
Jaws |

Read about this here and there but no clue what it does.
According to the Wormfood article in Dragon #334, it was to appear in the Age of Worms Overload.
That didn't tell me what it does either. I have two monks in the party. It would be nice to know before they move on out of Diamond Lake.
Peace and smiles :)
j.

Tor Libram |

From the Feral Dog encounter with Kullen, sickened = drunk. The effects of sickened should be defined in either the PHB or DMG (can't remember which as I'm posting from work)
There is a general description of kalamanthis in the Overload pdf available elsewhere on the site. As to it's effects, well its a psychotropic drug, so I suggest temporary Int and/or Wis damage with maybe a will save to avoid addiction where the DC increments with each use of the drug.

LarryMac |

maybe, just maybe sometimes you have to take things into your own hands and make some of this stuff up your self? I don't think it's Dungeons plan to explain ever finite detail. I assume i'd be wis. loss (maybe a little dex too!)
Things work a little differently with APs, though. That's why I was waiting so expectantly for the Overload. I'd hate to have characters suffer Wis/Int effects from using it and then find out in the next installment that it gives them great insights into the secrets of the universe and acts like a Pearl of Wisdom or something like that.

tony wikeruk |

Things work a little differently with APs, though. That's why I was waiting so expectantly for the Overload. I'd hate to have characters suffer Wis/Int effects from using it and then find out in the next installment that it gives them great insights into the secrets of the universe and acts like a Pearl of Wisdom or something like that.
laff true, true!

Flava |

my pc's think kalamanthis is close to halfling pipe weed or the blue poppy from Batman Begins...I haven't confirmed or denied their theories
I like the comparison to the Scarecrow's fear drug. Cuz it would give player's unfamiliar with the effects of such drugs without personal experience. And, that's a good thing.
I just wouldn't have the drug as always inducing fear. That sounds like a bad trip. But, like a Will check perhaps might help determine the "enjoyment" a user might get from the drug, while failing the Will save (maybe by 5 or more) could result in the bad trip.
*AHEM* Feel free to develope upon this idea, Mr. E. Mona. HA!

Durrum |

Kalamanthis: Perhaps one of Diamond Lake’s most notorious claims to fame-a considerable statement-is the plant Kalamanthis. A potent narcotic cultivated by the monks of the Twilight Monastery outside Diamond Lake, parts of the Kalamanthis Plant can be prepared and used in three separate ways: the raw root can be chewed, the leaf can be dried and smoked, and the sap can be boiled into a concentrated paste and injected.
Type Addiction Fort Satiation Damage
Chewed High 14 2Days 1D6 Dex, 1D6 Wis, 1D2 Con
Smoked Extreme 25 1 Day 1D8 Dex, 1D8 Wis, 1D6 Con
Injected Vicious 36 1 Day 1D8 Dex, 1D8 Wis, 1D6 Con, 1D6 Str
Initial Effects:
Chewed: 1 point of ability score damage to all abilities.
Smoked: 2 points of wiz damage.
Injected: 2 points of con damage.
Secondary Effects:
Chewed: 1 point of ability score damage to all abilities.
Smoked: 1 point of ability score damage to wis and int.
Injected: 2 points of ability score damage to all abilities.
Side affects:
Chewed: All checks made with con bonus have +12 during and for 2 hours after consumption. Increased sexual appetite.
Smoked: All your senses are heightened mostly sense of touch, +6 spot, listen
-6 to all dex, cha checks. Added aggressive behavior for 2 hours past last use.
Injected: Overwhelming feelings of euphoria for 3 hours, hallucinations, and the total loss of all self inhibitions.

Flava |

I just kinda came up with it its is as good as any I suppose.
Not bad. I had come up with something entirely different. It's very homebrewed, just to warn ya.
KALAMANTHIS
Eat Root: Costs 1gp. Character feels euphoric and gains a +2 to Perform checks. Character makes a DC 15 Fort save, failure means suffering -2 CHA & -2 WIS temporary ability damage. Character makes a DC 12 Will save, failure indicates a "bad trip" and the character becomes nauseated.
Smoke Leaf: Costs 5gp. Character feels euphoric with mild hallucinations and gains +1d4 to Perform checks. Character makes a DC 12 Fort save, failure means suffering 1d4 CHA & 1d4 WIS temporary ability damage. Character makes a DC 15 Will save, failure indicates a "bad trip" and the character becomes sickened.
Inject Sap: Costs 20gp. Character feels ecstatic with strong hallucinations and delusions of grandeur, plus the character gains +1d4 to Perform checks and +2 vs Enchantment spells and spell-like effects. Character makes a DC 10 Fort save, failure means suffering -4 CHA & -4 WIS temporary ability damage, along with -2 to Initiative checks. Character makes a DC 12 Will save, failure indicates a "bad trip" and the character becomes both nauseated and paranoid.
BASIC FUNCTION: A failed Fortitude save results in the hindrance, while a failed Will save results in the "bad trip." Unless it is otherwise noted, the benefits and hindrances last one hour.
PARANOID: The character suffers –6 to all Charisma-based skill checks. Additionally, the character assumes that others mean him harm.
Yes, this is all very hombrewed, but it goes along with how I treat drugs and alcohol, etc. in my campaign. Maybe it could be useful for inspiration, or go ahead and use it as is.
Cheers!

![]() |
1 person marked this as a favorite. |

This chart may not come through clearly but here is my contribution. Rationale to follow perhaps...
Kalamanthis:
Perhaps one of Diamond Lake’s most notorious claims to fame (a considerable statement) is the plant Kalamanthis. A potent narcotic cultivated by the monks of the Twilight Monastery outside Diamond Lake, parts of the Kalamanthis Plant can be prepared and used in three separate ways:
Ingested - the raw root can be chewed.
Inhaled - the leaf can be dried and smoked.
Injury - the sap can be boiled, concentrated into a viscous paste, and injected.
Type void Fort Addiction Satiation Cost Damage
DC
Ingested DC 13 10 Medium 5 days 5sp 1d4 Dex, 1d4 Wis
Inhaled DC 15 10 Medium 5 days 1gp 1d4 Dex, 1d4 Wis
Injury DC 17 14 High 2 days 20gp 1d6 Dex, 1d6 Wis, 1d2 Con
Initial Effects:
Ingested: 1 point of wisdom damage.
Inhaled: 1 point of wisdom damage.
Injury: 2 points of constitution damage.
Secondary Effects:
Ingested: User becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from symbol of pain).
Inhaled: +2 alchemical bonus to Strength for 1d3 hours.
Injury: +2 alchemical bonus to Intelligence and Charisma for 1d2 hours.
Side Effects:
Ingested: Numbed. A numbed character takes a -2 penalty to Armor Class, initiative checks, and on most Dexterity-based skill checks. All checks and activities that rely on precise touch (such as Forgery or the capacity to feel mild to moderate physical stimulus) automatically fail.
Inhaled: -2 alchemical penalty to Charisma, treat NPC users as unfriendly (per Diplomacy rules in PHB), while under the effects.
Injury: -2 penalty to Concentration, Spot and Listen checks as feelings of intense euphoria and mild hallucinations serve to distract the user.
Overdose:
Ingested: A second dose taken while the first is still in effect causes a numbing stupor for 2d4 hours. Partial actions only while stupor persists.
Inhaled: A second dose taken while the first is still in effect causes confusion and anxiousness (treat as shaken).
Injury: If more than one dose is taken in any 12-hour period, the user immediately takes 1 point of Constitution damage, and falls unconscious for 2d4 hours of vivid and disturbing dreams. Treat user as fatigued upon waking. A DC 17 Fortitude save negates unconsciousness and fatigue.