Drugs and Poisons of Modae

Red Dust

Red Dust is the result of the much more potent Red Cloud disease, a magical sickness created by a curse. After the air settles when filled with Red Cloud, Red Dust is left coting everything. It has all the consistency of normal dust and a disturbing blood red color. On contact, a Fortitude save is required or catch Red Dust Disease. Type: Contact DC 10
Incubation Time: 1d3 days
Ability Damage: 1 Con per day and -1 to all attack rolls, saves, and skill checks from the growing pain. The effect is cumulative.

Effect: The Red Dust pales in comparison to Red Cloud. It is easy to save against but in infected places, it is often everywhere and if proper handling is not assumed, repeated contact could get you infected. Your body begins growing sore, then wracked with pain as you wither, grow dry and sickly, and your skin turns red. When you drop to 8 Con or below, the disease accelerates, and you must save once every hour instead of once every day. When you die your body is a shriveled red corpse which is packed with Red Dust. If disturbed the corpse spews a cloud of Red Dust into the air in a 20 ft. radius burst. Red Dust is also flammable if floating in the air. While infected, damage cannot be restored by any means short of limited wish, wish, or miracle. Or course it is easier just to cure the disease instead.

Curing: Without magic, a successful save stops the damage for the day (or hour) but does not cure it. 3 successful saves in a row purges you of the damage done.

Wickerdust

Wickerdust is a drug, created as irregular crystals but ground to a (from weakest to strongest) brown, gray or dirty-white powder for storing. The drug (which functions like a poison) gives an user mostly visual hallucinations in the form of blurred sight and inability to concentrate on any one spot for long. Users are characterized as talkative, stronger of character but unable to make sensible decisions and easy to lead. Repeated use leads to a powerful addiction. Pushers often give the first sample of the drug for a tenth of the normal price. Since it’s illegal, wickerdust is hard to sell without high risk.

Type: Ingested DC 18 (saving throw not allowed when ingested willingly)
Initial Damage: 1d3 Wisdom damage
Secondary Damage: 1d3 Wisdom damage
A pouch of wickerdust costs 500 gp.

Drugs and Poisons of Modae

The 13th Year of Ruin: The Beginning Griszel