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Netbook of Pipe Weeds (for AD&D 2nd edition rules)

Legal: Like everything I write that I put on the net I make this thing because it happened a
couple of times that my works were removed because it didnt include this so here goes. The
names of Dungeons & Dragons and any related documents depicted in this document are
trademarks and property of Wizards of the Coast and TSR entertainment (Players Handbook and
things like that). This document is intended for personal use only it may not be used in any
commercial ways. You may put this on your site as long as my identity and this legal notice is in
there also Id really appreciate it if you e-mailed me before putting it on a site. This net book was
made originally by Benjamin Beauchesne A.K.A Rei the Thorgal or Rei Ilmarius and for the great
adnd and d&d site of http://www.adnddownloads.com/.
Email: reithethorgal@megaquebec.net
O.K. off with the legal stuff lets get down to business. First I cant say that I really know if any
rules have been made for the use of pipe weed so Ill just give them along the way happy
reading. Also send any suggestion or questions to me. And the last, thing the weeds arent
arranged in any ways I just wrote them as they came out of my mind.
Special thanks: O.K. first I have to thank Tobias for this he gave me the inspiration to get off my
matter magic net book. Kenneth Jensen A.K.A. kenny26 for his always welcomed support and
converting this netbook to 2nd edition rules. And also one of my friends who was the first to give
this idea to me.
IMPORTANT: The prices are actually bullshit, the DM/GM must be the one deciding how much it
costs, you might as well put a very frequent weed at 100 platinum for a single use. The prises
arent adjusted to fit a 2nd edition campaign, so make your own decisions in accordance to your
players and what you think is best. Also pipe weed is an extra to have on a character. It should
never be considered a must have to go through something.
Note on mages: If a mage gains access to certain spells by using pipe weeds (i.e. learning it
because of increased intelligence), be sure to do something to the spell like make it lose some of
its effects or things that would make it not a true learned spell.

O.K. little notes on pipe weeds. First there are 2 kinds of pipe weeds: Normal weeds that change
different stats usually charisma, wisdom and moral. The second type is magic weeds or rare
weeds. They provide special effects like 5% to fire resistance and things like that. The third note I
have to give is that all these weed were made up by me and some by Nicolas (my friend I wrote
above) and you might see names that resemble Tolkiens like old Toby weed has become Tobys
black leaf. And the very last thing I say: Enjoy my work!

Tobys black leaf.


Lets start by the first I mentioned, Tobys black leaf. It was discovered by the hobbit Toby
Fastfoot (not fast food). It isnt a rare weed at all, one of the most frequently used by hobbits. It
has a rather rough taste because the leaf is taken right off the branches of the tree then cut,
dried and then smoked. You can usually find this pipe weed in any open markets. If you want to
make yourself your own Toby black leaf you have to find a black oak tree and take the leaves
delicately. Then cut them, they emit a nice and barely noticeable fragrance. If they smell too
much they cannot be used and can be VERY poisonous if taken at this time. Once they are cut it
takes about 1 day for them to be ready to smoke, the longer the better just like wine (even if it is
older it doesnt have a better effect). Hobbits, dwarves, orcs and humans mostly use it. The
elves prefer more refined taste.
Price: Usually around 5 gold piece for a small pouch. It contains 5-8 uses depending on the season
(winter less summer a lot more).
Effects:
Wisdom: -2
Charisma: -2
Moral: +1
Constitution: +1
Strength: +1
Toby was a farmer, and he discovered that when smoking this weed he was able to do more
labour in the same amount of time. Unfortunately it has the side effect of giving too much
energy. Because of that it prevents the smoker from having a good nights sleep, so the day after
it was consumed the character loses all bonuses given by constitution and dexterity and suffer
moral 1. If the pipe weed is consumed two days or more in a row the character loses all moral
bonus. When smoking you get a bonus to constitution, you may use for the first day, if the weed
is consumed for 2 days or more in a row, you lose whatever bonus you would gain by smoking it.

Northern wind
This weed is a bit more rare than Tobys black leaf, but is still pretty frequent. It was used and
discovered by human sailors that got into the northern seas where it was very cold. When they
fished they usually ended up with a lot of sea plants. One of them was called Ice grip because it
could be used to make a flu-healing potion. The sailors found out that when smoked, it could
protect from the ice-cold wind in the seas and became one of the major pipe weeds in any human
fleets. Mostly humans smoke it but the taste is good for every race. It tastes a bit like salt and is
full of savour (a lot more then normal weeds). If you want to make it yourself you have to find Ice
grip dried or fresh, it doesnt matter. It can be found in most alchemist laboratories. Once you have
some, add a bit of water until its consistency is like a sponges and smoke it. You can also usually
find it in most ports.
The price is a bit higher than other weeds because it is tougher to get the plants. 10 gold coins
for 5 servings.
Effects:
Wisdom: -2
Intelligence: -1
Moral: +1

The major effect of this weed is that it cures colds. It removes any sensations of cold in ones
body. It also helps the smoker to sleep, making the healing of a flu-like illness go faster. It may
be smoked more than once a day but the effects arent cumulative. If you smoke 2 times a day
you wont heal 2 times faster. Also it provides a 5% resistance to cold-based attacks but doesnt
include a dragons breath. It also alters the taste of the food, everything tastes saltier than it
really is.

Longroad herb
A group of travelling dwarves discovered this herb. They were always tired of carrying heavy
packages, so they stopped in a cave and they found small white flowers called cave stars. They
took the flowers and putted a lot of em in their pipe and smoked. The Longroad herb was
discovered. It is the most frequent pipe weed found in a travellers belt pouch. Nowadays the
flowers are grown in caves and sold as pipe weed, making it not rare at all. If you come across
some cave stars you simply take them and put them into your pipe and voila! The taste isnt all
that great but still puts pleasure in the travellers heart. All races like that taste, especially
dwarves.
Cost: It is very cheap, being voluntarily grown. 2 gold pieces for 2-3 uses.
Effects:
Wisdom: -1
Moral: +3
This weed is usually smoked before going on a long days walk or just after one. It gives the
smoker a good moral boost and makes him forget of all the hard days work he just endured. It
doesnt have any special effect except that the smoker will fall into a deep, deep, deep sleep, so if
they are attacked, it might take a big SCREAM to wake him.

The travellers friend


This pipe weed is a variation from the Longroad herb. It is especially liked by elves. It is made
from the same plant as the Longroad herb. The only thing that differs is that about 1 in 100 cave
stars blooms a blue flower. That flower gives a superior taste and effect compared to its sister.
But that isnt all. Once that flower is taken, it must be cut into small pieces and then dried for
about a full month. It is considered a rare weed because of this rarity (DUH) and because of its
effect.
Cost: To the DM/GMs discretion. Make the price higher in a cave free county and make even higher
in winter. The base price is around 45 gold pieces for 1 use. So make sure to make it higher when
playing with stronger players.
Effects:
Wisdom: -2
Intelligence: -1
Moral: +4
The following are if taken in the morning
Constitution: +2
Strength: +2

Moral: +2 instead of +4. You still suffer the minus in wisdom and intelligence.
If it is taken just before sleeping, it will provide the smoker with a very good night sleep. So the
next morning he gains these bonuses:
Moral: +1
Constitution: +1

Hot chimney
This pipe weed is probably one of the oldest. Humans discovered it in an old time. It is made from
dried pine tree sap. The sap is putted in a cauldron, boiled at high temperature and then left for
about 2 weeks to dry. Once that is done, it is cut into little pieces, just right to fit into a pipe. It is
tougher to smoke because you smoke off something about as hard as a rock, but when in contact
with fire it melts and can be smoked pretty easily once in its oozy state. To speed up the fire
ignition people often put paper in it to make it start faster. Thats why it was called hot chimney.
Also it provides the smoker with an inner heat. The taste is very sweet and is one of the elves
favourite. It also keeps the smoker from going to sleep, it was often smoked around a hot chimney
fire to stay up late and tell stories. Nowadays it is less frequently seen but is still a little popular
within the bards and storytellers.
Price: Because of its difficult making the price is higher then usual. Around 5 gold pieces for 2
uses.
Effects:
Wisdom: +1
Charisma: +1
Moral: +2
The sideffect is that because the person has a difficult time sleeping, the next morning, the
smoker suffers:
Wisdom: -1
Moral: -1
Constitution: -1

Maxwells beard
Maxwell was an almost unknown alchemist. He did minor discoveries but before he died he
discovered this pipe stuffing. It is made from a very rare plant called Maxwells daughter, because
he was the one who discovered it. It grows in mountainous regions and is a purple/dark blue
colour. The flower itself is very big compared to lets say roses. They also have the centre of the
flower RED. It is considered a magic pipe weed. To make it, find a Maxwells daughter and carefully
remove the petals and cut them into fine pieces, usually with one flower you can make 3-4
stuffing. The plants bloom only in winter, so watch out. The taste reminds the smoker of fresh
fruits or things like that. When smoking, the person automatically feels happy. Dwarves and orcs
cannot stand this pipe weed. Hobbits rarely ever smoke it. This is the ALL TIME favourite of the
elves.
Cost: It isnt sold unless it is a VERY, VERY high price.
Effects:
Wisdom: +2

Intelligence: +1
Moral: +4
Charisma: +2
Dexterity: -1
Once the smoker has finished his pipe, he falls into a deep sleep. When he wakes up, he finds
himself kind of strange and has trouble standing up or fighting for about an hour. After that, for
the rest of the week he gains these bonuses:
Wisdom: +1
Moral: +2
Charisma: +1

Kings leaf
This is a tool used by assassins. It was made by an old apothecary whos name has been forgotten.
A priest used it. He was the high priest of a great king, and he decided to rule over his kingdom. So
he found an assassin that could take control of the king without hurting him. The assassin
eventually came up with this weed and used it to control the king. The priest seeing that the herb
was working great decided to make a lot of it. After 2 weeks the king died of this herb and the
priest was executed, guilty of high treason. The rest of the herb was lost to the hands of the
assassin who got away. This weed cannot be made nowadays. It can only be found. It is considered
a magic weed. When smoked, the person feels a great pleasure and forgets all his problems. He
also feels a lot stronger, physically than usual. But he finds himself unable to answer things that
he would normally be able to, making another say it instead of him. It also puts the person who
helps the smoker into great esteem of the smoker.
Cost: None it must be found.
Effects:
Wisdom: -5
Intelligence: -5
Charisma: +2
Moral: +5
Strength: +1
Constitution: +1
After a single pipe, the smoker becomes dependent unless he is of great perspicacity and is able
to find that something goes wrong. After 3 times the person loses all his own will, making him
the perfect puppet. After 3 times, the person loses all skills, like magic and anything else. After 2
weeks the person suffers 2d10 points of damage every time he takes his pipe.

The bookshelf emptier.


This herb was made quite recently by an order of wizards. It is used to remember a lot of things
a lot faster, but makes them in physique disarray. To make it, find some Mind mushrooms. They
grow in thick forests and humid caves. Once you have them, you must hide them from light or
they will lose all their effect. Then simply smoke them in a dimly lit place. It isnt rare in the
wizards guilds, but out in cities, its strange to find someone smoking it just like that.
Price: Around 2 gold pieces for a single use.

Effects: Last for a day each


Intelligence: +5
Wisdom: +5
The day after consumed:
Constitution: Reduced to the class minimum +2
Strength: Reduced to class minimum +2
The person smoking it will be able to skim threw countless books and learn a lot faster,
unfortunately the effect lasts for quite a bit, so the smoker goes into a learning frenzy and once
its finished he is totally incapable of performing any physical tasks.

Tobacco:
It is a simple herb old as the world, it is so frequent it hardly ever noticed.
Price: So frequent often given away
Effect:
Moral: +1
You know what tobacco does, dont you?
So here the book ends. Well for now, I intend on making another one with more things in it. Now
e-mail for questions or suggestions. Also Id like if people sent in names for the herbs they
suggest, it would help me as I had trouble with some of them, thanks.
Benjamin-X. Beauchesne.
A.K.A. Rei Ilmerius.

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