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Lifeforms
Fauna
Forest/ Jungle
3.5
6 Votes

18xp


Hits: 7570
Comments: 11
Ideas: 0
Rating: 3.5
Condition: Normal
ID: 50

Submitted:

Updated:
May 5, 2011, 1:06 am

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Bloody Vines

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Scratches are a small price to pay for the comfort and protection of the perfect campsite. At least they were a small price until members of the party aren’t waking up.

Getting towards the end of the traveling day, the scout sees a perfect resting spot well protected from the elements. To get to it the group is forced to struggle through some vines with thorns not unlike those on a rose. It is inevitable that most or all the group will receive scratches but it is a small price to pay for the comfort and protection of the perfect campsite. Funny that the scratches have trouble scabbing over.

That night the effects of the scratches start to take their toll. The thorns hold a toxin that slowly works into the bloodstream causing a deep meditative sleep to take hold. The more scratches the more powerful it is but everybody with scratches would be affected to some extent. Even those on watch can’t fight the effects and soon they will be drowsing.

While the sleep that takes hold of them more then doubles their healing rate, it also causes them to be unaware of the creeping vines that start crawling towards them. The vines will wrap themselves around their victims and extract their blood for food.

The vines are intelligent and if somebody on watch is not asleep then the vines will creep along the ground and go after those affected. The vines can innately tell who is affected and their mental state (aware or not). The toxins will keep the victims healthy for a very long time so they can continue to provide food.

1)Smart players, if they escape, will realize how useful it could be if they can extract some of this toxin for future use. Whether to heal themselves or to knock somebody out. Does one try and transplant one to sell?
2)Perhaps the toxins have a fountain of youth effect as well. Wonder who else may be laying around out there. Do they wake them or rob them?

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Comments ( 11 )
Commenters gain extra XP from Author votes.

manfred
September 4, 2002, 2:21
0xp
Aye, no good, seen this one before...
Can't remember, but a Planescape setting plant or so. Requires the warmth of a body to grow, so keeps you asleep but fed and all. Positive: one so affected cannot be found by any magic, as he doesn't live, sort of. Was used for payment by people who get you out in hundred years or so.

But wait! This is the ideal time-travel device!
Strolen
September 4, 2002, 2:58
0xp
There was something like this in Friedman's series "Black Sun Rising" as well but they worked different then this. I used my poor memory of that as a basis and *thought* I came up with something more original. Planescape, Friedman, that's ok ;) (Hey, not great, not horribly original, but an idea none-the-less.)
MoonHunter
March 26, 2004, 3:26
1xp
Will anyone with plant lore or some such skill notice these things? If they exist anywhere else in the world, you think someone might of figured out they might be dangerous. I mean "Don't sleep near Blood Vines" would rank in there with "Don't touch the poison ivy" and "don't eat the mushrooms".
Voted MoonHunter
November 5, 2005, 16:16
0xp
I could of sworn I voted on this one.
Voted Zylithan
November 15, 2005, 22:49
0xp
I like it and I like the two notes at the end. Maybe its not completely original, but honestly almost all the posts here are taken from/strongly inspired by something else... it's how we come up with ideas.
Voted Drackler
April 6, 2006, 8:09
0xp
I think that it is a great idea.
MoonHunter
November 24, 2006, 10:57
0xp
Can someone fix the image on this submission?
valadaar
May 4, 2011, 10:21
Only voted
Voted valadaar
May 4, 2011, 10:22
Only voted
Voted Silveressa
May 10, 2012, 22:44
0xp

Kinda interesting, but it would work best for deep jungles or in a space faring sci-fi games as an unknown alien flora given (like Moonhunter pointed out,) once the danger becomes known most characters with wilderness survival skill (or wilderness experience) will recognize the danger and avoid it.

It could also be a nasty alchemicaly cultivated defense for some nobles manor perimeter (especially if the toxin took effect in minutes rather then hours.)

Voted Moonlake
June 22, 2013, 2:09
0xp
I am uncertain how the players would ever get out of the toxin-induced sleep but overall, I think this sub is of okay quality so a 3 it is.


Random Idea Seed View All Idea Seeds

       By: ephemeralstability

The city of Nausopol is built on stilts. Lots of very sturdy stilts and butresses, of course, because it rises about five hundred feet from the ocean. Even the most terrific of storms is only heard in the city as a distant cacophony of blasts as waves strike the solid stonework fathoms below. It has never been attacked because of its isolation and impregnability.

It's not a place for the faint-hearted: vertigo and sea-sickness are not desirable traits. But when you are standing in the middle of the city there is no way you could tell that you were standing above an ocean, separated only by a gulf of air and a few stones.

A thousand steps lead down from Nausopol to the floating docks. These docks are pitch-coated wooden and can be raised by winches during squalls. Trade with other cities and countries is good: Nausopol is built over a sunken atoll whose minerals are still mined by divers, and it was from this that it originally derived its wealth.

But the principal method of getting to and from the city is by riding the giant sea-eagles which have been captured and bred for that very reason.

Ideas  ( Locations ) | September 24, 2002 | View | UpVote 1xp


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