HENBANE
Scientific name: Hyoscyamus niger
 
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Wounds && Weeds - - - Dragon

Appearance: Henbane has large, thick,
soft leaves covered with hair and deeply cut.
These leaves lie near the ground. Henbane
also has many short and thick stalks, spread
with branches bearing smaller leaves. These
stalks have hollow yellow flowers with large
sepals covering much of the petals; the
petals are laced with purple veins. The
flowers bear tiny gray seeds. The root is
thick and branched, much like a parsnip
root. The plant has a heavy, offensive smell.

Location: Henbane grows in clearings
and along paths. It flowers throughout most
of the summer.

Uses: This herb is a potent pain-killer,
deadening virtually all discomfort from a
wound. Boil the leaves, seeds, or roots
together in a small amount of water and
apply as a poultice.

Game effect: Henbane applied to an
injured character will immediately restore
1-6 hit points, similar to the effect of
Aarons rod; however, only 1-4 of these hit
points will "wear off" two hours later (along
with the pain-killing effects), so the character
has a chance of regaining more than just
temporary hit points. If a character
attempts to fight or engage in other strenuous
activity while being affected by henbane,
he will do so as if he were moderately intoxicated (as defined on page 82 of the
Dungeon Masters Guide), because of the
numbing effects of the drug. When used
against fever, henbane will restore 1 point of
lost strength and constitution per day; this
treatment can be used daily until the victim
has fully recovered.

Precautions: Henbane is very poisonous
if taken internally: If ingested in any form
and any amount, the herb will cause 2-12
points of poison damage (save for half damage)
in the round following ingestion, and
the affected character will be unconscious
for 3-6 turns thereafter. This herb also has
hallucinogenic properties that may affect the
character who prepares a poultice. While
boiling the henbane plant, the character has
a 40% chance of inhaling fumes that will
act as a hallucinogen. If this happens, the
DM may moderate the effects or, optionally,
roll d6 to determine what happens: 1-2, the
character sees imaginary enemies in the
distance and runs off to fight them; 3-4, he
becomes unaware of his surroundings and
refuses to respond to any stimulus; 5-6, he
sees other party members as enemies and
attacks them immediately. The hallucinogenic
effect will last for 1-6 rounds.