Drugs: A Sweet Surrender
A guide to drugs in the AranoX
There are a bunch of drugs in AranoX. All of them can be bought in Undersands. The two most popular drugs are the speed inducing Jet and the intoxicating chemical Ilhaelerra. Furthermore there are the deadly Black Voodoo and infamous Venom.

Jet
Jet is made from an underground dwelling fluorescent white beetle. These beetles reproduce only once in their life but, they are aided by a hormone that increases their speed and agility. Up until they have mated, the hormone is produced in increasing quantity, creating lightning fast buggers that race through the underdark in search for a partner that hasn’t mated yet. If they can’t find a partner, these hormone surges always prove to be fatal.

A couple of years ago, a perceptive merchant noted that one of his lizard mounts acted very agitated after eating a particularly big specimen of the white beetle. This beetle had only minutes before succumbed to the surge and was, although dead, still filled with hormones. The merchant took a particular interest in the bugs, catching them and using them to increase the speed of his lizard mounts. It wasn’t until he ran into a shady character named D’vilbocko that Jet came to be. D’vilbocko, a shoplifting thief, had the idea to use the hormone to his own advantage. Together, they contacted an alchemist who eventually came up with a way to ‘harvest’ the hormone… Jet was born.

A couple of months later, the merchant sold the recipe for Jet to an infamous crime lord. A couple of days later the merchant was found by two Jet junkies, in an ally with a slit throat. The Jet junkies were trialed for murder and died in the gladiator pits (after, what could be called, a flashing performance).

Jet Dose
Type: Jet is a powdered drug that must be inhaled (snorted). DC: 15+2/additional batch
Effect: Jet increases Dexterity with 2 points +1 point/additional batch and move with 10 feet +5 feet/additional batch. This effect lasts for 1D4 hours +1 hour/additional batch.
initial damage: Internal ruptures for 1D4 hours +1/additional batch(same as above), suffers 1 subdual damage/hour per dose
secondary damage: Nausea and internal bleeding for 2D4 hours, suffer 1 damage/hour and a -2 penalty on dexterity.

In addition, the character must make a Will save DC:12 immediately after the effects wear off, or he will crave an additional dose. At this point the character starts to become addicted. Each time the character fails this save, the DC goes up by 1 point.

The lethal damage comes from internal bleedings and can not be prevented. Thri-Kreen don't benefit from jet because they don't have the same muscular structure as humans.

Long term use of Jet causes the white of your eyes to change to a sickly fluorescent yellow.

An example: If Cross-eyed Eddy (level 2 rogue, Fort:+2, hp: 10) snorts three batches of Jet, his dexterity increases with 4 points, his move increases with 20 feet and he is under influence for 1D4 +2 hours (we roll and get 5). Eddy now needs to make a fortitude save, he rolls a 4 and fails the save. After the initial 5 hours. He gets a 2 point penalty to his dexterity for 2D4 hours(let’s say 6 hours) and has suffered a total of 15 subdual damage. For the following 6 hours, he also suffers 1 damage per hour. At the end of an agonizing day he is lying face down in a ditch, dried blood coming out of his nose. One of his eyes gazes at the ground, the other one gazes up, as if he is looking for help from a passerby. Although he lived fast and died young, he didn’t really leave a good-looking corpse.


Ilhaelerra Intoxicant
Ilhaelerra Intoxicant is an alchemical painkiller and intoxicant distilled from a secret process known only to a few. It is usually created in a syrupy potion-like form that looks like marbled greyish liquid. A typical dose is 2-3 ounces.

Imbibing a single dose of Ilhaelerra causes a state of euphoria that lasts 1d3 hours, heals 1d3 hit points, and deadens pain sensations throughout the body. (Be warned: pain will return when the dose wears off). A patient under the effects of a single dose of Ilhaelerra is easier to heal (giving any character who attempts to use the Heal skill a +2 situation bonus to heal the anesthetized patient).

Additional doses of Ilhaelerra taken within a 24 hour period do not heal any additional damage, and do not make it easier to heal anyone. However, if more than the single medicinal dose is ingested, the sense of euphoria is heightened to the point of intoxication. A double dose is a popular recreational intoxicant in certain areas.


Ilhaelerra Dose
If a double dose of Ilhaelerra is ingested, treat as a poison: type: ingested DC: 12
initial damage:1d4 Dexterity
secondary damage:1d6 Wisdom
side effect: heals 1d3 damage, euforia

In addition, if an intoxicating dose is ingested, the character must make a Will save DC:12 immediately after the effects wear off, or he will crave an additional intoxicating dose. At this point the character starts to become addicted. Each time the character fails this save, the DC goes up by 1 point. There is no danger of addiction if Ilhaelerra is only used in carefully controlled single doses.

Distilling Ilhaelerra is a secret process known only to a few sages, alchemists and (now) a growing number of criminal alchemists in the employment of Diamond Rukh the Kobold. It requires the Devil's Blossom poppy, which is quite rare in itself. Brewing Ilhaelerra requires an Alchemists lab, and a complicated and delicate network of glass-tubes, burners and base ingredients. It can be manufactured at cost, for around 50 copper pieces for a potion flask of 6 doses. It's street value ranges from 20-25 copper per double-dose (since an intoxicating dose is really two doses). Thus a flask of Ilhaelerra costs between 120-150 copper per flask.

Black Voodoo
Black Voodoo is a really bad drug. It was one of the first drugs to appear in Undersands and it is responsible for the death of many drug addicts. Nowadays, because of the popularity of Ilhaelerra, Black Voodoo is no longer used by a lot of people. But because it is so cheap, it still has an existence among the poorest of drug users. Their fate lies in death, because everyday another addict falls victim to the Black Voodoo. Black Voodoo is so cheap is because it is in fact a self-reproducing organism. It is some sort of dark and slimy mold or fungus that lives off the carrion that it has killed. Natural patches can be encountered in the Underdark.

Black Voodoo Dose
type: ingested DC: 14
initial damage:1d4 Con
secondary damage:1d4 Wis + 1d4 Con
side effect: User becomes immune to pain.

Black Voodoo causes severe hallucinations that can easily last for several hours. In these hallucinations, the user often sees himself as a superhuman, immune to damage or death. But this is not entirely a hallucination because the user does become immune to pain. Any damage suffered is kept secret until the user is below 0 hitpoints or until the dose wears off. If a user fails his first save but succeeds at the second one, he doesn’t suffer from hallucination a temporarily gains the immunity to pain. The effects last for d3 hours.

In addition, if a dose is ingested, the character must make a Will save DC: 14 immediately after the effects wear off, or he will crave an additional dose. At this point the character starts to become addicted. Each time the character fails this save, the DC goes up by 1 point.

Venom
Venom is in fact real snake poison. It is the only drug that isn’t used in Undersands but in the Snakecoil mountains. The drug comes from the Rock-snake. It is a snake that can only be found in the Snakecoil Mountains. There it is used by several barbarian tribes to induce a feral frenzy. If you can withstand the poison, it increases adrenalin production drastically and overwhelms the mind with thoughts of bloodlust.

Venom Dose
type: injected DC: 15
initial damage: d4 int
secondary damage: d4 int
side effect: You gain the benefits of a barbarian rage, if you are already in rage, you gain the benefits of a greater rage.

Venom is not addictive but you do get used and eventually immune to it. To reflect this, every time you succeed your first or second save by 5 or more, the DC goes down by 1 point. If the DC has gone down to 10 you have become immune. One way to avoid this, is by using bigger Rock-snakes with higher DCs. (You’ll need to keep a separate record of the ‘immunity points’)