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#Post#: 531--------------------------------------------------
Poisonmaster's Guide
By: Chente Date: August 10, 2019, 10:39 pm
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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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