Today we will be talking about the spookiest plants you can put in your Halloween game. We’re not here to discuss the most toxic plants, because let’s be honest – death by poison is a rather boring thing to play out at the table. Instead, we’re about to go for a deep dive into the weirdest, the creepiest, and most horrifying.
Probably one of the most devious plants in folklore. It is planted and tended to by the devil himself, who only leaves it unattended for one night every year – Walpurgis night, known as Witches’ Sabbath. Which is, by the way, the night of 30th April to 1st May. While Devil’s out carousing, this toxic bush changes into a mysterious enchantress, as beautiful as she is deadly.
This lovely carnivorous plant grows in lakes and ponds. The floating stems are covered in transparent bladders, almost invisible underwater. They suck in everything that comes in contact. All it takes is a fraction of a second, and a poor insect or a fish are trapped with no chance of escaping. Now, bladderwort is too tiny to be of any risk to a human… But in your game, it doesn’t have to be.
Did you ever have the players’ characters walking through the forest and feeling as if they’re being observed? If not, this is the perfect opportunity to give them a taste. White baneberries are known as doll’s eyes, for probably obvious reasons. Next time the party feels too perky with their survival skills, they can have those disembodied eyes on fleshy stalks follow them around.
4. Corpse Flower
This beauty is native to rainforests of Sumatra and can grow to over three meters tall, which is equivalent to a portion of a football field, probably. Not only the main leaf has the color and texture of fresh meat, the whole thing also stinks of rotting flesh and for as long as it’s blooming, it stays at the temperature of the human body. It also has a ridiculous Latin name if this is your type of humor. No judgement.
Also known as monkshood and wolfsbane. As the story goes, the first plant grew from the saliva of Cerberus, and ever since, it is strongly connected to all kinds of lore about wolves and werewolves. If you ever need some lycanthropy-adjacent potions or elixirs, aconite is your best bet.
6. Ghost Plant
If, like myself, you grew up with stories about dark, scary forests, you’ll feel right at home. These delicate, parasitic flowers need no sunlight and can grow even in complete darkness. Usually white or pink, they can appear overnight like a tiny army of ghosts. Fun fact: in the 19th century, they have been used in Europe as an anti-anxiety medication, and I am personally convinced that they are the reason for the existence of Hattifatteners, which were the biggest scare of my childhood.
7. Pitcher Plant
A scent of sweet nectar drives the misguided and misinformed straight into the shapely, colorful pitchers. Where they get trapped and slowly drowned and digested, of course, because nature is more metal than one usually thinks. Some of the pitcher plants come equipped with specialized leaves creating fake exits and mini-labyrinths to keep the poor prey occupied while it dies.
Everybody’s favourite – it’s toxic, it’s hallucinogenic, it’s going to kill you with its scream when you pull it out of the ground. Obviously. Enterprising harvesters were using pigs or dogs for the operation, hoping the curse will befall the animal, although technically, it’s the string that should get hurt. In any case, the humanoid roots of mandragora were thought to cure anything from impotence to cancer, work as voodoo dolls, and sometimes walk around on their tiny legs and become familiars to witches and warlocks.
9. Venus Flytrap
There is just something inherently terrifying about the idea of a giant maw closing around you. Trapped in the darkness, fighting to escape, you can feel the digestive fluid slowly coating your body. Soon, you struggle to breathe… If you’re a fly, that is – or if your game master upsized the plant a bit. I don’t know if it helps that the digestion process takes around ten days, but it is a thing you know now.
10. Red Tide
We’re starting to cheat from here, because the following aren’t technically plants. They are, however, way too spooky to not be discussed. Red tide is caused by blooming algae. If you ever get stuck on the sea adventure, because the players’ characters have stolen a ship and now need to sail for two months in whichever direction, give them the proper fright by changing their whole environment into red, murky depths full of poisoned fish and shellfish, dead octopuses, and the unfortunate Kraken with an upset stomach. Oh, did I mention that the air is now full of toxins too?
11. Bleeding Tooth Fungus
Number eleven: bleeding tooth fungus, also known as devil’s tooth – by a very specific type of people, also known as strawberries and cream. These fungi ooze thick, blood-like substance – fun fact: the secretions have anticoagulant properties, so they can really make you bleed. Add to that nasty-looking spikes that cover the base, and you have a recipe for a Halloween special.
12. Octopus Stinkhorn
A treat for all you warlock types. One look at these fleshy eggs erupting in an array of crimson tentacles, and you start designing a Fungus Warlock Patron for your next campaign. If the Devil’s fingers aren’t haunting you yet, just think about the fact that this lovely mushroom smells of putrid flesh and has a global distribution – which means there are probably some growing quite close to wherever you are.
13. Vampire Pumpkins and Watermelons
This folktale comes from the Balkans, the source of all best vampire stories. According to the account, any pumpkin or watermelon that has been left outside in the night during a full moon will turn into a vampire, free itself from the ground and go for a hunt. They leave a trail of blood behind them, as they slowly creep towards houses full of sleeping people. (Read more on Wiki.)
Now, as it is the year 2020, let me just say that this Halloween is going to happen with a full moon right there on the sky, because of course it is. Even more, according to the Internet, the full moon will also be visible from every single place on the planet, for the first time since 1944. Oh, and it’s a blue moon.
In short, we’re doomed.
What’s Your Favourite?
So, what’s your Halloween favorite? Are you planning on using any creepy plants in your games or books? Let us know in the comments before the vampire pumpkins eat us all!
With that lengthy and overly elaborate introduction, welcome to the third part of Blazing Aurorae’s worldbuilding blog. In previous blogs, I covered the conditions in the comet’s tail, as well as the spark of life itself. Today, I’m going to create the basis for all the future fantastic beings that will populate the mists’ vast emptiness.
There are many ways in which cellular life could adapt to exist and thrive in the void-like environment, and I think it’s not fair to choose one over the other – which is why we’ll have all of them.
In the previous blog, I set up the conditions in the primordial world of Blazing Aurorae. It’s time to get some life going, baby. The conditions we have to start with are a bit difficult for life to arise.
To reiterate – aurorium dust creates fierce, magnetic storms throughout the comet’s tail, generating enough heat for liquid water and oxygen to exist in the form of mist suspended in a vacuum, dragged along with the comet.
For organic life as we know it, this is not a friendly environment – far from impossible, however. For extremophile bacteria and even some multicellular creatures on Earth, like tardigrades, this is just a normal Monday.
As a hard-scifi writer, I rarely get to venture out into the magical realms of fantasy. To make a long story short, I intend to change that. Consider this blog post an announcement of my next creation after Project Aphelion and Incitatus, Blazing Aurorae. It’s going to be a fantasy novel and maybe a tabletop RPG as well, set in a world very much unlike our own.
It’s going to be a tale set in the cold darkness of open space, in the tail of a comet full of life, civilizations, and wonders. Full of people living their lives on islands of rock and ice suspended in the icy clouds of the comet’s tail, loving, fighting, and exploring space on wooden ships thanks to the magic and technology of their ancestors.
The universe of Blazing Aurorae is far from your run-of-the-mill fantasy pot of tired old tropes and stories. It’s an unusual world with unusual creatures, but I want them to be intuitively understandable and relatable. There are magic elements and impossible conditions throughout; nonetheless, I aim to build it in accordance with known physics and biology. I believe it’s entirely possible to create a fantastic universe based on our real-world reality. In fact, I believe that a world created that way will be much more engaging, consistent, and original than a complete abstract based on nothing but desire to create something fantastic.
In this and the next blog posts, I’ll go through the process of building the setting step by step as I create the world.
If you, like many people in tabletop roleplaying circle, are waiting for the newest expansion for Dungeons & Dragons to land, you already know you’ll be probably spending some months around Icewind Dale. Arctic adventures are on multiple schedules this year, and there’s nothing surprising about it. After all, Rime of the Frostmaiden promises the players an opportunity to boldly go where snowman has gone before.
Let’s go on an adventure!
If you’ve read my previous post, you know we’re big fans of player agency in this house. If you haven’t – go give it a read. I assure you, it will make it obvious why I’m suggesting some of the solutions and not the others.
All of the advice below applies to running arctic adventures, whether or not you want to have them in Forgotten Realms. We acknowledge and support everybody’s right to not play D&D.
Do you want to make your traveling through the arctic tundra fun, engaging, and memorable? Well, read on, because we’re just about to embark on a journey. From prep to random encounters, we got you covered here.
I’ve been toying with the idea of Fantasy RPG survival guide for a while – and here’s the first post in the series. What I’m trying to achieve is a comprehensive guide for players and GMs who’d like to solve those matters in a more involved way than just “roll Survival (DC 15)”. In this series we’ll be covering all topics from assembling the party, sharing the loot, small unit tactics, wilderness survival, fighting different types of enemies, surviving a siege, building fortifications, to establishing your own kingdom. Basically, everything your character/party/NPC might need to be successful in the weird worlds of fantasy.
You’ve just left the fighter’s collage. Your mentor has just told you to go find your own path. You’ve just been kicked out of the circus. Your village has just been raided by goblins. You’ve just picked up your trusty sword, bow, dagger, or spellbook, and made your first step on the path to glory.
You’re a novice adventurer with little to no adventuring experience. Based on your background, you probably know a bit about combat, can chat up an innkeeper, can read and write, and have some more minor skills and a major destiny in front of you. In short, there’s hundreds of people just like you in this part of the kingdom alone, and in a year, half of them will be dead or retired.
At least for a historian. Seriously, those guys will raid your garbage bin and steal your receipts. And the humanity will be grateful. After a while. I’ve just put my hands on the last (well, fourth out of five, they weren’t delivered in the right order) volume of History of Private Life. It’s probably one of the best series about history ever written, especially if you’re interested in social changes, not the fates of battles and wars. And if there’s some study area I’d love more than social and cultural history, I haven’t found it yet.
If you love the Victorian era and feel disappointed you haven’t lived a century ago, don’t despair – many things did not change anyway. Might be useful for your steampunk and Victorian-era RPG worldbuilding!