Monday, October 19, 2015

NEW MAGIC ITEM: GREEN DREAM

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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