it grants the ability to phase through solid objects and enter the Ethereal Plane temporarily. Users become addicted to the sensation of weightlessness and detachment, eventually losing their ability to stay anchored in the Material Plane. Zarathor became a formidable sorcerer, but the Astral Drift liquid's influence twisted his reality, causing him to lose his sanity. 
Golem's Grit: A gritty powder made from the crushed cores of defeated golems. When ingested, it grants enhanced physical durability and resilience. However, it also causes the user to gradually lose their humanity, becoming more mechanical in thought and action, and leading to addiction with a craving for rigidity and order. It became quite a popular sporting past time in the Sembian capital of Ordulin, but increasingly across the wider reaches of Faerûn all the way to Waterdeep to create these humanoid-shaped fighting dolls that stood about one foot tall with a little sword and shield, they went through a lot of them as they fought for the crowd's entertainment and someone figured out how to turn their wasted magical cores into a narcotic. You can still buy the fighting dolls through Aurora's Whole Realms Catalog for seven gold coins each.
Desert Mirage: A rare liquid found in the heart of magical deserts, this potion grants the ability to see through illusions and mirages. Users feel an overwhelming sense of clarity and truth. Addiction leads to constant hallucinations and an inability to perceive reality accurately, as they become dependent on the potion for clarity. This liquid is traded by the Bedine people of the Anuaroch desert to Jann emmisaries from the distant lands of Zakhara for very rare spices and delicately crafted metalware. 
Pharaoh's Blessing: An ancient potion recipe from a long-lost civilization, granting temporary control over minor undead. It provides a sense of power and control. However, users develop a craving for necromantic energies and a disturbing fascination with death and decay, leading to dangerous behavior and addiction. The hag Morgatha concocted this from the venom of cursed serpents and the essence of dark magic found in the unhatched eggs of black dragons and the powdered remains of mummified organs retrieved from ancient canopic jars. Morgatha used the potion to dominate her territory, but her own consumption led to her downfall as she turned into a necromantic monster obsessed with murder, eventually destroyed by those she terrorized as they set loose her other nightmare creations to feed on her body and soul.
Saint's Tears: Collected from sacred relics, this holy water grants healing and protection from evil creatures. Drinking it makes the user feel divinely blessed and invulnerable. Overuse leads to an obsessive need for the substance and a gradual weakening of their own natural defenses and resilience. This was originally developed by a Netherese explorer named Thalmar, later something of a detractor to the new shadow magic trend in Netheril towards the end of the empire's days, Thalmar was a scholar of the ancient alchemy of the Yuan-ti and he developed a variant on a dangerous black potion called "Phoenix Blood". This potion could  rejuvenate the body and grant temporary immortality. Driven by a desire to preserve his life’s work, Thalmar created and consumed the draught regularly. However, the addictive nature of the potion caused his body to deteriorate rapidly when not under its influence. Thalmar's endless pursuit of the draught’s fleeting immortality left him a shadow of his former self, constantly teetering on the brink of death.
Chimera's Breath: A potent gas harvested from the lungs of a chimera. When inhaled, it grants the user multiple physical enhancements, such as strength, speed, and night vision. Addiction causes the user to develop bestial traits and a growing loss of their human identity, leading to uncontrollable urges and behavior.
This is related to a legendary Dragon's Breath Elixir. Xarvorth, an ancient dragon with a vast hoard of knowledge, discovered the secret to creating an elixir granting the ability to breathe fire and enhancing physical prowess. Xarvorth shared this knowledge with a select few in exchange for their loyalty. However, those who consumed the elixir became fiercely addicted, their bodies gradually transforming into draconic abominations. Xarvorth’s experiment ultimately led to the rise of a new breed of twisted dragonkin, loyal but grotesque and thankfully short lived and infertile.
In an ancient, crumbling tower, the reclusive wizard Malkor discovered a hidden chamber filled with scrolls detailing lost arcane practices. Among them was the recipe for Shadowfell Shroud: A dark, viscous liquid from the Shadowfell, granting the ability to become invisible in darkness and heightened stealth abilities. However, users become addicted to the feeling of being unseen and start experiencing intense fear of light and exposure, eventually losing their ability to operate in daylight. Malkor was later killed by a group of Darkling assassins who destroyed as much of his work and samples as they could find before returning to the Shadowfell.
Phoenix Ash: Ashes from a phoenix's rebirth, mixed into a potion. Drinking it grants regeneration and temporary invincibility to harm. Addiction causes users to seek out danger recklessly, craving the sensation of being reborn. Prolonged use leads to an inability to heal naturally and dependence on the substance.
Eclipse Elixir: Brewed only during a solar eclipse, this rare potion grants temporary power over shadows and darkness. Users feel empowered and cunning. Addiction leads to a need for darkness and an aversion to light, with severe withdrawal symptoms including blindness and extreme sensitivity to sunlight.
Spellscour Residue: Collected from the residue of powerful spellcasting events, this unpredictable substance is a vivid metallic purple ooze that feels a lot heavier than it is, the users eat this goo and gain greater power from drawing on the weave of magical energies, however the side effects can result in outbursts of wild magic and confusion. Addicts will seek out places where a lot of spell casting is taking place so they can get their fix. Thalassia, a merfolk scholar from Seros, the Sea of Fallen Stars, discovered Spellsour Residue during her investigation and research on the lost secrets of Liquid Magic from the fallen Empire of Netheril, her secret recipe was highly sought after. However Thalassia herself became a recluse, hopelessly addicted to her own residie creation.
These sort of substances can add interesting tools for players, provide great story hooks, flesh out the lore of your games world setting and can be a lot of fun! If you would like more videos like this or perhaps a look into the land of Kara-Tur where Alchemists try to make themselves immortal by taking lethal amounts of deadly liquid mercury and arsenic! Either way, thanks for listening, my name is AJ Pickett and as always, I will be back with more for you, very soon.

Saturday, May 18, 2024

Suturefly Dungeons and Dragons lore from Tome of Beasts


Variety is the spice of life, and the meat and potatoes for the adventuring sage.
On a distant world named Midgard there lives a kind of insect that I think surely must have come from one of the lawfully aligned other planes of existence and been transported to other dimensions just because of its usefullness.
That insect is called the Suturefly, it has many other titles, stitchbug, tyrant fly and deathweaver are among them, the Suturefly at rest, perched on some plant is quite good at blending in, their long body is mostly a drab green color with their wings folded back, something that dragonflies don't generally do, as that is what the Suturefly most resembles, comparisons are handy, they do look like larger dragonflies except they have three pairs of wings, which have a brighter orange color that is on display when the wings are in use, with a transparent stripe just before the tip of each wing. While six inches or fifteen centimeters doesn't sound big, its certainly large for a flying insect coming right at your face at high speed, believe me, some rumours persist about giant specimens found in deep, ancient woodland like the Old Margreve forest with ten foot wingspans, but those are most likely not naturally that size and serve as battle mounts for some of the more dangerous fey folk. I am not about to venture into the deep Margreve to find out for myself, not unless I am invited. I intend to make it into the deep forest at some point, those fey are just one thing I care to learn more about, and pass those details on to you, of course.
The local people if Midgard are a very diverse lot, one group I was eager to meet were the Halflings, and sure enough, it was during one of their rare legal trials that I happened to wander into their community center, which was also a general goods store of some size that remained open for business while all the local halflings decided the fate of some halfling farmer who had stolen a bunch of sheep, which would not have been a big deal, but people got hurt bringing the matter to justice and he was also on trial for assualting the local wardens, a much more serious offence as those wardens were the much loved sons of the local folk hero and, it so happens, the local magistrate. Despite that conflict of interest, it was a fair trial and it turns out the wardens did goad the sheep rustler and threatened his family. I was shocked to hear the young warden admitting this, I mean, there is honest and then there is admitting behavior that might get him removed from the local wardens... curious, I got in among the crowd to get a better look at what was going on, and that was when I saw and heard the hovering Sutureflies, each of them was flying just above a little decorated wooden coffer that they had been released from, I couldn't see any physical thing keeping them hovering there, so perhaps they were enchanted and under someone's control.
Fascinated and having never seen them before, I nudged a local and asked what they were and why they were there, as they looked pretty, but kind of dangerous.
Oh yes, I was assured, they are very dangerous, the Suturefly can kill you, sure enough.
I couldn't believe the outcome of this trail could mean death though, and I was right, the local shook his head, no no, he might get banished but its likely here he just has to do some community service, like road work or mending the stone fences around the paddocks. The Sutureflies were there to ensure that everyone told the truth as they attack anyone who tells a lie near them. This was stunning news! Were the insects intelligent? No not really, they have the same behavior as Dragonflies, though they don't reproduce around water, they are forest canopy insects who weave nests from living leaves to protect their eggs. They eat large figs that have caustic juice but are not acid spitters or anything, they don't even have mouthparts suitable for biting and have no harmful poison stinger, they are not coated in poison, they are just very fast, accurate and have turned their leaf weaving into a deadly weapon.
Outside of agriculture, that was about all the local knew about Sutureflies. He just said the flies knew when someone spoke a lie because these ones in the trail were of the particular breed maintained by the wardens. There were other types of sutureflies, and they detected other spoken misdeeds, such as attacking anyone who blasphemes.
How do they attack? I asked.
I needn't of bothered, at that moment the Sutureflies surrounding the sheep rustler buzzed and charged at him all at once, flying around and pestering him severely, they were attacking his head, which was twisting and jerking around, his screams became horribly muffled and he collapsed onto the ground, thrashing his legs and clawing at his face with his fingers. The two bailiffs hauled him up onto a rope-cutting bench and carefully sliced into his face with their daggers, wadding clean cloth over his profusely bleeding head.
That's how, said the local, in the dry wit of the hobbits.
Oh, 'Suture' Fly, they literally stitched his mouth, nose, and eyes closed! But that still didn't answer how they could detect a spoken lie.
The stitching behavior has a simple biological explanation, it is clear that the weaving prowess of the insects is how they choose their breeding partners and, much like the peacock's tail, has resulted in a very extreme ability to weave objects together using nothing more than piercing the flesh repeatedly and threading a loop of the target's own skin through the previous hole. Contact with the insect causes these skin loops to blacken, shrink and draw the stitch closed tightly, it requires careful attention to cut open these suture stitches and is intensely painful for the victim, who may not be able to breathe while this is being done, so sometimes it's necessary to stab a breathing hole in their windpipe to save their life.
But, how do they detect lies, or other verbal offences? 
Turns out, there was no complex biological reason for that, they were essentually granted this power by the gods, which is not that uncommon on Midgard, the gods play quite an active role there, including having children with mortals and often physically manifesting among them. Midgard is not a planet, its a gigantic disc of land floating on a sea of living stars, the land has powerful ley lines the locals use for a lot of their magic and all of them seem to know that they live on a flat surface, with mountains and all that stuff, but they are fine with the fact their world has an actual edge and no, they have no idea what is on the underside of their world. Such environments are not that weird, the Old Ones seem to have had a phase where they made a lot of Discworlds for some reason, who knows? The old ones are mysterious, very mysterious, beware that mystery, for that is how they hook you into a descent into obsessions and madness.
Midgard has humans, dwarves, elves, kobolds, minotaurs and gearforged, plus centaurs, gnolls, gnomes, goblins, tieflings and hobbits, it also has a dragon empire and a rich history. The Midgard world setting was written for the Pathfinder ruleset and was created by Wolfgang Baur, a prodigious writer in the RPG industry, he published it originally in 2012 and you can pick up a PDF copy for twenty bucks on DrivethruRPG. All of the Tome of Beasts books and the Creature Codex are written for Pathfinder, have now been fully converted to 5th edition D&D versions with notes on how they fit into the midgard setting, but you can pop them into your game setting as you see fit. There are hundreds of monsters, creatures and such to cover, so if you are interested in more monster ecologies and lore explorations, and expansions for kobold press books, let me know in the comments below the video.
If you happen to frequent the DnDBeyond web site, you can purchase access to the Tomb of Beasts volume one, it says, and I quote "Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black-banded sutureflies, for instance, detect curses and religious blasphemies. When attacking, sutureflies dart from hiding to surprise opponents. Once they sew someone’s mouth closed, they target the same victim’s nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents’ mouths, eyes and noses closed or until they’re destroyed." and I see here that they are also known to sew the eyes of Dryads shut to protect them against the evils of Civilization.
What twisted being enchanted an entire species and numerous sub-species to use their weaving ability with such ferocity? I am thinking its a fey lord of some kind, not Baba Yaga, but probably someone or something just as formidable.
The Tomb of Beasts lists the Suturefly as a Tiny Beast without evil intent, I think they would work just as well as a swarm for higher level player characters, it would give them a bit more agility as they would be able to occupy the same space as another creature. Sutureflies have an armor class of 12, 10 hit points, a flight speed of 40 feet per round, they can make one Sew action each round, +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Dexterity saving throw or the suturefly sews the target’s mouth, nose, or one of its eyes closed (the suturefly’s choice). With supernatural speed, the suturefly repeatedly pierces the target’s face, each time threading a loop of the target’s own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. If a target’s mouth is sewn shut, it can’t speak. If its mouth and nose are sewn shut, it can’t breathe, and if both eyes are sewn shut, it is blinded. A creature, including the target, can take its action to cut open one of the sewn orifices by succeeding on a DC 12 Dexterity check with an edged weapon or tool.
They have +4 to stealth checks, and make them with advantage while in forest terrain. They will rest high up on a tree trunk just below the leaf canopy and watch you... waiting and listening.
So, you know, carefull with the idle banter while walking through deep forests, you never know who or what is listening.
My name is AJ Pickett, thanks for listening and as always, I will be back with more for you very soon.

Tuesday, May 14, 2024

Song of Yondalla


Together bond, the old and young
Beneath her gaze, our songs are sung.
Yondalla, keeper of the flame,
In every heart, she plants her claim,
Nurturer of the roots we grow,
Yondalla's love, forever flows.
In fields of gold, where dreams unfold,
Yondalla's grace, for young and old.
Nurturing all, with love untold,
Her light shines bright, in hearts so bold.
Guarding homes for every kind (every kind)
The bountiful goddess, she's so divine (so divine)
In her grace, a feast unfurls
She weaves the magic, in our world (in our world)
Guarding homes, she blesses all
The merry hearts, from the big to small (big to small)
Goddess of love, hear our call,
In your light, we stand tall.

Yondalla, (Yondalla), Yondalla, (Yondalla), Yondalla, (Yondalla)!

Saturday, May 11, 2024

Complete Guide to Dungeons and Dragons Narcotics


First a little clarification on this video, all the substances I talk about today are from official printed sources and I will be telling you which ones as I go, and I have provided time stamps and this video has a captioned script available so it is easier to use as a reference archive if you are planning games or reading old adventures and want to find info on a specific narcotic. Some of the substances are more often encountered as poisons, but, narcotics are poisons, or a specific use of a poison, as they say, take too much of anything and it can kill you, even water.
Obviously, none of the drugs in this video are real, they are made up for fantasy roleplaying games and the depictions of their use, if any, are purely for educational purposes, my channel is an educational channel after all, for what it's worth.
OK, that might keep Youtube off my back, now that's said, lets talk drugs.
In the seedy realms of Dungeons and Dragons, the pricing of narcotics varies widely, reflecting their rarity, potency, and often their mystical or otherworldly origins. Basic Narcotics are affordable to the common folk, ranging from a few silver pieces to a hundred gold coins. Moving up the scale, Common narcotics fetch prices between 20 to 500 gold coins, while uncommon varieties may cost anywhere from 150 to 2000 gold coins. Rare narcotics, with their potent effects and scarcity, command prices in the thousands of gold pieces. Very Rare narcotics are coveted treasures at the top end of the spectrum, exchanged for tens of thousands of gold coins or even more for those with legendary properties. Many of these substances are unique or otherworldly, adding an air of mystery and allure to their acquisition.
A set of familiar terms and mechanics governs the effects of narcotics on player characters in Dungeons and Dragons games. "Onset" refers to the timing of a substance's effects after ingestion, while "duration" indicates how long those effects last. The effects encompass physiological and psychological changes, from temporary enhancements to attributes or alterations in perception to potentially incapacitating states.
After the primary effects wear off, characters may experience lingering consequences, known as "after-effects." These can include hangovers, withdrawal symptoms, lethargy, or even long-term injury. Recovery, then, refers to the time it takes for a character to return to their normal state after the effects of the substance have worn off.
In addition to the immediate effects, there is the risk of addiction. Characters who regularly consume narcotics may develop a dependence, leading to compulsive behavior and adverse effects if the substance is not regularly consumed. This adds an element of risk and consequence to substance use in-game, impacting not only the individual character but also the social climate and, likely, the legal landscape of the game world.
While narcotics may offer temporary benefits, long-term use often brings more harm than good. Characters may suffer from exhaustion, social stigma, and legal consequences and be entangled in criminal activities. Thus, while the allure of these substances may be strong, the wise adventurer considers the costs before indulging.
There are several options for representing narcotics use, intoxication, and recovery mechanics in 5th edition Dungeons and Dragons. One approach is to utilize the rules and guidelines provided in earlier editions of the game, adapting them to fit the mechanics of 5th edition. Alternatively, Dungeon Masters may create custom rulesets tailored to their campaign setting, drawing inspiration from the lore and themes of the world they've crafted.
For example, a Dungeon Master might introduce a system of addiction mechanics, with rules governing the onset of addiction, the severity of withdrawal symptoms, and the consequences of long-term substance abuse. They could also develop rules for intoxication, with mechanics for impaired abilities, altered perceptions, and potential penalties during gameplay.
In terms of recovery mechanics, Dungeon Masters might implement rules for overcoming addiction, with guidelines for treatment, rehabilitation, and the gradual reduction of withdrawal symptoms over time. They could also introduce narrative elements to reflect the character's journey toward recovery, such as seeking out support from allies, undergoing therapy or magical healing, or confronting the root causes of their addiction.
Ultimately, the goal is to create a gameplay experience that is both immersive and meaningful, where the use of narcotics is not only a plot device or a source of temporary bonuses but also a dynamic element that shapes the narrative and challenges the characters to confront difficult choices and consequences, it also adds a lot more flavor to your world-building. Players don't just interact with narcotics as something they consume; they can also create, trade, and transport the stuff; in many shady places, drugs are as good as currency and are welcome trade goods that can earn a lot of profits.
OK, let's tour Dungeons and Dragons history and examine as many narcotics as we have time for. Check the timestamps in the video description text to find specific drugs you need information on, or you can click on a part of the video to pick a random drug if you find that useful. It certainly helps my YouTube analytics when you do that, so thank you.
First up is Alchemist's Mercy from issue 280 of Dragon magazine, titled 'Better Living Through Alchemy'. Alchemist's Mercy is a common, ingested, non-addictive fine powder that is mixed with juice or water to provide a surefire hangover cure. However, it often causes an outbreak of hiccups and tastes horrible.
Alindluth is found in the pages of Ed Greenwood Presents Elminster's Forgotten Realms, published in 2012; it's a pain-killing drug that is drunk to remove all sensations of pain and nausea; it also prevents a body from going into shock. Too much use of it can cause unconsciousness for long periods of time. It is addictive but, thankfully, a rare substance, as addicts can react violently when deprived of it completely.
Arthorvin is from 3.5 edition's 'Unearthed Arcana,' a fragrant grey powder mixed into a drink, quite addictive, made from rare magic plants; the drug is a treatment for anxiety, mood disorders, and dissociative disorders. When taken in large doses, it is likely to cause them. More than three doses of the drug within 24 hours can suffer the same effect as a feeble mind spell, and the effect of the drug causes a general detachment and numbing of emotions, but, in some cases, it can cure insanity.
Azuldust, also known as Phantomdust, is made from cacti found in Azulduth, also known as the Lake of Salt in southeast Faerun. It is a gray, fine-grained dust normally carried in small paper envelopes. It is often used in attempts to contact the ethereal plane, for inhaling the powder can allow one to glimpse nearby ethereal creatures. Azuldust can temporarily blind and disable its users. It is thus popular with rogues and assassins who want to quickly discourage those who interfere with their work, throwing a pinch of the dust in an opponent's face. If the attack is successful, the target must save or inhale a dose that delivers a sudden rush of uncanny awareness as the scales of reality seem to fall from their eyes, and they can see into the border ethereal realm for a few hours. However, this is extremely stressful for the body, and if the drugged individual fails a second save, they will only be able to see the border ethereal realm and be blind to the real world around them until the drug wears off. You can find this drug in the Lords of Madness sourcebook.
Baccaran is a recreational drug. It is a dried powder, sometimes left as a paste. It has many difficult-to-find ingredients. When chewed, it enhances wisdom but makes one vulnerable to illusions and mind-controlling powers. Baccaran first appeared in the 'book of Vile Darkness'.
Bigwig Mushroom from the adventure titled 'Out of the Abyss' have a thin stem topped by a purple cap. Each can grow to about four inches or ten centimeters tall and consuming just one will cause a person to double in size and gain an eightfold increase in mass for an hour. A few minutes before the effects wore off, the consumer feels a slight tingling before reducing back to normal size. Bigwigs are faerzress-infused fungus found only in the Whorlstone Tunnels below the duergar city of Gracklstugh and they lose their potency the further they are taken from that area.
Bitterleaf Oil: This salve is used by kobolds and other scaled creatures to keep their scales healthy and shiny. Don't sell the wrong brand to the wrong customer, as they take offense at that easily. Each bottle holds enough for 10 applications for a small creature. If the oil is used daily, it staves off shedding their skin indefinitely. In addition, on any day the oil is applied, the creature will heal particularly well, given a full night's rest. You can find bitterleaf oil in Races of the Dragon.
Black Lotus Extract comes from the 4th edition's sourcebook, Heroes of Shadow. This powder is mixed into a thick, dark blue oil that becomes invisible once applied to a surface, such as a dagger blade. Made from the legendary black lotus flower, the extract is a potent contact poison. Black lotuses bloom only once every three years, growing only in shadowy places such as caves, swamps, and riverbanks.
Blacktooth Fungus Paste was described initially in 'Forest of Blood,' an article from Dungeon Magazine, issue 103; a rarely consumed drug, it is often forced on victims by cultists or maniacs who aim to turn their victims into near mind-wiped, feral beasts. Blacktooth grows on cavern walls or trees in wet areas as a shelf fungus in the Silver Marches region of The Forgotten Realms; it smells like wet animal fur and is white with blackened edges. Eaten raw, it causes nausea; when ground into a paste, the toxins are greatly enhanced and stain the teeth grey, eventually black if the victim survives that long as they stay in a highly aggressive state for longer periods the more doses they accumulate.
Redflower Leaves, when crushed and eaten, can enhance hand-eye coordination by way of an obsessive, fixed attention state of the intoxicated user; the tiny red bog flowers are not very addictive and cost about 300 gold for a dose outside of the areas they grow, they are better fresh, the flowers dry out and lose potency so users may take too many and become sick for about a half hour, they are favored by professional fighters who need that short, ten-minute combat advantage.
Bloodpurge, from Elminsters Forgotten Realms, is found in the depths of freshwater marshes polluted by magical and nonmagical wastes, this herb can neutralize minor poisons and makes a handy pot of salve that travels well and is popular in healing kits for adventurers. Where you find Catoblepas and the folk who actually milk them for their infamous death cheese, you can find plenty of the Bloodpurge herb growing. This is not to be confused with Bloodflowers, which also created a healing salve, they were harvested to extinction by Calishite Alchemists not long after their discovery in year 234 of the Dale Reckoning calendar of the Forgotten Realms, according to Dragon magazine number 228, pg 34 in the tale of the Athalantan Campaign.
Bloodroot is the root of a little-known plant found in the deep south Mhair Jungles in the Forgotten Realms, first detailed in the adventure the 'Vampires of Waterdeep Part One: Blood of Malar,' in Dungeon magazine Issue 126. The Bloodroot is highly addictive to Vampires, not very addictive for the living though. Bloodroot enhances the taste of blood it is added to and they will pay thousands of gold for small amounts in any Underworld of any major city in Faerun. Living people who consume it feel more robust for a while, while vampires feel more charismatic but also much more vulnerable to uncontrollable rages if they smell fresh blood.
Burn Salve From the article 'Alchemy Begins in the Forest' from Dragon magazine issue 301, derived from the Muck muddle, a brown and dead-looking plant with a rank smell, common to most swamps, also called swamp dock it is never cultivated, most folks kill them off, but, those who know can boil the leaves to create a potent, smooth white salve for the immediate treatment of burn injuries.
Burrfoot's Nut Brown Ale is brought to us from the article titled 'Drunkards & Flagons,’ from Dragon magazine Issue 334, famously attributed to the halfling brewmaster named Nedelmeier Burrfoot; this recipe has been a shared favorite of halflings and tall folk alike, Burrfoot's has a similar reputation as absynthe, except its just an ale, it still has mildly euphoric properties thanks to the Burrfoot family secret recipe. Halflings claim that a flagon of Burrfoot’s will mellow even the most taciturn dwarf so long as he keeps drinking.
When leaves from the Carthagu plant are dried and then steeped in boiling water for a few minutes, they make a thin, green tea with mild medicinal use. It has a calming, relaxing effect on casual drinkers and is part of many home remedies for a variety of ailments. According to Unearthed Arcana, the drinker experiences waves of calm wash over them, removing confusion and soothing turbulent emotions. Those under the influence of Carthagu are more open to suggestion after drinking just one cup and are likely to drift off to sleep very easily.
Chaunsel is found in Elminster's  Forgotten Realms book; Chaunsel is used by thieves and individuals who have to work in near-complete darkness. It increases touch sensitivity so their fingertips can feel even the slightest detail. Applying too much will cause the area covered to go numb for several days.
Dathlil is also from Elminster's guide. It's a plant with tiny white flowers that can be consumed directly or brewed into a delicate tea, commonly taken as a hangover cure; it can be highly effective against many different types of poison, but it's not the most reliable cure.
Devilweed is from The Book of Vile Darkness, page 42, huh, same page number as Elminster's guide. Devilweed is derived from the dried and rolled leaves of the Wyssin plant, smoked like tobacco, users are strong but have numbed senses, they are easily confused and generally act in an agitated, skittish manner, it's quite addictive, also much like tobacco.
Droth from Dragon magazine issue 421 and Ed Greenwood's article 'Abyssal Trade Goods: Not a Bad Thing,' Droth is also known as Demons Blood and is a thick, black, sticky substance made from the blood of Manes and the boiled-down chitin of derghodemons. When smeared in the eyes, it cures blindness, and when eaten, it tastes horrible, but it also cures many forms of disease. When smeared on creatures or objects, it helps protect from all forms of corrosion, totally protects and repels green slime and smeared on dissolved flesh can return it from green slime to normal living body tissue.
Felsul Tree has properties very similar to those of Willow trees. Chewing the soft wood that directly underlies the bark of a felsul tree or chewing small datherthorn roots (those of purplish hue) quells nausea and deadens all mouth, tooth, and throat pain. A day's dose is about the size of your fist and is quite bitter-tasting, but some find it addictive. It's quite common in the Forgotten realms.
The Flower of the Dawn from the pages of Heroes of the Feywild is native to the Feywild and found only near the Maze of Fathaghn. When pinched, the blossom dies and releases a fragrance that instantly wakes a person up, even from magic slumber. Each blossom costs 25 gold coins, but have enough of them, and you can banish sleep in someone for a dangerous amount of time.
Green Welcome is an addictive drug from the Dungeon Magazine 145 and 146 adventure the 'Seeds of Sehan", derived from the secretions of Sehan, a slimy horror left behind by evil alien beings in ancient times, the raw slime is a contact narcotic that causes wisdom damage and intense feelings of strength, contentment and belonging, but carries the risk of a horrific transformation into a bloated, mindless plant creature oozing the addictive slime. Green Welcome is a dilute version of this substance, a gateway drug spread by cultists for their evil goals.
Green Rapture is an interesting narcotic poison from Dragon magazine issue 358, in an Ecology of the Kaorti article, we learn that the Far Realm Kaorti are masters of using their creepy black resin to create organic tools and weapons such as a device called a Wrist Lance, this delivers a dart-like an organic hand-held crossbow most commonly loaded with a pale green poison called Green Rapture, it can cause Paralysis but it also acts as a catalyst that allows the Kaorti to transform a victim into one of their own kind more easily and quickly. I don't know exactly where you would buy this stuff, but a dose of Green Rapture will cost about 300 gold coins, which is pretty expensive for a paralytic poison with less than certain results, but the name does the selling and addicts making the mistake of buying and using this stuff for fun are in for a pretty long day.
Harlthorn from Elminster's Forgotten Realms is made by boiling down equal parts of the thorns from harlthorn bush with the leaves of the weed called Hoof-leaf, its known for providing restful sleep and calming emotions such as grief or rage, soothing irritated skin and reducing the effects of delirium.
Haunspeir is found in Lords of Madness, its named after a wizard from Neverwinter and is processed into a paste that resembles tobacco, its sometimes pressed into pill form. When taken, it boosts the intelligence for a few minutes but impairs blood clotting, so wounds that slash or pierce are more severe.
Insanity Mist is found in Heroes of Shadow and is a disturbing deep purple liquid that swirls with milky colors that sometimes seem to resolve into disturbing images. It's used in the torture of psychic creaturs and as an incapacitating poison that creates a cloud when triggered and may cause madness in those who get overdosed with it.
Liquid Courage is from Dragon magazine number 344, in an article called ‘Hunting the Wyrm’. It's made exclusively by dwarves and is a very potent mushroom alcohol with milk hallucinatory effects. Made with a secret blend of different fungi, those who drink a glass feel brave, arrogant, and fearless. Each bottle contains enough for five doses.
From 3.5 edition's 'Lords of Darkness', sold as a powder or a beige-colored jelly, kammarth is made from the combination of a rare forest root and an Underdark fungus. It causes a temporary increase in speed and reaction time, basically for 80 gold coins and the risk of addiction, you get the same effects as the Expeditious Retreat spell for five minutes, however, take more than one dose in 8 hours and there is a high chance you will become temporarily and very painfully paralyzed by muscle cramps for hours at a time.
Luhix is from The Book of Vile Darkness, its made from the powdered stalks of plants that are found only in the Abyss. Users will wound themselves and dust the fresh wound with the Luhix dust; they then seal the wound with tight bindings or magical healing; this results in a minute of intense pain, then all pain goes away for up to two hours, and all attributes get a boost. Taking too much of this drug is fatal and a very painful way to die.
Mindfire is a drug made from Wild Fireclover stems, not the pretty red and orange flower clusters common to the plains and farmlands of the Forgotten Realms. It is often added to other ingested poisons. Even something as simple as adding the powder to someone's alcohol will cause them to become deeply confused for about an hour. This drug comes from Dragon magazine issue 301. 
Moon Honey from Dragon Issue 421 is actually the dung of ground worms that dwell on many Abyssal layers (and which are eaten by many demons). It is a smoky-tasting, nourishing, even rib-sticking treat to humans, halflings, dwarves, elves, and half-elves. Its name comes from its consistency and appearance (both of which are rather like the honey produced by wild bees), and the fact that when bathed in moonlight, it momentarily acquires a rough, fleeting sweetness. Moonhoney doesn’t spoil unless it is scorched in an open flame or soaked in citrus juices, and so it is an ideal trail food for wayfarers of all kinds, who can readily carve it into handy chunks. It is prized for its property of neutralizing almost all known poisons active within those who eat it.
Mordayn Vapor, aka Dream Mist, is from The Book of Vile Darkness, made of roughly ground leaves of a rare herb found in deep forests; Mordayn is so potent that it is taken by steeping a small amount in hot water and then inhaling the vapors of the resultant tea. Raw Mordayn powder and Mordayn-tainted water are deadly poisons; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace. The visions are so incredibly beautiful and poignant that addiction is assured, normal life seems drab and futile in comparison, and addicts will do anything to get more doses of the drug. If two doses are taken within the space of an hour, or if raw Mordayn powder or Mordayn tea is ingested, the drug is a deadly poison. Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time to make sure they cannot overdose on the deadly drug.
Mushroom powder from The Book of Vile Darkness, taken from a rare blue mushroom, must be inhaled. It is popular among arcane spellcasters thanks to its boost to intelligence and charisma. However, it is a mild hallucinogen, and overuse can cause permanent damage, including paralysis.
Myconid essence is an oily substance with an earthy tang. A phial about the size of a human child’s finger contains a single dose. It is an earthy-smelling oil that pours slowly, and only strong food can cover its taste. The essence spoils quickly in contact with air so must be applied to food quickly. Those dosed by it are lethargic, sapped of strength and the full use of their mind. Harvested from Myconic Sovereigns, while it can be harvested from dead Sovereigns, the cruel Drow elves prefer to take chunks from the Myconid while it is still alive.
Nilhogg's Nose from Out of the Abyss is a small mushroom that enhances the sense of smell, which can be detrimental if encountering a pack of Troglodytes, but Kobolds love the stuff. 
Nitharit poison, found in Heroes of Shadow, is only interesting because it is a poison sometimes used by severe addicts to other drugs, specifically because just touching Nitharit for a couple of minutes with bare skin will activate it; it's a clear, odorless, tasteless liquid that can be soaked into an object (if you drink the stuff it will certainly poison you severely, as the damage increases if you fail your saving throw to overcome the toxin), just holding the Nitharit will make a creature vulnerable to any subsequent poison or narcotic, losing any natural immunity or resistance they may have had or built up over time, so you can see why addicts would seek this stuff out, other than making their other addition much less expensive and dangerous, using Nitharit poison this way has no other long term side effects. 
Well known in the time of Netheril, the secret of making Panacolo was lost when that empire fell. With the return of the City of Shade, the descendants of the Netherese told the Red Wizards of the herb’s power. The Thayans have rescued small amounts of it from oases in Anauroch and have begun to sell the drug in small quantities. Panaeolo’s leathery-tasting leaves attune the user to the Weave and boost the power of arcane spells. Prolonged or excessive use can cause severe charisma damage; a single dose costs 250 gold coins.
Rhul, also known as Battlewine, is from Lords of Darkness, it's a spicy red fluid with a bitter aftertaste that causes increased physical prowess and aggression at the expense of caution and agility, a dose costs 50 gold coins, and users are prone to taking too many doses too close together, as the stamina boost from the drug staves off the exhaustion caused by the drug's side effects. This doesn't end well, as you can imagine. Addicts have overly sensitive nerves and avoid strong scents and being touched, yet will avoid ranged combat in favor of up close and personal fighting.         
Sakrash is from the Lords of Darkness sourcebook for 3.5 edition and is a sweet, oily concoction of wines, rare tree saps, and certain herbs that are only manufactured in Thay and Mulholland. It protects the user’s mind and thoughts, which can't be read, nor any attempts to connect, sense, or communicate with the person's mind. A single dose costs 500 gold coins; the initial effect is dazzling, and it will break the mental bond with a familiar for a while. Another name for Sakrash is 'Twilight Mind.'
Sannish is from The Book of Vile Darkness, a bluish liquid distilled from wolf milk and a powdered desert plant. This concoction is very popular, and addicts are easy to spot due to their permanently blue-stained lips. The effect is euphoria, and being immune to pain for up to four hours, addicts tend to sleep a lot, and overdosing on the drug can put a person into a stupor for up to eight hours.
Snake Oil from Heroes of the Feywild: each dose costs 500 gold coins; harvested from the water snakes native to the coral reefs near Astrazalian in the Feywild, snake oil applied to aching joints and wrinkled flesh can rejuvenate an aging body. After a treatment of snake oil, the treated skin peels away from the body, leaving soft, smooth flesh behind. Full-body treatments of snake oil have been known to reverse the cosmetic effects of the aging process, removing an entire year of wear from the body with each treatment. The cost of doing so is a reasonable option only for the wealthy. Even though the treatment removes the physical effects of aging on the skin and some associated aches and pains, all other bodily processes continue to age normally. Death can't be put off by using snake oil, a fact seldom conveyed by those who sell it.
Spotty Dragonfire, from Dragon Magazine issue 301, is a foot-tall plant with bright red, yellow, and orange blooms that only open at night time; usually solitary plants, they do grow in clusters around the lairs of Red Dragons; they consider the flowers to be good luck and don't take kindly to the young dwarven alchemists who collect these to pass their final apprentice test and brewing a Dragon Brew, this beverage numbs pain and increases endurance for an hour or so and can be purchasesd for 50 gold, its a thick, syrupy drink most dwarves know about.
Sweetheart's Confection from Heroes of the Feywild and valued at 10 gold coins per dose, Gnomes employed by the eladrin archfey known as the Prince of Hearts make this heart-shaped confection. It is split into two halves and shared between lovers before they part company for a time. Until they next meet, the lovers share an emotional bond, each vaguely sensing the other’s emotions. Each can sense when the other is in peril, though the link doesn’t reveal precise details of the situation.
From Elminster's Forgotten Realms guide, Swiftsleep is a gummy and translucent ale-brown liquid that smells like crushed citrus fruit, even though it is made from a distillate of crushed flies and certain tree beetles mixed into a Duskwood sap. Delivered directly into the bloodstream, the Swiftsleep is a highly reliable sleep aid that has no long-term side effects.
Tansabra, from Elminster's Forgotten Realms again. When introduced to the bloodstream, this mixture of specific venoms causes mammals to go into a state of suspended animation called 'Tasabra Sleep'; they can be woken early by the use of magic and some rare antidote recipes. The length of this induced sleep is random, and repeated exposure to the drug can be fatal in some cases. You never know how potent the stuff is going to be in any given dose.
Tatterskyre is found in Elminster's Forgotten Realms book; eating small flakes of tatterskyre bark slows bleeding (internal and external) and thickens the blood, soothing agitated folk and making them drowsy. This herb can aid in the healing of many sorts of internal wounds.  Orcs and all goblin-kin (goblins, hobgoblins, and such) are especially susceptible to the effects of tatterskyre bark and typically fall asleep if given as much to eat as would cover their palms. Since this is a sleep typically filled with pleasant dreams, many orcs gather and carry the bark and eat it regularly.  The tatterskyre is a gnarled shrub that tends to form loops or drooping arcs like wild raspberry canes, rerooting when it touches the ground only to throw up fresh stems. It grows all over the Heartlands and the North, is smaller in colder climes, and its bark is flaky and easily brushed off; its foliage sprouts as bursts of needle-like flat leaves all up and down its stems.
Tekkil from Lords of Madness is a succulent swamp plant with fat red leaves, which, when chewed, function as an analgesic drug. The onset of the drug is slow but after a few minutes, the user becomes almost entirely fearless and without pain.
Terazul is a flowering plant found only in a few locations in the jungles south of the Southeastern Faerun city of Delzimmer; when ground into a powder and snorted, the drug is a powerful stimulant that can keep a user awake for days. When drunk as a potion, it causes visions. The House of Serrat controls terazul trade in Delzimmer city; they keep rumors that the roots of the plants grow out of portals to the Far Realm created by crazed Derro in the Undersdark, which is why addicts sometimes give birth to children with tentacles. Thankfully, adventurers destroyed this drug's supply recently, so the remaining powder is the last of it in stock on planet Toril; as far as anyone knows, a shipment made its way into Baldur's Gate not long ago.
Terran Brandy from The Book of Vile Darkness is made from the distilled essence of dying fey. Evil spellcasters favor this potent green magical alcohol as it boosts their spellcaster level for about half an hour. Overdosing is unlikely, as the stuff is strong enough to impress a dwarf.
Thardynyn from Elminster's Forgotten Realms is a translucent yellow liquid that’s odorless but tastes like sugary strawberries; Thardynyn is made from a distillate of certain fish scales combined with wine and various bird bloods. Thardynyn is harmless if consumed, but if the substance touches one’s body in any other way, the resulting shock to the system causes uncontrollable shuddering.
Timmask, another Underdark fungus, this one is known as the Devil's Mushroom; they are two feet tall with a beige cap and an orange stalk with red stripes, very distinctive, and if uprooted or destroyed, will release a toxic spore cloud over 15 feet, any creature inhaling the spores becomes poisoned and suffers the confused condition for a minute or so. It's unpleasant stuff, but you still find addicts hooked on the spore snuff in seedy Underdark markets.
From Elminster's Forgotten Realms guide, Tonandurr bark is bound against open wounds where it inhibits bleeding and infection, and helps skin and flesh to heal by helping it expand and knit together. This substance works on humans, halflings, dwarves, and gnomes only; Elves gain no benefit and it causes infections in Goblin kin. “Tonandurr” is a tall, spindly “weed tree” of the Heartlands and more southerly forests; it’s not hardy enough to survive winters much north of Waterdeep, though a few specimens are kept alive in indoor gardens in Silverymoon and Neverwinter. 
Tongue of Madness is found in Out of the Abyss and Dungeon of the Mad Mage, an edible fungus that looks like a large human tongue. A creature that eats it and fails to resist the toxin is compelled to speak every thought they have out loud for up to an hour before the drug wears off. 
Truth Serum from the 5th Edition Dungeon Master's Guide has basically no information on its source or components. It is ingested, not injected, and if the victim doesn't roll over an 11 on a constitution saving throw, they are poisoned, which is automatic for all the 5th edition drugs, meaning they roll two twenty-sided dice on all attack rolls and ability checks and have to take the lowest dice number rolled, plus the victim is now under the effects of a Zone of Truth spell, but of course its not a spell. I think 5th edition would be better if a failed saving throw vs drugs gave a level of exhaustion instead of the poisoned condition, keep that condition around for traps and such, but I would alter the exhaustion levels a little bit, make it so the first level is Disadvantage of ability checks, then disadvantage on attack rolls, then disadvantage on Saving throws, then half their speed, then half their maximum hit points, then reduce speed to zero, and then death, which gives us one more step and just shifts the speed reduction until the victim is more incapacitated. The main thing is that you have to be pretty far gone before you get disadvantage on further saving throws vs the drug, which is where a victim probably needs outside help to survive.
But, I am not here to fix 5th edition game mechanics, I merely offer a suggestion for your table.
Tongueloose from Dragon Magazine number 316 article 'Cloak & Dagger: gear, gadgets, and gizmos for your game' is more like a suggestable stupor sort of drug, a more interesting drug in that article is Slumberweed, ground into a powder and kept for either loading into a blowdart or to sprinkle of food to take out victims, or for a person to take on purpose as the effects cause the body to feign death for a few hours, which can be handy in an emergency. Tongueloose costs 150 gold coins for a dose, and Slumberweed costs 500 gold.
Vine Oil is from Dragon magazine issue 301, derived from the sap of the Sand Vine, combined with a few other ingredients to make an oil that can be spread on the skin to numb the area, a full application allows a person to withstand a great deal of pain, they will also smell like fish, thanks to the sand vine sap being quite fishy smelling.
Vodare from the Book of Vile Darkness is an extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of the god Rallaster. Vodare increases a users confidence hugely, providing a bonus to intimidate, bluff, diplomacy and such, it also causes a mild euphoria but taking too much too soon can put a person into a catatonic trance.
When inhaled as a powder, Vornduir varies widely in effects. To many people, it does nothing at all. Others get mild rashes and itches. For a few, it switches pain and pleasure for an hour or two, so a gentle caress brings discomfort, and a slap, flogging, heavy punch, or cutting wound can induce an enjoyable feeling. For others, it makes them feel warm, even if they are wet and out of doors in freezing temperatures, and at the same time, happy and alert for two days or more. Sleep isn’t needed for these folks, and their dexterity and judgment don’t suffer due to weariness. Vornduir prevents shock and immobility due to exposure, but not frostbite or lowered body temperature, so users won’t get hypothermic, but they could freeze solid. The drug, a mixture of herbs and animal essences, also acts as a complete and instant antidote to certain poisons—for some individuals. One of the more infamous entries in Elminsters guide to the Realms.
From Elminsters Guide to the Forgotten Realms, Yethgrel is An enspelled mixture of the spittle or blood of seven sorts of monsters, yethgrel is a vivid purple, opaque liquid. The substance wreaks havoc on the physiology of anyone who drinks it, yet at the same time, it protects that same body from any other harmful effects for a short period. So it can be taken to survive a few deadly exchanges of combat, which can make all the difference and is reason enough to tolerate its painful side effects.
 Zixalix from 3.5 edition Unearthed Arcana is a drug used in the treatment of mental disorders. A potent combination of many rare herbs and alchemical substances, Zixalix provides treatment for somatoform disorders, psychotic disorders (including schizophrenia), and psychosexual disorders.
There are vastly more poisons in Dungeons and Dragons than there are Narcotics, but the line between the two is very blurred because narcotics are just a type of poison, and whatever the game turns into in the years ahead, I hope they improve the rules a bit from what they are at the moment and get back to more of the fun and games of the older editions.
Let me know in the comments below if you have used any of these in your games, any official narcotics I may have missed from published sources. If this video pleases you, I can make a follow up video covering a great collection of Homebrew narcotics you can use for your games, or that will inspire you to make up plenty of your own, so, please, like, subscribe, comment and as always, my name is AJ Pickett and I will be back with more for you, very soon.