The Role Playing Public Radio Forums

General Category => RPGs => : ugnis13 September 18, 2009, 12:55:33 AM

: D&D Drugs
: ugnis13 September 18, 2009, 12:55:33 AM
I'm making it a drug pretty much the same as weed. Can anyone give me advice on how to price it? I'm using 3.x ed pricing straight from the book
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 12:57:59 AM
I'm making it a drug pretty much the same as weed. Can anyone give me advice on how to price it? I'm using 3.x ed pricing straight from the book

hahahahahaha
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 12:58:26 AM
I'm making it a drug pretty much the same as weed. Can anyone give me advice on how to price it? I'm using 3.x ed pricing straight from the book

smoke healing potions 420
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 12:59:50 AM
I'm making it a drug pretty much the same as weed. Can anyone give me advice on how to price it? I'm using 3.x ed pricing straight from the book

Dust of Sneezing and Choking

This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

But it gets you high as a fucking kite

Faint conjuration; CL 7th; Craft Wondrous Item, poison; Price 2,400 gp.
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 01:01:32 AM
I'm making it a drug pretty much the same as weed. Can anyone give me advice on how to price it? I'm using 3.x ed pricing straight from the book

this is the best thread ever
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 01:03:38 AM
seriously this is incredible

d20 marijuna google - finds this

http://www.dandwiki.com/wiki/Cannaboids_%28D20_Modern_Race%29

It should be noted that Cannaboids are intended for use with the d20 Apocalypse variation of d20 Modern, although with little adaptation they will fit any d20 Campaign.

As the use of gene splicing and augmentation became more and more common, it didn’t take long before college students decided to use it for one of their favorite pastimes...”getting high”.

At some point groups of would be botanists began enhancing various strains of Marijuana, first to increase it’s potency and resilience, then to see if they could make it more self reliant.

In order to attain this self reliance they began experimenting with hybridizing the plants with various animal DNA. After multiple failures they found that Human DNA worked the best, and within a few generations they had the beginnings of the sentient plant they were looking for.

Shortly after this success the Final Wars befell the World, and the plants were left to fend for themselves. Now as generations have passed the plants have evolved into the humanoid form of the Cannaboid. With this evolution they have also gained higher intelligence and formed a society for themselves. A society based on a seclusive contemplative life with little use for technology or the things of the past.

Adult Cannaboids stand between 8 to 15 feet tall, depending on age, often weighing between 300 and 500 pounds. Physically they resemble hulking humanoid forms comprised of plant matter similar to that of highly compressed Marijuana “Buds”. Their eyes are large reddish-black spheres that have no lids of any sort. As well Cannaboids have no mouth or nose whatsoever. Although they may appear to have the latter because of a huge vine-like growth that bisects their faces. They also lack conventual ears of any type. Oddly enough they very closely resemble the comic book Super-Hero, “Man-Thing”, from the late 20th Century. Cannaboids are able to communicate with each other, and other biological sentients, by using a form of natural Telepathy.

Most Cannaboids also have various colorful striations throughout their bodies. These stria range from bright green to yellow, red, or purple.
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 01:06:59 AM
http://www.giantitp.com/forums/showthread.php?t=123288

Yes, weed is so evil that it must be in the book of vile darkness



I thought ability damage recovers naturally. While ability drain does not.

Page 41 of BoVD

You would probably have to introduce a NPC, that deals in the drug trade. Depending on whether substances like these are legal, or widely available, will determine prices,etc.

All usually have a benefit, in addition to the penalty. An example is the equilvelant for marijuana. It does damage to wisdom, while providing a bonus to strength. The mechanics themselves, relying on fort saves for becoming addicted/overcoming an addiction, sets up for physical classes to partake in them.
: Re: D&D Drugs
: clockworkjoe September 18, 2009, 01:09:03 AM
 8)
: Re: D&D Drugs
: Tadanori Oyama September 18, 2009, 01:35:17 AM
That is so bizarre.
: Re: D&D Drugs
: Sean-o-tron September 18, 2009, 02:16:35 AM
It hurts my brain how much you researched this, Ross.
: Re: D&D Drugs
: dragonshaos September 18, 2009, 02:35:42 AM
NNNNNNNNEEEEEEEEEEEEERRRRRRRRRDDDDDDDDD!!!!
: Re: D&D Drugs
: malyss September 18, 2009, 12:02:43 PM
Adult Cannaboids stand between 8 to 15 feet tall, depending on age, often weighing between 300 and 500 pounds. Physically they resemble hulking humanoid forms comprised of plant matter similar to that of highly compressed Marijuana “Buds”. Their eyes are large reddish-black spheres that have no lids of any sort. As well Cannaboids have no mouth or nose whatsoever. Although they may appear to have the latter because of a huge vine-like growth that bisects their faces. They also lack conventual ears of any type. Oddly enough they very closely resemble the comic book Super-Hero, “Man-Thing”, from the late 20th Century. Cannaboids are able to communicate with each other, and other biological sentients, by using a form of natural Telepathy.

Most Cannaboids also have various colorful striations throughout their bodies. These stria range from bright green to yellow, red, or purple.

They have vulnerability to fire, but when subjected to fire damage, they release a smoke that acts as a Sanctuary spell, pacifying anyone within a 30 foot radius...

When a cannaboid dies, it's friends and family wrap it up in paper and light its feet, sending it off properly to plant-heaven.
: Re: D&D Drugs
: Setherick September 18, 2009, 12:23:59 PM
NNNNNNNNEEEEEEEEEEEEERRRRRRRRRDDDDDDDDD!!!!

You have no idea.
: Re: D&D Drugs
: JonHook September 18, 2009, 01:25:19 PM
E Pluribus Nerdum
: Re: D&D Drugs
: xHero September 18, 2009, 05:53:59 PM
E Pluribus Nerdum
FTW!!!
: Re: D&D Drugs
: Ritz September 19, 2009, 04:03:04 PM
this is the greatest thread i've ever seen
: Re: D&D Drugs
: Shallazar September 20, 2009, 12:04:03 AM
Some other DnD drugs I've run across (other than mindmist) are like
Red mind dust from Paul S. Kemp's Shadowstorm trilogy, the girl keeps taking it and gets crazier and crazier, she talks to her shadow and hallucinates a divine entity. Gets you high then you lose your mind.

And another one is like this Traveler's Dust or whatever from Bruce R. Cordell's Plague of Spells. It is my favorite- so anyhow you put this sand in your eye, it is super addictive, and everytime you take it you get enhanced vision- like seeing spell aura's and things. And a brief trip on "the road"  sort of like the path before the gates of hell, and at the end of it (when you take your last pinch of sand) demons come to drag you to hell. So apparently you never know when your next pinch will be your last and it's addictive nature is just supremely kick ass.
: Re: D&D Drugs
: Setherick September 20, 2009, 06:43:38 PM
Sic semper nerdanus!
: Re: D&D Drugs
: clockworkjoe April 20, 2010, 01:52:39 PM
420 EVERY DAY

(http://i50.tinypic.com/34rsk8m.jpg)

(http://imgur.com/cTKRf.jpg)

(http://i42.tinypic.com/2my1zs4.png)

(http://i39.tinypic.com/xgk7zs.png)

(http://i99.photobucket.com/albums/l283/rtraz99/norlin420.jpg)

(http://imgur.com/OVAeI.gif)
: Re: D&D Drugs
: Kroack April 20, 2010, 05:46:18 PM
Happy cannabis day.
: Re: D&D Drugs
: ristarr April 20, 2010, 08:02:37 PM
Kobold Quarterly came out with a nice drug in issue 9.  It is very addictive ( treated like a disease in 4e terms) and lets you commune with the dead.  The article is called "Chasing the Grave" and has detailed history of the drug that can be incorporated into campaigns.  The effects of the drug and the addiction are detailed also.  Really good article and I incorporated it into my campaign quickly.
: Re: D&D Drugs
: Boyos April 21, 2010, 12:54:39 AM
Ye who necros this thread clearly is not one to partake in said smokage to rember where ever the pits of page 2-5 this lay!
: Re: D&D Drugs
: clockworkjoe April 21, 2010, 02:03:41 AM
Ye who necros this thread clearly is not one to partake in said smokage to rember where ever the pits of page 2-5 this lay!

I only remembered this thread because Order66 found the RPPR forums when he searched for D&D drugs on google and clicked on a link to this thread.

So without this thread, we would have never been graced with his presence.
: Re: D&D Drugs
: Mckma April 21, 2010, 03:34:18 AM
Ye who necros this thread clearly is not one to partake in said smokage to rember where ever the pits of page 2-5 this lay!

I only remembered this thread because Order66 found the RPPR forums when he searched for D&D drugs on google and clicked on a link to this thread.

So without this thread, we would have never been graced with his presence.

And whatever would have done then?
: Re: D&D Drugs
: Tadanori Oyama April 21, 2010, 11:53:02 AM
Jumping subjects, there are some games with very detailed drug rules. Shadowrun, for example, has lots and lots of awesome drugs. Character creation encourages players to be addicated to one drug or another (you get more build points!) and drugs have awesome effects.

For example, my magician character takes Cram. When using he gets a second Initative Pass, letting him act twice as often as he normally would. And when he's not activally using he brushes his teeth with a wire brush to try and get at the bugs that live between them.

New World of Darkness has lots of drugs but they mostly focus on the negative elements. What kind of fun is that? Though if you use weed you get a +2 on Composure checks, which is nice. So advise to people playing into Ross games: toke up.
: Re: D&D Drugs
: Bowzachi April 27, 2010, 03:54:27 AM
Book of Vile Darkness supplement has several fictitious drugs with varying costs and effects, and covers rules for addiction and withdrawal as well I think.
: Re: D&D Drugs
: Kroack April 27, 2010, 05:22:42 PM
Is the Book of Vile Darkness anything like the book of erotic fantasy.

Cuz I really want to know what sort of demented offspring my half-orc barbarian can make with a pixie.