DRUGS are bad um'kay

From Dreamlily to Dragon’s Blood, the shadow markets of Sharn deal in a wide variety of opiates and elixirs that are better left alone. Many of these are harmful when used over the course of months or years—but there are a few substances that can have a terrible effect on the mind or body of a character after a single use.

Drug addiction functions much like a disease. Upon initial exposure (anytime a character imbibes or applies a drug with an addiction rating), the character must succeed on a endurance check or become addicted, as shown below. Addiction proceeds like a disease— while addicted, the character takes ability score damage each day unless he succeeds at an endurance check against the given DC.

ADDICTIONS (Heroic Tier)
Addiction Rating DC Satiation Damage
Negligible 6 1 day 1d3–2 (can be 0)
Low 10 10 days 1d3
Medium 15 5 days 1d4
High 20 2 days 1d6
Extreme 30 1 day 1d6

Addiction: Drugs are rated according to their addictive potential. Drugs increase their rating by one step for every two full months a character remains addicted to the drug. A character who recovers from an addiction and later becomes re-addicted does so at the addiction rating the drug had just prior to his recovery.

Satiation: Each time the user takes the drug to which he is addicted, he is satiated and staves off withdrawal symptoms for the given period of time. After the satiation period wears off, the DC of the endurance check to resist the effects of addiction increases by +5. The dose in which a character becomes addicted counts for satiation.

Damage:Addiction deals the listed damage each day unless the character succeeds at an endurance check or is satiated.

Recovery: If a character makes three successful checks before two failures, he has fought off his addiction and recovers, taking no more damage. Of course, he can always become addicted again by taking another dose of the drug and failing his endurance check to resist addiction.

A Delay Affliction ritual may negate some or all of the ability score damage caused by an addiction, but when it wears off the victim accrues more ability score damage if he continues to fail his endurance checks.

The Cure Disease ritual immediately causes the user to recover from the addiction, but it does not restore lost ability score points.

The Remove Affliction ritual causes recovery and restores all ability score damage from the addiction, though they may suffer damage in Hit Points due to the ritual.

The Fantastic Recuperation ritual allows a complete recovery and resets any addiction ratings that character may have accrued.

Drug Characteristics

To Craft a drug you must possess the Alchemy Feat, gather 20% of its price in component costs and make a successful Arcana or Thievery skill check. If the check fails you lose your components.

DRUGS
Item Fort DC Price DC Addiction
Absentia(1) DC 6 200 gp 30 Negligible
Dreamlily DC 30 1 gp 25 High
Dragon’s Blood(1)
Black DC 15 2400 gp 30 Medium
Blue DC 20 7500 gp 30 High
Red DC 30 12,000 gp 30 Extreme

(1) This drug is magical. Its positive effects do not take hold in an anti-magic field, but the negative aspects of the drug’s secondary effects and addiction remain.

Endurance check DC: The DC of the endurance check to avoid the effects of the drug.

Price: The price of a single dose.

Arcana/Thievery DC: The DC for the check required to make the drug. The check can only be made in a properly outfitted alchemical laboratory.

Addiction: The addiction rating of the drug.

Other characteristics are spelled out in each drug entry. After a general description of the drug, the following characteristics are provided.

Initial Effect: The effect of the drug if the initial check fails.

Secondary Effect: The effect of the drug if the secondary check fails.

Side Effects: Side effects, if any. These occur immediately upon taking the drug.

Overdose: What constitutes an overdose and the effects of the same.

Absentia: This unusual drug first appeared in Sharn at the end of the Last War, and while it has little practical value it has developed a following among the jaded rich. Use of absentia is illegal in Sharn. The potion is produced in Riedra by the Inspired and sold in Sharn by the Boromar clan. In addition to the Alchemy feat, the creator of absentia must possess the psionic power source.

Initial Effect: The user falls into a comatose state for one hour. During the coma, the character perceives the world through the senses of another. This is similar to scrying, but it is concentrated on an individual, and the user perceives sensations through all five senses. The target is selected randomly and could be anyone within a radius of one mile from the user, though the potion cannot affect anyone protected by mind blank or a similar effect.

Secondary Effect: None.

Side Effects: During the coma induced by absentia, a Quori spirit can possess the user’s body regardless of the of his or her willingness to be possessed. However, this is a carefully guarded secret, and not something the Quori use frequently; most people believe that somnambulism is a side effect of the drug.

Overdose: None.

Dragon’s Blood: This dark fluid is not literally dragon’s blood; it derives its name from its power to enhance innate abilities. The nature of the drug is a mystery. It is produced by the hags of Droaam and uses a component that has yet to be identified; without this component, it is impossible to create.

Dragon’s blood is an addictive drug that can be quite dangerous to the user. It is illegal in Sharn, but the monsters of Daask still sell it in the shadow markets of the Cogs. For many, the power of the blood is worth the risk of venturing into these lawless areas.

A character can only gain the benefits of one elixir of dragon’s blood per day, regardless of the specific type of blood. After it is used, subsequent doses have no effect until 24 hours have passed. If a character is addicted to dragon’s blood, only make checks for the type of blood with the highest addiction save DC. He can avoid an addiction check by drinking any color of dragon’s blood.

Note that any use of dragon’s blood can potentially lead to an overdose, provided the user fails a Will save.

Black Dragon’s Blood: One of the weaker varieties of dragon’s blood, black dragon’s blood enhances spells and powers.

Initial Effect: You gain +2 to all attack and damage rolls for the rest of the encounter.

Secondary Effect: 1d2 points of Str, Con, Dex, Int, Cha & Wis damage.

Side Effects: None.

Overdose: DC 20 endurance check or take 2d6 points of damage.

Blue Dragon’s Blood: Blue dragon’s blood is one of the stronger varieties. It allows a character to use his abilities more times in a day.

Initial Effect: Gain an additional two uses of a Daily Power.

Secondary Effect: 1d4+1 points of Str, Con, Dex, Int, Wis & Cha damage.

Side Effects: None.

Overdose: DC 25 Will save or take 4d8 points of damage.

Red Dragon’s Blood: The most powerful— and the most addictive— form of dragon’s blood, red dragon’s blood enhances much of the abilities.

Initial Effect: You obtain critical hits on a roll of 18-20 until the end of the encounter.

Secondary Effect: 1d6+1 points of Str, Con, Dex, Int, Wis & Cha damage.

Side Effects: None.

Overdose: DC 30 Will save or take 8d10 points of damage.

Dreamlily: Healers first used essence of dreamlily, a powerful opiate from Sarlona, during the Last War. Once the Brelish Crown realized the dangers of addiction, use of this elixir was quickly outlawed. This has not erased the demand for the drug, and the control of the dreamlily trade is a source of significant strife in the Lower-City.

Essence of dreamlily is an iridescent, psionically active liquid. It draws on the mind of the user, and tastes like his favorite beverage. Each use of the drug can potentially lead to an overdose, especially for those addicted to it.

Initial Effect: The user feels completely at peace for 8 hours, and nothing—not even physical injury—can disturb him. This has a number of effects: The user can operate normally while he has 0 to –10% hit points. At –25% hit points he is disabled, and any thing above -25% he becomes unconscious. In addition, he is immune to fear and similar supernatural effects.

Secondary Effect: 1d4 points of Wis & Cha damage.

Side Effects: User can take only a single action each round while under the influence of dreamlily.

Overdose: DC 15 endurance check or take 2d4 points of damage.

Special: A dreamlily addict takes a –2 penalty on all endurance checks. This effect lasts until he manages to break the addiction.

DRUGS are bad um'kay

Prophecy Riven