People often ask for drugs. So here are the drugs.
Every drug matches the “Standard Drug” except where otherwise noted.
Standard Drug:
Notes: A common amusement among criminals, the unlucky, and the decadent, derived from a tropical plant.
Form: Inhalable powder
Effect: Hallucinations and euphoria, effects as Confusion spell
Duration: Save each round until you succeed—unless you don’t want to, in which case it lasts an hour
Addiction: Roll a 1 on any save and you are addicted and will want more after d6 hours. Failure to get another dose results in -1 to everything per hour clean until a dose is used.
Withdrawal: 1 week clean required per dose used. During withdrawal, every task is at disadvantage (roll twice and pick the lowest).
Availability: Succeed on a Charisma roll (target 10) in a sketchy urban area to find a supplier, then 500gp per dose.
1-5 HARMONY GOLD
Notes: A species of phosphorescent mushroom, beloved by elves. They’re happy to share, however, and consider refusal quite rude.
Form: Standard
Effect: Euphoric disorientation (-1 to everything except initiative, which is +1), desire to create something (music, sculpture, poetry, etc), and belief it is much better than it is, obsession with intellectual property rights
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
6-10 BOLB
Notes: A thick, greenish fungal stimulant popular among orcs trying to stay awake on guard duty.
Form: Chewable wad
Effect: Stimulant—subject can go two additional hours without sleep. Mild euphoria. Increased aggression (save to not attack strangers on sight).
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
11-15 ORQWITT
Notes: Made from ground bone and leopard secretions by witches and medicine men. Considered sacred by the pious and a subject of philosophical speculation by the pretentious.
Form: Standard
Effect: You see into another dimension, but it’s a random dimension, you can’t interact with anything in it, and you can’t see what’s going on in your own dimension—though you can hear and feel what’s going on in your own. To an outside observer you just seem to be hallucinating—and it would be hard for you to prove them wrong.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
16-20 BLUE HARTNET
Notes: Extracted from an ultramarine mushroom. Associated with the lower classes but commonly used wherever its available.
Form: Standard
Effect: Reduced anxiety, mild euphoria, inferiority complex along with a desire to apologize to everyone around
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
21-25 ECHOPRAXIA
Notes: Standard
Form: Standard
Effect: Euphoria, irresistible desire to copy the actions of the nearest creature
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
26-30 MAJESTIC RIDLEY (or RIDLEĆ in Broceliandaise)
Notes: A mushroom product that grows on moist hillsides. Often eaten in cheese and served at strange parties, especially in the lands of the Hunger Kings.
Form: Standard
Effect: Complete blindness combined with a desire to explore textures
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
31-35 COLDCROWN EXTRACT
Notes: A mushroom product, collected by both dwarfs and goblins under the earth. Popular among louts of all species.
Form: Standard
Effect: An amusing disorientation, mild hallucinations, and a desire to insult everyone you see.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
36-40 BABBLEWHITE
Notes: Standard
Form: Standard
Effect: Pleasant spasms, plus inability to properly speak your own language. It will be someone else’s language, however—but you won’t know that, or know which. If someone who speaks other languages is present there is a 1% chance per language of it being one of those.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
41-45 EISGLAS
Notes: Standard
Form: Standard
Effect: Standard, plus chilling tactile hallucinations.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
46-50 GLEAMING EEL
Notes: Considered glamorous, a dubious status symbol in urban areas
Form: Standard
Effect: A stimulant, +1 to initiative rolls but you can’t shut up. Must save each round to not talk about something stupid.
Duration: One hour
Addiction: Save after each use. Three failures indicate addiction.
Withdrawal: Standard
Availability: Succeed on a Charisma roll (target 10) in a sketchy urban area to find a supplier, then 1000gp per dose.
51-55 AARCZYCK
Notes: A horrible resin, popular in extreme climes among those without hope.
Form: Injected oil, no effect without a syringe
Effect: A powerful euphoric daze, subject must save to do anything each round—including speak coherently.
Duration: One hour
Addiction: Save after each use. Failure
Withdrawal: Save after effect wears off—any failed save equals addiction
Availability: Standard
56-63 THROCCMORTON
Notes: An inferior strain of the sort of leaf halflings grow in the Pudding Coast. Stigmatized only among the exceptionally pious or industrious.
Form: Smokable herb
Effect: One hour of companionable, talkative indolence (-1 to anything) while smoking, followed by 6 hours of sleep that are as restful as 8 hours. A subject cut off in the middle of The Leaf Hour (as the halflings call it) will be at -1 to everything for the next 2 hours and will not gain the desirable sleep effects.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
64-65 PUDDING COAST THREELEAF
Notes: A prized substance among the indolent and wizards desirous of slumber, grown by halflings in the south of Broceliande.
Form: Smokable herb
Effect: One hour of companionable, talkative indolence (-1 to anything) while smoking, followed by 4 hours of sleep that are as restful as 8 hours. A subject cut off in the middle of The Leaf Hour (as the halflings call it) will be at -1 to everything for the next 2 hours and will not gain the desirable sleep effects.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: 800gp per dose, only available in the Pudding Coast (target 10 Charisma roll), by chance, or in large cities at 1000 per dose after a target 15 Charisma roll.
66-70 WHITE LOTUS POWDER
Notes: Standard
Form: Standard
Effect: See all strange things as unremarkable. It’s not that you don’t notice them, you just don’t see it as worth pointing out or acting on. Those afflicted don’t respond to, say, noticing an ambush appropriately without prompting from allies, however it also allows an extra save against mind-affecting magic.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Standard
71-75 BLACK LOTUS POWDER
Notes: Much-feared tool of assassins and a diversion of desperate souls.
Form: Standard
Effect: Sleep immediately, with horrible dreams that rattle you and leave you at disadvantage until the next time you have normal rest.
Duration: Save each round until you succeed to wake up—unless you don’t want to, then you sleep 8 hours.
Addiction: Standard
Withdrawal: Standard
Availability: Standard
76-80 VIOLET LOTUS POWDER
Notes: This disgusting fish-flake-textured and scablike extract of a common Drownesian water-plant, it is passed off to the gullible as true Purple Lotus Powder.
Form: Standard
Effect: Hallucinate, effects as Confusion spell
Duration: Lasts 20 rounds no matter what
Addiction: Save after effect wears off—any failed save equals addiction
Withdrawal: Standard
Availability: Standard
81-83 FAEBLOOD EXTRACT
Notes: Literal faerie’s blood, refined through an alchemical process. Elves and fae will fight you if they see you’ve got it or are using it. Many trolls are addicts.
Form: Injectable liquid, no effect without a syringe unless you’re a troll
Effect: Everything is dazzlingly beautiful. Subject can see the entire light spectrum. No effect on elves, fae, orcs, half-orcs, or goblins.
Duration: 30 seconds
Addiction: Save after each use. Any failure indicates addiction.
Withdrawal: Standard
Availability: 2000gp for a dose. Rarely available.
84-86 UNDULANT
Notes: Made from large amounts of mermaid saliva refined through blasphemous alchemy. Popular with pirates, sensualists and coastal elites.
Form: Scented, carbonated liquid
Effect: Tactile hallucinations of being underwater, tactile hypersensitivity, ability to breathe water, pleasurable dreams. In a fight or any urgent situation, save any time you want to move or else you’ll try to “swim” toward your destination
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Succeed on a Charisma roll (target 12) in a sketchy coastal area to find a supplier, then 1000gp per dose.
87-88 SEETHE
Notes: Made from quickling blood. Like Faeblood extract, elves and fae do not approve of its use. Sometimes taken by human berserkers.
Form: Liquid
Effect: Euphoric stimulant. Twice as many actions per round but the second action is always random—roll for the second action as a Confusion spell.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: 2000gp for a dose. Rarely available.
89-91 SHOCK JELLY
Notes: Enriched extract of gelatinous cube. Sought as a cure for muscle pain by miners and dancers, but many have become addicted.
Form: Gel
Effect: Random jolts of muscular excitement. Cures paralysis, Slow and the like but user is -1 to any physical task. Cures chronic pain for d4 weeks.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Succeed on a Charisma roll (target 15) in a sketchy urban area to find a supplier, then 1000gp per dose.
92-93 MORPHYS
Notes: Made from changeling blood. A delicacy in bohemian circles.
Form: Liquid
Effect: Pleasant disorientation as body structures imperceptibly grow, shrink and shift. Delusion that you are whoever you’re looking at.
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: 2000gp for a dose. Rarely available.
94-95 RETICULA
Notes: A dilute solution made from the blood of the hydra. Deadly if improperly prepared, much sought-after by creatives of all kinds.
Form: Liquid
Effect: Grow new brain structures rapidly, ravenous desire to touch random things, save to not touch things
Duration: Standard
Addiction: Standard
Withdrawal: Standard
Availability: Succeed on a Charisma roll (target 15) in a sketchy urban area to find a supplier, then 1000gp per dose.
96-97 JYRA
Notes: An herbal mixture containing a weak solution of al’mi’raj blood
Form: Standard
Effect: Everything sounds distractingly amazing. -1 to do anything except play music or dance.
Duration: Standard
Addiction: Standard
Withdrawal: None
Availability: Succeed on a Charisma roll (target 15) in a sketchy urban area to find a supplier, then 1000gp per dose.
98 PURPLE LOTUS POWDER
Notes: Dwarfs were first to find the purple lotus, no-one knows why, as it seems to be a tropical plant.
Form: Standard
Effect, Duration, Addiction, Witdrawal: See Death Frost Doom by LotFP
Availability: Near impossible to find anywhere, rumors that some was seen in the Northern Continent some years ago.
99 FRESH DRAGON’S BLOOD
Notes: Exactly what it sounds like. Very hard to find—only good for 24 hours.
Form: Liquid
Effect: +1 to all stats, delusions of grandeur, euphoria
Duration: One hour
Addiction: Save at -10 or be addicted immediately
Withdrawal: Standard
Availability: Fresh dragon’s blood’s almost never available but when it is it can go for up to 10,000 per dose
00 DAEMONIA PRAECOX
Notes: Distilled from the juices of succubi. Exceedingly rare and expensive.
Form: Liquid
Effect: Unmatched euphoria, sensory delusions, aphrodisia. You're not fighting anyone today.
Duration: Standard
Addiction: Instantaneous no save
Withdrawal: 3 months clean required to recover per dose taken up to a maximum of one year. During withdrawal, every task is at disadvantage (roll twice and pick the lowest).
Availability: 100,000sp when available, which is almost never.
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