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       #Post#: 531--------------------------------------------------
       Poisonmaster's Guide
       By: Chente Date: August 10, 2019, 10:39 pm
       ---------------------------------------------------------
       Ackee
       Found: Erranahar Dead Forest
       Poison: The arils in the immature fruit are poisonous. The arils
       become edible when fruit is ripe and used in cooking. Poisoning
       occurs when people inadvertently eat immature fruit and can
       reach epidemic proportions during the winter months. Poison
       causes hypoglycemia. Sometimes nausea and vomiting begin two
       hours after ingestion. The victim appears symptom-free for
       another 8 to10 hours, and then is suddenly hit with renewed
       emesis, convulsions, low blood sugar, coma, and death. Or the
       character eats some and six hours elapse before convulsions and
       coma occur. Diarrhea and fever are notably absent. Convulsions
       occur in 85% of all cases. Death can occur 24 hours after
       ingestion. An autopsy would find hemorrhages in brain.
       Intoxication is associated with high mortality. Induce vomiting,
       treat symptoms. Maintaining sugar is highly important. Can use
       fluids and fruit juices. Chance of survival otherwise is slim.
       Yohimbe
       Found: Erranahar Dead Forest
       Effect: Block responses of parts of the autonomic nervous
       system. Increases blood pressure. Aphrodisiac, probably
       stimulates production of testosterone. Dilates blood vessels of
       skin and mucous membranes. Increases pelvic circulation and
       stimulates erections; lowers blood pressure.  Bark causes
       dilation of blood vessels in animals and man, effective dose
       very close to toxic dose; people w/normally low blood pressure
       should avoid completely (elves?). May cause alarming
       blood-pressure rise, even strokes, when taken with cheese, red
       wine, or foods containing tyramine.
       Cure: Treat stroke or high blood pressure if they are
       recognizable and occur. Chance of survival is fair. If the
       victim samples a dose and then eats any of the above foods, the
       risk of stroke triples.
       [B]Dust Flower[/b]
       Found: Found only in the Red Banner
       Effect: By day, the flower looks no different to a standard wild
       flower: pale petals, a dark brown stigma, green leaves. At
       night, however, the appearance of the Dust Flower changes
       dramatically. The petals take on an eerie green luminescence,
       the leaves and stem becoming sickly black. It is also during the
       nighttime that the flower releases its pollen, which also glows
       in the dark and, if inhaled in any quantity, becomes thick and
       choking. Though the pollen has the potential to be deadly, the
       sap of the Dust Flower can be used to dye clothes to give a
       similar (though less impressive) glow-in-the-dark effect.
       Croton
       Found: Mixed tropical forests
       Effect: Externally, oil causes blistering and irritation
       (blistering can last up to 3 weeks). Internally, oil produces
       burning pain in mouth and stomach, bloody diarrhea, violent
       purging, tachycardia, coma, and death. One leaf or seed may be
       deadly. Reaction time immediate on skin contact, within 10 to15
       minutes for ingestion.
       Cure: Vomiting useless. Fluids encouraged as much as possible
       along with symptomatic treatment of pain, and kidney and liver
       damage. Chance of Survival is slim if consumed.
       Loquat
       Found: Subtropics, Aodoula
       Effect: Pit kernel toxic; unbroken seed harmless. Some hours may
       elapse before symptoms appear. Abdominal pain, vomiting,
       lethargy, and sweating then develop. Cyanosis is not inevitable.
       In severe intoxications, coma develops and may be accompanied by
       tetanic convulsions, muscle flaccidity, and incontinence.
       Cure: Conscious patients may require only vomiting. In conscious
       patients or those who are losing consciousness, respiratory
       assistance should be instituted, and cyanide antidote should be
       administered.
       Chance of Survival by Character: Good if conscious; Fair if
       unconscious, +1 to difficulty of healing spells.
       Strychine
       Found: Sandy soil, dry tropical forests
       Medicinal: Bark, root, seed coat contain poisonous strychnine,
       brucine, once used to stimulate nerves. Now used in tiny doses
       for rabies, menstrual problems, paralysis. Poison: The patient
       may feel restless or anxious and experience spasms and
       hyper-reflexia. In severe poisoning, generalized convulsions
       with posturing develop, during which consciousness is
       maintained; spasms last a few seconds to several minutes. They
       are induced by external sensory stimuli and are not associated
       with confusion.
       Cure: Support respiration. Persistent convulsions may require
       use of a general anesthetic or a muscle relaxant. Adequate urine
       flow should be maintained to avoid kidney troubles. Hyperthermia
       should be managed with external cooling measures.
       Chance of Survival by Character: Slim; +1 difficulty to healing
       spells. Damage to kidneys must be healed separately from
       poisoning.
       Curare
       Found: Tropics.
       Uses: Bark treats cholera in India; leaves used as poultice.
       Curare harmless when swallowed.
       Poison: Injection (from arrow) causes paralysis of muscles
       starting with the eyelids and face. Then there is inability to
       swallow or lift head, and then the poison continues to the
       diaphragm within seconds of injection. The pulse drops and
       paralysis of the lungs occur, death is due to respiratory
       failure. During the death throes, victim turns blue.
       Cure: None. However, this poison only paralyzes for up to 15
       minutes and then dissipates. If given artificial breathing for
       fifteen minutes or so, the paralysis lifts and the victim
       recovers with no further damage.
       Chance of Survival by Character: Slim.
       Jicamilla, Physic Nut, Bellyache Bush
       Found: Found in and surrounding deserts and in tropics in poor
       soil
       Medicinal: Purgative seed oil taken to stop bleeding, aid
       healing, applied to treat burns, herpes, eczema, ringworm. Fruit
       as contraceptive, leaf in fever wash. Root treats leprosy.
       Symptoms: Onset of symptoms is usually rapid. Other symptoms are
       probably secondary to fluid loss and suppression of intestinal
       function. Severe poisoning may be follow ingestion of single
       seed. The seeds have a very pleasant taste. Difficulty
       breathing, sore throat, bloating, dizziness, vomiting, diarrhea,
       drowsiness, and leg cramps. The poison inhibits the intestine,
       resulting in death. Reaction time is fifteen to twenty minutes.
       Cure: Induce extensive vomiting. Dehydration should be
       corrected.
       Lead Tree
       Found: Dead Forest, Balbaddian Desert.
       Medicinal: All parts toxic, but commonly eaten cooked in by
       tribes. Toxin does not appear to be present in significant
       quantity in immature pod. Destroyed by cooking in metal vessel.
       Symptoms: Ingestion causes loss of hair within 48 hours. In
       animals (possibly other races), consumption also results in
       cataract formation and growth retardation.
       Cure: No treatment is available.
       #Post#: 532--------------------------------------------------
       Re: Poisonmaster's Guide
       By: Chente Date: August 10, 2019, 10:39 pm
       ---------------------------------------------------------
       Wolfsbane, Monkshood
       Where: Shaded moist soils.
       Health: Used for nerve-related pain and as antifever, antiviral,
       and antitumor treatment.
       Poison: Can be ingested or absorbed through skin. First signs
       appear almost immediately: tingling, burning sensation of lips,
       tongue, mouth, face, throat followed by numbness and feeling of
       constriction in throat, nausea, vomiting, blurred vision with
       possible yellow-green effects, tinnitus, prickling of skin,
       dimness of vision, low blood pressure, slow and weak pulse,
       chest pain, giddiness, sweating, and convulsions. Anesthesia
       gradually spreads over entire body, with subnormal temperatures
       and pronounced feeling of cold. At the end, severe pain occurs,
       associated with the paralysis of the facial muscles. Breathing
       is at first rapid, next slow, and then there is respiratory
       arrest. Slow paralysis of heart muscle causes death.
       Consciousness often continues until the end. Symptoms start
       rapidly, death occurs in ten minutes to a few hours.
       Cure: There is no specific antidote. Artificial breathing can
       help; arrhythmias managed as needed, usually with cardiac
       stimulants. If less than a fatal amount is eaten, recovery
       occurs in 24 hours and is total.
       Chance of Survival by Character: If a fatal amount is eaten:
       slim; +2 to difficulty of healing spells.
       Baneberry
       Found: Throughout north temperate zone in moist soils in partial
       to full shade.
       Medicinal: Antispasmodic when mixed w/alum.
       Poison: Berries and roots considered most poisonous. Can be
       confused for blueberries. The juice has direct irritant and
       burning action on skin and mucous membranes. A small dose is
       enough to induce burning in the stomach, dizziness, and
       increased pulse. Upon ingestion of a swallow, there is intense
       pain and inflammation of mouth, tongue, and throat, often with
       blistering and ulceration. Saliva increases profusely. Increased
       amount leads to nausea, bloody emesis, and diarrhea, severe
       abdominal cramping, convulsions, and shock, as well as
       dizziness, confusion, and convulsions. Death caused by loss of
       fluids of body, causing kidney failure. Renal damage symptoms
       include frequent, painful and possibly bloody urination,
       followed by a reduction or absence of urination. Reaction time
       is several hours to days. Forty-eight hours is average, but
       symptoms can start as early as thirty minutes.
       Cure: The irritant effect usually limits the amount ingested. If
       there is evidence that a substantial quantity was swallowed, the
       stomach should be emptied, and demulcents like egg white or milk
       should be introduced. Replace fluids.
       Chance of Survival by Character: Slim; +2 to difficulty of
       healing spells, plus the character must roll again for kidney
       shutdown after 12 hours from last healing. Second healing spell
       has added difficulty of +1.
       Cockle
       Found: Found in wheat fields.
       Poison: Whole plant poisonous, seeds even more so, especially if
       accidentally ground up with cereal. Causes rawness of throat,
       nausea, acute gastroenteritis, fever, giddiness, headache,
       delirium, severe stomach pain, weakness, slow breathing, sharp
       pain in spine, coma, and death from respiratory arrest. Onset
       occurs within a half hour to an hour after ingestion.
       Cure: Empty stomach and treat symptoms.
       Chance of Survival by Character: Slim. +2 difficulty against
       healing spells.
       Deathcap, Fool’s Mushroom, Death Angel
       Found: Temperate to northern forests
       Poison: Two main poisons: one is slow-acting and produces
       hypoglycemia and is responsible for the major symptoms; the
       other acts quickly and produces degenerative changes in kidney,
       liver, and cardiac muscles. Usually the symptoms show 6 to 15
       hours after ingestion, but sometimes take as long as 48
       hours--the longer the delay, the deadlier the result, because
       the liver is attacked immediately. First physical symptoms are
       usually nausea, vomiting, and bloody diarrhea. After an early
       feeling of discomfort, there is a sudden onset of extreme
       stomach pains, violent vomiting, intense thirst, and cyanosis
       (blueness) of the extremities. If the liver is damaged, jaundice
       occurs. The sufferer remains conscious almost to the end, with
       brief periods of unconsciousness before lapsing into a final
       coma and dying. Because of severe dehydration, potassium levels
       usually cause cardiac arrest. Death may occur on fourth or
       seventh day, or recovery may take up to two weeks.
       Cure: No known antidotes. First recourse is to empty the
       stomach.
       Chance of Survival by Character: Slim. Most of today's victims
       recover only after a liver transplant; therefore a character
       with healing will have to make multiple rolls to fix all the
       internal damage, one at the discovery of the poisoning to
       prevent further damage, one for each of the two poisons, and one
       to repair the liver, all at +2 difficulty.
       Fly Agaric; Deadly Amanita and Panther Mushrooms
       Found: Northern woods
       Poison: Symptoms occur within a half-hour to three hours after
       ingestion. Two poisons lower blood pressure, slow pulse, cause
       stomach upset, light-headedness, and cause profuse water loss
       from tears, saliva, sweat, and diarrhea. Another two poisons
       cause dizziness, convulsions, delusions, violent headaches,
       blurred vision, muscle cramps, staggering, and coma. Effects can
       also include a sense of flying, visions, mood swings, and deep
       sleep. Respiratory failure and death may occur but only if a
       large amount has been ingested and medical attention not sought.
       The fly agaric also causes copious mucus in throat and closing
       of the throat. This may subside in 24 hours unless victim ate a
       large amount or was previously ill, in which case it could prove
       deadly.
       Cure: Empty the stomach. Cardio-stabilizers often used. Symptoms
       may subside in 6 to 24 hours. Death reported in several victims
       with concurrent diseases or who ate in abundance.
       Chance of Survival by Character: Fair to good. A character with
       healing spells will have to make a roll for each type of the
       four poisons affecting the victim with a +2 difficulty. The
       hallucinations may be used as a plot point, however.
       Belladonna, Deadly Nightshade
       Found: Shade, alkaline/chalky soils in woods and wastelands.
       Medicinal: Used as an anesthetic during ancient surgery. Dilates
       eye pupils and once used by Italian women to look seductive.
       Leaf plaster applied as effective painkiller. Antispasmodic for
       respiratory problems, rheumatic and muscular pains.
       Poison: Dilated pupils; blurred/impaired vision; increased heart
       rate; hot, dry, red skin; dry mouth with difficulty
       swallowing/speaking; disorientation; hallucinations (more common
       in children); aggressive behavior; rapid pulse and respiration;
       urinary retention; fever, convulsions; coma; death. People
       w/glaucoma will get irreversible blindness. Reaction time is
       several hours to several days.
       Cure: Induce vomiting. If severity of toxicity warrants
       intervention (hyperthermia, delirium), treat each symptom as it
       comes.
       Chance of Survival by Character: Fair to good. A character with
       healing spells will have to roll for two poisons affecting the
       victim with a +1 difficulty. The hallucinations may be used as a
       plot point, however.
       Water Hemlock
       Found: Throughout temperate to alpine and tundra.
       Poison: Restlessness and feelings of anxiety, pain in stomach,
       nausea, salivation, violent emesis, diarrhea, dilated pupils,
       labored breathing, sometimes frothing at mouth, weak and rapid
       pulse, violent convulsions terminated by death. Respiratory
       failure causes death. Takes 15 minutes to 1 hour from ingestion
       to die. Death may occur before medical attention is available.
       Cure: Vomiting necessary to get rid of poison. Antispasmodics
       for convulsions. Assist respiration. Once convulsions occur or
       are imminent, do not continue vomiting.
       Chance of Survival by Character: Real slim without magic
       assistance. Magic healing will need to be given within 15
       minutes at a +1 difficulty; otherwise it'll take a +3
       difficulty. If vomiting was induced immediately, that +3
       difficulty becomes a +2. If the healing character is late to the
       scene by a half-hour, divine intervention may be necessary.
       Ergot
       Found: Parasitic on cereals and grasses worldwide.
       Medicinal: Given by midwives in medieval times to stimulate
       contractions during childbirth. LSD first isolated from Ergot.
       Poison: Nausea, vomiting, severe headache, numbness, pulmonary
       infiltration, coma, respiratory or cardiac arrest, death.
       Coldness of extremities and tingling pain in chest caused by
       contraction of blood vessels. Ingestion of drug tends to cause
       painful convulsions and contractions of muscles that cause
       permanent damage to central nervous system. Psychosis (including
       violent mood swings) can occur. Gangrene of fingers and toes
       result when poisoning occurs over several days. Reaction time is
       several days to weeks; poisoning through ergot can be
       cumulative.
       Cure: Use antispasmodics. Empty stomach and use plant charcoal.
       Chance of Survival by Character: Fair. Death is rare but can
       still cause permanent damage. A character with healing spells
       will have to roll twice with a +1 difficulty. The hallucinations
       may be used as a plot point, however.
       Autumn Crocus (not saffron crocus)
       Medicinal: Corm (bulb), seeds relieve pain and inflammation of
       gout in small amount.
       Poison: Goats are immune and milk can have poison. On ingestion,
       there is immediate burning pain in mouth and throat with intense
       thirst followed by nausea and emesis. Difficulty swallowing,
       abdominal colic and severe, profuse, persistent, bloody diarrhea
       develop. There is extensive loss of fluid that may lead to
       shock. Cardiovascular collapse, delirium, sensory disturbances,
       convulsions, muscle weakness, and respiratory failure. Sudden
       death may occur after injection of a small amount. In chronic
       poisoning, hair starts to fall out in 10 to14 days. Fatalities
       occur in 50% of those poisoned. Reaction time is 2 to 6 hours.
       Death may take up to 2 to 3 days to occur. Patient is fully
       conscious until end.
       Cure: Induce vomiting; use plant charcoal. Intoxication has
       prolonged course due to slow excretion of poison. Fluid
       replacement required. Analgesics, hypotensives, and atropine may
       help alleviate cramps and diarrhea. Chance of Survival by
       Character: Slim; +2 to difficulty of healing spells, plus the
       character must roll again for secondary symptoms. Injection
       requires +4 difficulty to heal or divine intervention.
       Poison Hemlock
       Found: Damp habitats, open woodland, scrub
       Medicinal: Sedative, pain-killing, eases spasms. Whole plant
       smells of mouse urine.
       Poison: Usually causes rapid onset of irritation of mucous
       membranes of mouth and throat with salivation, nausea, and
       vomiting. Gradual weakening of muscle power, pulse is rapid and
       weak, pain in muscles as they deteriorate and die. Sight often
       lost, but mind remains clear. Abdominal pain is usually minimal
       and diarrhea not typical. Headache, dilated pupils, thirst,
       sweating, dizziness may occur. Death from paralysis of lungs.
       Does not cause convulsions. First symptoms start in half-hour;
       but it takes several hours for death. Quail are immune and eat
       seeds; the flesh of one quail can paralyze a man.
       Cure: Vomiting works only if done immediately after ingestion.
       Plant charcoal given orally as soon as emesis ceases. Treat
       other symptoms. Despite apparent severity of these
       intoxications, mortality is low; only deliberate poisonings
       cause death.
       Chance of Survival by Character: Fair; +1 to difficulty of
       healing spells, plus the character must roll again for tissue
       damage.
       Lily-of-the-Valley
       Found: Deciduous woodland, meadows.
       Medicinal: Cardiotonic. Flowers and roots work like Digitalis,
       but less toxic. Reduces fluid retention from heart. Plant
       believed to treat gout, "comfort heart," and restore speech and
       memory (inhaling snuff of roots and flowers clears head).
       Poison: Hot flushes, tense irritability, headache,
       hallucinations, red skin patches, cold clammy skin, dilated
       pupils, pain in oral cavity, nausea, emesis, stomach pain,
       cramping, diarrhea, excessive salivation. Toxicity usually
       expressed as rapid weak heartbeat, but slowed heartbeat
       sometimes leading to coma and death from heart failure. Reaction
       time immediate. Toxicity has variable latent period depending on
       quantity ingested
       Cure: Induce vomiting. Provide plant charcoal and repeat later.
       Cardiac depressants can be used to control cardiac rhythm.
       Chance of Survival by Character: Fair; +2 to difficulty of
       healing spells, plus the character must roll again later for
       heart.
       Cort, Cortinarious (Mushroom) and Galerina Mushrooms
       Found: Northern regions
       Poison: Acts silently on liver and kidneys. Can take anywhere
       from 3 days to 2 weeks to show symptoms; by then the liver and
       kidney are so damaged little that can be done. Symptoms include
       nausea, vomiting, dizziness, rapid heartbeat, jaundice, urinary
       retention, blood-tinged urine, weakness, convulsions, coma, and
       eventual death.
       Cure: None known. If vomiting occurs immediately after
       ingestion, can sometimes expel the poison, but most won't know
       they're poisoned until it's too late.
       Chance of Survival by Character: Slim. Today's victims recover
       only after a liver and kidney transplant; therefore a character
       poisoned with cort will most likely die. Healer must make
       multiple rolls to fix all the internal damage, one at the
       discovery of the poisoning to prevent further damage, one to
       repair the liver, and two to repair the kidneys, all at +3
       difficulty.
       #Post#: 533--------------------------------------------------
       Poisonmaster's Guide - Volume III
       By: Chente Date: August 10, 2019, 10:40 pm
       ---------------------------------------------------------
       Jimson Weed, Datura
       Found: Temperate to warmer regions.
       Medicinal: Leaves relieve asthmatic spasms, excessive
       salivation; flowers anesthetic. Aid nervous disorders and
       numbness, Applied externally to ease rheumatism.
       Poison: Whole plant toxic, including nectar; however, seeds are
       most often implicated in accidental poisoning. Both seeds and
       dried leaves are used to deliberately induce intoxications when
       a delirium is sought.
       Poison: Headache, vertigo, extreme thirst, dry burning sensation
       of skin, dilated pupils, blurred vision, loss of sight,
       involuntary motion, mania, delirium, drowsiness, weak pulse,
       convulsions, and coma ending in death. Less frequently
       encountered are elevated temp (common in young children),
       decreased bowel sounds, elevated blood pressure, urinary
       retention. Reaction time is several hours.
       Cure: Treatment is symptomatic. Sedatives are effective for
       convulsions.
       Chance of Survival by Character: Fair. Death is rare but can
       still occur. A character with healing spells will have to roll
       twice with a +1 difficulty. The hallucinations or delirium with
       amnesia may be used as a plot point, however.
       Foxglove, Digitalis
       Medicinal: Leaves increase strength of heart contraction and
       regulate heartbeat.
       Poison: Pain in oral cavity, headache, nausea, emesis, abdominal
       pain, cramping, diarrhea, blurred vision, delirium, slow or
       irregular pulse, aberrant color vision, and death usually from
       heart attack. Increasing the force of the heart’s contractions,
       in excess it irritates heart and stimulates central nervous
       system. Reaction time takes 20-30 minutes.
       Cure: Induce vomiting. Plant charcoal may be given repeatedly
       later. Fruit juices to avoid cardiac arrest. Conduction defects
       may require use of belladonna.
       Chance of Survival by Character: Slim. A character with healing
       spells will have to roll twice with a +2 difficulty. Other races
       may be immune to effects or have antidote.
       Yellow Jasmine
       Found: Woodlands
       Poison: Extreme weakness, frontal headache, tremors, giddiness,
       visual disturbances, dry skin and mouth with a falling of jaw.
       Low body temperature, labored breathing, anxiety states,
       convulsions and extensor spasms of the extremities, general
       rigidity, and death. In death, face takes on masklike
       expression; pupils completely dilated and fixed. At high doses,
       death occurs within 10 minutes; at low doses in several hours.
       Cure: Induce vomiting, use plant charcoal, administer fluids,
       respiratory support.
       Chance of Survival by Character: Slim. Works fast and kills even
       at low doses. A character with healing spells will have to roll
       twice with a +3 difficulty.
       Henbane
       Found: Mostly waste areas or sandy prairies from temperate into
       the north.
       Medicinal: Digestive, urinary tract and asthmatic spasms. Leaves
       ease pain, reduce muscular spasm, and induce deep healing sleep.
       Poison: Intoxication causes dry mouth with difficulty swallowing
       or speaking, tachycardia, dry skin, elevated body temperature,
       and possible rash. Causes dilated pupils, blurred vision,
       excitement, delirium, headache, and confusion. Hallucinations
       more common in smaller races.
       Cure: Treatment of symptoms as they occur. Chance of Survival by
       Character: Fair. Death is rare. A character with healing spells
       will have to roll once with a +1 difficulty. The delirium may be
       used as a plot point.
       Inocybe (Mushroom with torn/scaly fiber head)
       Found: Abundant under conifers, especially white pines and in
       pine plantations, these mushrooms occasionally are found in
       hardwood forests.
       Poison: Sometimes as quickly as one hour after ingestion.
       Symptoms begin with profuse sweating, salivation, stupor, rapid
       loss of consciousness. Face takes on blue hue, and lips swell
       and become redder as blood vessels dilate. Muscles become
       flaccid, though from time to time twitching of the extremities
       will be noted. Reflexes barely noticeable and pulse becomes
       difficult to find. Cardiac arrest occurs in only 4% of victims,
       as medical attention is usually reached soon enough.
       Cure: It is possible to induce vomiting quickly and recover
       shortly after. Belladonna is antidote to mushroom poisoning.
       Chance of Survival by Character: Fair; +2 to difficulty of
       healing spells, plus the healer must roll again later for liver
       at zero modifier.
       Savin, Savin Oil
       Found: Grows everywhere from Tundra to Desert.
       Medicinal: Savin oil used to combat overdose of cardiac poisons
       like digitalis. In small doses enhances water loss and
       encourages menstruation to start. Once used for
       abortions—usually killed mother.
       Poison: At high doses, it causes convulsions. On skin, oil
       causes blisters and sometimes decay. When swallowed, irritant
       causes gastroenteritis with hemorrhages and vomiting of greenish
       masses with etherlike odor. Frequent, bloody urinations,
       followed by an absence of urination occur, as well as a
       convulsive coma and acute kidney problems. Death from
       respiratory arrest in ten hours to several days.
       Cure: Milk given to allay gastric irritation and then induce
       vomiting to remove material. Fluids encouraged, as long as
       kidney function is normal. Other symptoms as they occur.
       Chance of Survival by Character: Slim; +2 to difficulty of
       healing spells, plus the healer must roll four times: once for
       the poison and three times for the hemorrhaging, the coma, and
       the kidneys.
       Mountain Laurel
       Found: Temperate to northern climes
       Medicinal: Powdered leaves used for skin diseases. Internally
       sedative and astringent.
       Poison: Transient burning in the mouth develops after ingestion.
       After several hours, increased salivation, severe gastric
       distress, emesis, diarrhea, and prickling sensation of skin
       occur. The patient may complain of watery eyes, nose and mouth,
       headache, muscular weakness, dimness of vision. Breathing
       becomes difficult, heartbeat slows, followed by severe
       hypotension. Kidney failure can occur. Depression, convulsions,
       and paralysis follow. Coma and death come as quickly as 12
       hours. Symptoms usually start in 6 hours, but can take several
       hours or days for death to occur.
       Cure: Whiskey considered the best antidote to poisoning of this
       plant. Induce vomiting; fluid replacement required, respiratory
       support if needed. Belladonna for heart. Recovery complete
       within 24 hours if patient survives. Chance of Survival by
       Character: Slim; +1 to difficulty of healing spells, and the
       healer must roll twice: once for the poison and once for the
       internal damage.
       Privet; Shrub
       Found: Chaparrals. Hedge plant surrounding gardens and estates
       elsewhere.
       Medicinal: Flowers yield mild perfume, oil infusion reduces
       wind/sunburn.
       Poison: Can cause severe skin rashes. Most cases of poisoning
       come from eating ripe berries. Severe gastroenteritis, frequent
       vomiting, watery stools, abdominal colic, collapse, kidney
       damage, and fall of blood pressure all culminate in death.
       Gastroenteritis may persist for 48 to 72 hours. Lethal dose can
       cause death in 2 hours.
       Cure: Induce vomiting and treat symptoms. Fluids should be
       replaced to prevent dehydration.
       Chance of Survival by Character: Slim to fair, depending on
       dose; in cases of survivable poisoning, +1 difficulty to heal
       and a second roll with no modifier to fix kidney damage. For
       lethal doses, +2 to difficulty of healing spells, and the healer
       must roll three times: once for the poison and twice for the
       internal damage.
       Cardinal Flower
       Found: Wastelands along stream beds. Prefers acid soil.
       Medicinal: Expectorant, stimulant, antispasmodic, emetic.
       Poison: Nausea, vomiting, exhaustion, prostration, dilation of
       pupils, stupor, coma, convulsion, death. Convulsions lead to
       respiratory failure. Reaction time one to several hours.
       Cure: Induce vomiting; assist respiration as needed. Give
       anticonvulsants and belladonna as needed.
       Chance of Survival by Character: Slim; +2 to difficulty of
       healing spells.
       Mandrake
       Medicinal: One of oldest narcotics. Root sedative for
       depression, anxiety, insomnia, anesthetic for surgery, w/leaves
       used externally for pain relief. Both root/leaf tea produce
       initial excitement, then torpor. Hallucinatory effect.
       Poison: Primary symptoms are severe diarrhea with vomiting,
       insensitivity, heavy sedation, coma, and death. Atropine tends
       to reduce secretions, decrease gastric juices, and shut down
       intestines. Also causes pupil dilation and slowed heart rate.
       Takes a few minutes to a half-hour.
       Cure: Induce vomiting and treat symptoms.
       Chance of Survival by Character: Fair in cases of accidental
       poisoning. Slim in cases of murder. A character with healing
       spells will have to roll with a +1 difficulty. The
       hallucinations may be used as a plot point.
       Mayapple
       Found: Moist woodlands
       Medicinal: Laxative, hepatic tonic, antibilious, cathartic,
       hydragogue, stimulant, external counter-irritant. Moderate
       doses: drastic purgative w/some cholagogue action.
       Poison: Ingestion of plant parts or extracts (other than fruit)
       causes severe gastroenteritis, headache, giddiness, emesis,
       catharsis, and collapse. Ingestion of large quantities or
       repeated topical application of the resin has produced
       fatalities characterized by coma; depression of deep tendon
       reflexes; renal failure; and blood abnormalities. Poison
       especially potent when combined with alcohol. Death can occur
       within 14 hours.
       Cure: Fluids and anti-vomiting drugs indicated. Blood
       transfusion may be necessary. There is no other specific
       therapy.
       Chance of Survival by Character: Slim when large quantity is
       consumed or moderate amount is taken with alcohol; +2 to
       difficulty of healing spells, plus the character must roll again
       for kidney shutdown after 12 hours from last healing. Second
       healing spell has added difficulty of +2.
       Castor Oil Plant; Castor Bean
       Found: Temperate near oceans and on subtropical islands.
       Medicinal: Oil used as laxative, purgative after poisoning,
       ointment for inflamed eyes.
       Poison: Burning in mouth, nausea, vomiting, cramps, drowsiness,
       cyanosis, stupor, circulatory collapse, blood in urine,
       convulsions, coma, and death. Toxic agent causes a breaking up
       of red blood cells even at extreme dilution, severe hemorrhaging
       results. Induces labor in pregnant women, Apparent begins only
       after latent period of several hours or days. Death may occur up
       to twelve days after ingestion. First symptoms take anywhere
       from two hours to two days. Other effects secondary to massive
       fluid loss and intestinal dysfunction. Ingestion of 2-6 seeds of
       this extremely toxic plant may be fatal
       Cure: Empty stomach. Demulcents to protect stomach. Replace
       fluids.
       Chance of Survival by Character: Slim. +2 to difficulty of
       healing spells, plus the character must roll again for
       hemorrhaging and for loss of fluids, both at +2 difficulty.
       Elderberry
       Found: Everywhere
       Poison: Injudicious consumption of raw berries usually have
       laxative effect that does not require medical attention. Leaves,
       roots, bark, immature berries are poisonous and cause dizziness,
       headache, nausea, vomiting, stomach cramps, gastroenteritis,
       respiratory difficulty, convulsions, tachycardia, and possible
       death. Reaction time in several hours.
       Cure: Treatment of symptoms as they occur.
       Chance of Survival by Character: Fair. Death is rare. A
       character with healing spells will have to roll once with a +1
       difficulty.
       Tansy
       Found: Throughout
       Medicinal: "Oil of tansy" used to kill intestinal worms, induce
       abortion, encourage menstruation. Humans often poisoned by taken
       overdose of oil or tea from leaves.
       Poison: Convulsions, frothing at mouth, violent spasms, dilated
       pupils, quick and feeble pulse, kidney problems, and death.
       Dermatitis caused by touching plant. Reaction time is several
       hours.
       Cure: Induce vomiting and treat symptoms.
       Chance of Survival by Character: Slim to fair, +1 difficulty to
       heal and a second roll with no modifier to fix kidney damage.
       Yew
       Found: North temperate zones.
       Poison: Dizziness, dry mouth, nausea, vomiting, severe
       gastroenteritis, abdominal pain, dilated pupils, weakness, rash
       may appear, pale skin, lips cyanotic, convulsions, shock, coma,
       and death; develops within 1 hour. Heart arrhythmia and
       hypotension may be observed. Death due to cardiac or respiratory
       failure. Allergic anaphylactic-like reactions may result from
       chewing needles. Survival after poisoning is rare.
       Cure: Stomach should be emptied, and plant charcoal
       administered. Respiratory and cardiac support must be given as
       required.
       Chance of Survival by Character: Slim; +3 to difficulty of
       healing spells, plus the character must roll again for heart at
       a difficulty of +2. Anaphylactic shock would require just one
       healing roll at +2 difficulty.
       Tropics
       Crab's Eyes
       Where: Tropics and subtropics
       Poison: Must ingest broken or chewed seed; mature seed nontoxic
       when whole. Onset occurs after period of many hours to 3 days,
       depends on number of seeds and degree of pulverization.
       Diarrhea, nausea, vomiting, sometimes ulcerous lesions in mouth
       and esophagus, tachycardia, convulsions, hemorrhages throughout
       entire gastric mucosa and ilium at site of gut-associated
       lymphoid tissue, coma, and death from heart failure.
       Cure: Long latent period associated with this poisoning, so the
       plant should be removed as quickly as possible. Maintain fluids
       and treat symptoms. The ingestion of one well-chewed seed may be
       fatal despite intensive care.
       Chance of Survival by Character: Slim; +1 to Difficulty to
       Healing Spells. Damage sustained from internal hemorrhaging and
       ulcers must be healed separately.
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