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The Fool's flower

The fools flower is a species of rose-like flower that grows near human settlements or large populations of other intelligent life. It is very difficult to distinguish from a regular rose, though when given instructions on how to avoid a fools flower, it becomes much easier to identify. Instead of requiring a DC 18 Survival check, it requires only a DC 10 survival check after said instruction. However, many people never receive formal botany training. For those who don't, they can expect a painful end. When picked, the Fool's flower extends its thorns, much like cat claws, and injects the victim with a poison. The barbs are similar to a fishhook, and get caught in the skin of the victim, requiring a DC 15 INT(nature) check to remove without ripping off skin or a DC 10 STR (athletics) check to remove if the target doesn't mind parting with flesh. This ripping out deals an additional 1d6 slashing damage. Regardless of if they make this save or not, the injected poison requires a DC 15 CON save, taking 3d12 poison damage on a failed save or half as much on a successful one. In addition, if they fail, they recieve the poisoned effect. If the target doesn't die instantly (and failed the check), they are poisoned until they make the save or until they die, with the damage repeating every hour. However, the flower isn't done yet. If the flower is still attached, it further roots itself into the victim after about an hour, connecting it's roots to the bloodstream, making it near impossible to get completely out. After the target dies, the flower uses the decaying corps to grow itself, completing the growth cycle of the Fool's flower. Fortunately for most people, Fool's flowers are uncommon to find, and many cities have some minor controls over the immediate areas around the city. For far travelers though, they must be much more cautious.

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