# The Apothecary's Shelf

*The Apothecary, Poisons, Drugs, and Chemical Agents for Exodus NDS. Source: https://exodusnds.com/sourcebooks/the-apothecary/the-apothecarys-shelf*

What the Old World sells over a counter: medicines, stimulants, sedatives, antidotes, and in some Universes the products of working alchemy.

Entries with a **Benefit** row are drugs and follow Chapter 5. The last three entries are poisons and follow Chapter 3.

Entries tagged **Fantastical** need a Universe with alchemy or magic. The rest need a garden and a mortar.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/the_apothecary/the-apothecary-shelf.jpg">

##### <span class="substance-bar medicine"></span>Healing Salve
<span class="weapon-aka">Poultice, wound balm, honey and yarrow</span>

<div class="substance medicine">

<span class="pot">—</span>
<span class="onset">—</span>
<span class="lasts">1 day</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Applied</span>
<span class="price">20</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Applied before a full night's rest, the patient recovers 2 additional Wounds from that rest</span>

</div>

Clean dressings and something that keeps a wound sweet. It is not magic and it does nothing in a fight.

##### <span class="substance-bar medicine"></span>Poppy Tincture
<span class="weapon-aka">Opium, laudanum, milk of the poppy</span>

<div class="substance medicine">

<span class="pot">3</span>
<span class="onset">10 minutes</span>
<span class="lasts">4 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">30</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">Habit 2</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 3 Strain, and ignore the ongoing penalty of one Minor or Moderate Critical Injury for the duration</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Perception and Readiness checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">4 Strain each 10 minutes for 4 checks; sleep 4 hours</span>

</div>

The one medicine before the Modern period that reliably stops pain. Soldiers, surgeons, and the old all keep it. A good many of them cannot stop.

##### <span class="substance-bar stimulant"></span>Chewing Leaf
<span class="weapon-aka">Coca leaf, khat, betel, kola nut</span>

<div class="substance stimulant">

<span class="pot">1</span>
<span class="onset">10 minutes</span>
<span class="lasts">4 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Chewed</span>
<span class="price">5</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">Habit 1</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 2 Strain. Add 1 Boon Die to Fortitude and Athletics checks against fatigue, hunger, altitude, and long labour</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">1 Strain</span>

</div>

A leaf or nut chewed by porters, sentries, and rowers. It dulls hunger and keeps the legs moving.

##### <span class="substance-bar stimulant"></span>Watchman's Tea
<span class="weapon-aka">Black tea, strong coffee, guarana, mate</span>

<div class="substance stimulant">

<span class="pot">1</span>
<span class="onset">10 minutes</span>
<span class="lasts">8 hours</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">3</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Ignore the penalties for one missed night of sleep</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">Add 1 Bane Die to all checks the next day until a full night's rest</span>

</div>

Brewed black and drunk hot. It pushes sleep back by a night and charges interest.

##### <span class="substance-bar sedative"></span>Strong Drink
<span class="weapon-aka">Spirits, fortified wine, rum, the stirrup cup</span>

<div class="substance sedative">

<span class="pot">2</span>
<span class="onset">10 minutes</span>
<span class="lasts">2 hours</span>
<span class="limit">2</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">2</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">Habit 1</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Add 1 Boon Die to checks made to resist fear, and recover 1 Strain</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Add 1 Bane Die to Agility and Intellect checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">Disoriented for 4 hours, then 2 Strain that cannot be recovered until a full night's rest</span>

</div>

A measure of courage before the boarding or the duel. The **Limit** counts strong measures in an evening, not sips.

##### <span class="substance-bar stimulant"></span>Berserker Draught
<span class="weapon-aka">Battle brew, wolf-ale, red cap mead</span>

<div class="substance stimulant">

<span class="pot">3</span>
<span class="onset">10 minutes</span>
<span class="lasts">1 encounter</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">80</span>
<span class="avail">Restricted</span>
<span class="period">Old World</span>
<span class="qual">Habit 1</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Add 1 to the damage of Melee and Unarmed attacks, and ignore Disoriented</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">The drinker must move toward and attack the nearest enemy each turn, cannot make Ranged attacks, and adds 2 Bane Dice to Intellect and Charisma checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Crash</span>
<span class="pqual">4 Strain, and Disoriented for the rest of the scene</span>

</div>

Brewed from red mushrooms and bog herbs and drunk before a charge. It makes a fighter hit harder and think not at all.

##### <span class="substance-bar sedative"></span>Dreamsmoke
<span class="weapon-aka">Opium pipe, hashish, lotus resin</span>

<div class="substance sedative">

<span class="pot">2</span>
<span class="onset">1 minute</span>
<span class="lasts">4 hours</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled</span>
<span class="price">15</span>
<span class="avail">Restricted</span>
<span class="period">Old World</span>
<span class="qual">Habit 3</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover all Strain over the first hour</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">Disoriented, and add 2 Bane Dice to Readiness and Perception checks</span>

</div>

<div class="weapon-profile">

<span class="pname">Overdose</span>
<span class="pqual">4 Strain each 10 minutes for 4 checks; sleep 8 hours</span>

</div>

Smoked lying down, in a room kept for it. Every port and every large city has a house where it is sold, and a list of customers somebody would pay to see.

##### <span class="substance-bar medicine"></span>Smelling Salts
<span class="weapon-aka">Hartshorn, sal volatile, burnt feathers</span>

<div class="substance medicine">

<span class="pot">—</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Inhaled</span>
<span class="price">10</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">An Engaged character spends a maneuver to wake a character who is asleep, or who is incapacitated by Strain. The patient recovers Strain down to 1 below Strain Points</span>

</div>

<div class="weapon-profile">

<span class="pname">Limit</span>
<span class="pqual">Once per patient per encounter. No effect on a character incapacitated by Wounds</span>

</div>

A sharp reek under the nose. It is the old answer to a sedative and to a faint.

##### <span class="substance-bar antidote"></span>Emetic
<span class="weapon-aka">Mustard water, salt water, ipecac root</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">5</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">A **Purge** made with an emetic needs no check</span>

</div>

<div class="weapon-profile">

<span class="pname">Side effect</span>
<span class="pqual">The patient suffers 2 Strain and is Staggered on the next turn</span>

</div>

Something that empties the stomach. It works only on what was swallowed, and only before the poison has left the stomach.

##### <span class="substance-bar antidote"></span>Theriac
<span class="weapon-aka">Mithridate, treacle, the universal antidote</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">1 round</span>
<span class="lasts">1 day</span>
<span class="limit">1</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">100</span>
<span class="avail">Restricted</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">General antidote. Add 2 Boon Dice to resist checks and to Medicine checks to treat one poison, for the rest of its Course</span>

</div>

A paste of sixty-odd ingredients, most of which do nothing. Enough of them do something that kings ate a spoonful every morning.

##### <span class="substance-bar antidote"></span>Antivenom
<span class="weapon-aka">Snake stone, serum, the charmer's cure</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">1 round</span>
<span class="lasts">—</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Injected, Applied</span>
<span class="price">120</span>
<span class="avail">Rare</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Specific antidote to the venom of one kind of creature, named when it is bought</span>

</div>

<div class="weapon-profile">

<span class="pname">Special</span>
<span class="pqual">Before the Industrial period it is a folk remedy and works as a general antidote against that venom only. True serum dates from the 1890s</span>

</div>

Whatever is known to work against the bite of one animal. It must match the animal. The wrong one does nothing.

##### <span class="substance-bar antidote"></span>Bezoar
<span class="weapon-aka">Stone from a goat's stomach, toadstone, unicorn horn</span>

<div class="substance antidote">

<span class="pot">—</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Dropped in the cup</span>
<span class="price">500</span>
<span class="avail">Rare</span>
<span class="period">Old World</span>
<span class="qual">None</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Add 1 Boon Die to resist checks against any Ingested poison drunk from a cup the stone has stood in. The stone is not used up</span>

</div>

<div class="weapon-profile">

<span class="pname">Special</span>
<span class="pqual">In a Universe without magic the Boon Die is the drinker's confidence, and the GM may rule it does nothing against a poison the stone could not absorb</span>

</div>

A smooth stone set in gold and hung on a chain over the table. Its owner believes in it completely.

##### <span class="substance-bar medicine"></span>Healing Draught
<span class="weapon-aka">Red potion, vitae, the alchemist's cordial</span>

<div class="substance medicine">

<span class="pot">—</span>
<span class="onset">None</span>
<span class="lasts">—</span>
<span class="limit">—</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">50</span>
<span class="avail">Common</span>
<span class="period">Old World</span>
<span class="qual">Fantastical</span>

</div>

<div class="weapon-profile">

<span class="pname">Benefit</span>
<span class="pqual">Recover 4 Wounds. Each further draught the same patient drinks before a full night's rest recovers 1 fewer, to a minimum of 0</span>

</div>

<div class="weapon-profile">

<span class="pname">Special</span>
<span class="pqual">Drinking one is a maneuver. Pouring one into an incapacitated ally is an action</span>

</div>

An alchemical medicine that closes wounds as the patient watches. It belongs to Universes with working alchemy. A Universe with its own healing potion uses its own numbers in place of these.

##### <span class="substance-bar sedative"></span>Truth Draught
<span class="weapon-aka">Candour, the confessor's cup</span>

<div class="substance sedative">

<span class="pot">4</span>
<span class="onset">1 minute</span>
<span class="interval">Hour</span>
<span class="course">1</span>

</div>

<div class="substance-detail">

<span class="vector">Ingested</span>
<span class="price">350</span>
<span class="avail">Rare</span>
<span class="period">Old World</span>
<span class="qual">Fantastical</span>

</div>

<div class="weapon-profile">

<span class="pname">Effect</span>
<span class="pqual">For one hour the victim cannot say anything the victim believes to be false. The victim may stay silent, and knows what was done</span>

</div>

<div class="weapon-profile">

<span class="pname">Antidote</span>
<span class="pqual">None; it wears off</span>

</div>

A clear alchemical liquid with a taste of iron. It compels honesty and nothing else: the victim can refuse to answer, can mislead with true statements, and can be honestly wrong.

##### <span class="substance-bar toxin"></span>Stoneblood
<span class="weapon-aka">Basilisk tincture, gorgon oil</span>

<div class="substance toxin">

<span class="pot">4</span>
<span class="onset">1 round</span>
<span class="interval">Round</span>
<span class="course">3</span>

</div>

<div class="substance-detail">

<span class="vector">Injury, Contact</span>
<span class="price">300</span>
<span class="avail">Rare</span>
<span class="period">Old World</span>
<span class="qual">Fantastical</span>

</div>

<div class="weapon-profile">

<span class="pname">Effect</span>
<span class="pqual">Immobilized. A victim already Immobilized by this poison is Paralysed, with skin as hard and grey as slate</span>

</div>

<div class="weapon-profile">

<span class="pname">After</span>
<span class="pqual">One hour after the poison ends</span>

</div>

<div class="weapon-profile">

<span class="pname">Antidote</span>
<span class="pqual">A specific antidote brewed from the same creature</span>

</div>

A grey oil that stiffens flesh. It does not kill and it does not last.

##### <span class="substance-bar toxin"></span>Bleeder's Oil
<span class="weapon-aka">Leech water, thinblood</span>

<div class="substance toxin">

<span class="pot">3</span>
<span class="onset">None</span>
<span class="interval">Round</span>
<span class="course">3</span>

</div>

<div class="substance-detail">

<span class="vector">Injury</span>
<span class="price">150</span>
<span class="avail">Restricted</span>
<span class="period">Old World</span>
<span class="qual">Fantastical</span>

</div>

<div class="weapon-profile">

<span class="pname">Effect</span>
<span class="pqual">Bleeding: 1 Wound at the start of each turn until an action and an Average Medicine check stop it</span>

</div>

<div class="weapon-profile">

<span class="pname">After</span>
<span class="pqual">Wounds cannot be recovered by rest for one day, and Medicine checks to heal the victim add 2 Bane Dice</span>

</div>

<div class="weapon-profile">

<span class="pname">Antidote</span>
<span class="pqual">A specific antidote ends both effects</span>

</div>

An oil that stops blood from clotting. A small cut treated with it will not close.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/the_apothecary/the-apothecary-alchemist-bench.jpg">
