This
magical substance can be either concocted as a potion, or rendered
into a paste which can be smoked in a pipe. In either case it will
last for 5-8 (1d4+4) hours (unless noted otherwise), and its effect
will become noticeable 2-5 (1d4+1) segments after it is taken.
Green
dream always causes mild auditory hallucinations, green skin
discoloration, and feelings of intense well-being. In addition it
will cause one of the following effects:
1d20
|
Effect
|
1
|
Believes
self to be rat (50%) or owl (50%)
|
2
|
Develops
impressive mustache
|
3
|
Must
sing instead of talk
|
4
|
Grows
mouth tentacles, can now eat without hands
|
5
|
Breath
smells of sweet peaches (50%) or sewer sludge (50%)
|
6
|
Eyes
glow bright green (acts like bullseye lantern)
|
7
|
Heals
1d8 hit points*
|
8
|
Extra
green eye-beam attack for 1d4 damage
|
9
|
Save
vs poison or lose a point of constitution
|
10
|
Invisible
for 1d3 hours
|
11
|
Bad
trip, save vs poison or die
|
12
|
Save
vs poison or sleep for 1d6 hours
|
13
|
Experiences
effect as maze spell**
|
14
|
Chance
of listening at doors improves by 30%
|
15
|
Mellow
vibes, intelligent living monsters won't attack you unless you
attack them first 75% of the time
|
16
|
Undead
taint, mindless undead won't notice you unless you attack them
first
|
17
|
Intense
visual hallucinations, hard to distinguish real enemies, -6 on “to
hit” rolls
|
18
|
Grow
1d12 new teeth***
|
19
|
Stats
as ogre, including size
|
20
|
Roll
again on this table, using only a 1d6, and the effect is permanent
|
*Treat
this as a regular cure spell or healing potion.
**This
effect will last as long as described under the listing for the maze
spell, not 5-8 hours.
***Teeth
gained are always permanent.
Goblins
consuming this substance always immediately and permanently turn a
deep green color.
XP
VALUE: -
GP
VALUE: 100 per dose
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