Tanbrosh Withdrawal
Characters using Tanbrosh gain a +2 bonus to Strength and Constitution, but a –2 penalty to Wisdom. So powerful is this drug that an addicted character denied his a daily dose suffers a –4 penalty to all ability scores after one day, is catatonic the next, and dies on the third.
Transmission & Vectors
Ingesting Tanbrosh after it has been prepared into a narcotic.
Treatment
Removing Tanbrosh Addiction
Tanbrosh is a potentially deadly addiction. Composed both of a psychological element and a powerful physical need, Tanbrosh addiction is difficult to cure. To do so requires either a neutralize poison spell, which completely eliminates the addiction, or a series of skill checks. The first is a Heal check (DC 19) to determine what the problem is. The second is an Alchemy check (DC 26) to develop an antitoxin that allows the addict to free himself slowly of the need for the addictive substance. This process takes 1d4+1 weeks for each person treated. The healer can administer such long-term care for up to six people at a time. Other characters with the required skills may assist, each adding six additional patients to the number treated and possibly allowing a cooperation bonus. A trained expert in Profession (herbalist) grants a +2 synergy bonus on both of these checks. Meanwhile, the addicts still need their daily doses or suffer the consequences outlined above. To make the substance requires a Profession (herbalist) or Alchemy check (DC 18).Cultural Reception
Tanbrosh Addicts are looked upon with disgrace for becoming a slave to such a deadly narcotic drug.
Comments