Doing Drugs, for Fun and Profit

After having started with metaphysics, philosophy, and the undead, I’m continuing the introduction to Planet Kaendor with drugs. Perhaps a somewhat unconventional way to open with, but perhaps this might be indicative of the kind of setting this world is morphing into.


Skok is a thick black liquid that looks and smells like burned plum jam and has a faint but burning taste of bitter roots. It’s often mixed with water to make it possible to drink without sticking to your mouth for the next half hour.

Skok keeps people marching when they would otherwise collapse from exhaustion and there are many stories of people crawling half-dead from the wilderness who would never have made it nearly as far without their bottle of skok. The extra boost that it gives the body has to be paid back later though, and the lingering exhaustion can last for weeks.

Drinking skok immediately recovers two points of System Strain, but at the cost of one point of Constitution, which reduces the character’s maximum System Strain by one. Characters who have lost Constitution this way can recover one point of Constitution when resting instead of one point of System Strain (player’s choice).

Characters about to die from suffering System Stain beyond their maximum can save their lives with skok, but their recovery back to full health will take longer.

Blue Juice

Blue juice is really more like a very dark red, though when mixed with goat milk or staining cotton or hemp cloth, it turns into a slightly bluish purple color giving it its name. Blue juice comes from the tiny fruit of a swamp plant and tastes like unripe berries which is quite revolting to drink, which is why it’s often mixed with goat milk and a bit of kesk honey. It’s quite a potent painkiller and in larger amounts causes severe drowsiness to the point of making people nod off while having severe injuries getting treated.

Characters drinking a good amount of blue juice roll twice for all Mental saving throws to resist manipulation for the next hour (6 turns), but also treat any skill checks as untrained, suffering the usual -1 penalty to the roll instead of their skill level. At the end of the duration, the characters have to succeed on a Physical saving throw or fall asleep, though they can be woken up by others as usual.

Trade Goods as Treasure

This is one of these “I made this, so I might as well share it” things.

In my setting, travelling merchants are supposed to be a really big deal. And I also enjoy the players having to deal with encumbrance. Making exotic goods into a type of treasure that can be found is the sensible thing to do.

In my encumbrance system, weights are rounded up to the next multiple of 10 and then divided by 10. So the average weight for an item with an Encumbrance load of 1 is around 5 pounds. (Equally, the encumbrance limits for characters are divided by 5 to get the number of items that can be carried instead of the weight in pounds.) The quantities listed in this table have been chosen accordingly and the resulting prices and container capacities are based on the numbers from the 5th Ed. Player’s Handbook. If players come across these goods and want to take them as treasure, the only relevant number at that moment is how much they can carry while staying under the Encumbrance limits. Players won’t be trading in silk by meter but by encumbrance unit.

For the sake of simplicity, the numbers for kegs and barrels of ale and wine are rounded to easy number. The actual values for any of these goods are completely made up anyway.

Item Quantity Price Encumbrance
Sack of grain 30 lb. 3 sp 3
Sack of flour 30 lb. 6 sp 3
Pouch of salt 5 lb. 2 sp 1
Pouch of ginger 5 lb. 50 sp 1
Pouch of cinnamon or pepper 5 lb. 100 sp 1
Pouch of cloves 5 lb. 150 sp 1
Pouch of saffron 5 lb. 750 sp 1
Keg of ale 20 l 10 sp 4
Barrel of ale 200 l 100 sp 40
Keg of wine 20 l 20 sp 4
Barrel of wine 200 l 200 sp 40
Bottle of expensive wine 1 l 100 sp 1
Keg of expensive wine 20 l 2,000 sp 4
Canvas 6 sq. yd. 6 sp 1
Cotton cloth 20 sq. yd. 100 sp 1
Linen 12 sq. yd. 600 sp 1
Silk 24 sq. yd. 2,400 sp 1
Iron 5 lb. 5 sp 1
Copper 5 lb. 25 sp 1
Tin 5 lb. 100 sp 1
Silver 5 lb. 250 sp 1
Gold 5 lb. 2,500 sp 1




This potion is made from the boiled leaves of the hemra plant and some simple additional ingredients. The potion is a slightly bluish green and heals 2d4+2 hit points. Partiqularly high quality potions have a deep blue color and heal 4d4+4 hit points.


This potion is an oil made from the leaves of the rusan shrub. A full dose causes unconsciousness for 1d4 hours, while drinking a third of that amount put a person into a hazy state that gives an advantage on saving throws against being frightened and disadvantage on all Dexterity and other Wisdom checks, which lasts for 1 hour.


Eating one of these seeds gives advantage on saving throws against exhaustion for 6 hours. Eating another within 24 hours requires a DC 15 Constitution saving throw or it causes the poisoned condition instead.


This vile potion is made from a mushroom found in Venlad. For 6 hours it gives advantage on Strength and Constitution ability checks and saving throws, and disadvatage on Wisdom and Charisma ability checks and saving throws. When the effect ends, the drinker takes 1d4 points of poison damage and is poisoned for 6 hours.


This potion is made from specially prepared berries from the Tamgut shrub of the Wyvern Mountains, mixed with rusan oil. It causes incapacitation for 6 hours, at the end of which a DC 15 Wisdom check must be made. If successful, the drinker gets the effect of a divination spell.


Shield: AC +2, 50 sp, weight 1.

Helmet: AC 11 + Dex, 100 sp, weight 1.

Light Armor: AC 12 + Dex, 450 sp, weight 2.

Medium Armor 1: AC 14 + Dex (max. +2), Stealth disadvantage, 500 sp, weight 2.

Medium Armor: AC 15 + Dex (max. +2), Stealth disadvantage, 2,000 sp, weight 2.

Heavy Armor 1: AC 16, Stealth disadvantage, 750 sp, weight 3.

Heavy Armor 2: AC 17, Stealth disadvantage, 3,000 sp, weight 3.