The last time my players looted through the monsters' stuff, they found "clear containers filled with glittering white powder." An arcana and streetwise check later, the substance was revealed to be something called "Feydust" (yeah, I know, real creative, self) that increases someone's physical prowess at the expenses of clouding their judgement and impairing their thought processes. It's also worth 1 astral gem/3 "baggies" (anyone got a d&desque term for baggies?) I'm sort of modeling it after PCP.
I need help in the following areas:
(1) info/presentation that will tempt them to use it. So far they are being good little adventurers and just saying no. They are thinking about (a) tracing the drugs back to their source- let's bust up the drug ring (b) dumping them (c) fencing them- they could use the money but the consequences are disastrous if any law enforcement types caught them. But as to actually getting high? HALE NAW. I would kind of like to change that.
(2) what actually happens if/when someone does use it. So far, I have the following ideas:
-eladrin, elves, and drow have physiologies that are particularly susceptible to its effects
-half-elves, humans, tieflings, halflings, shifters, githzerai, and gnomes are somewhat susceptible to its effects
-dragonborn, genasi, dwarves, goliaths, half-orcs, and minotaurs have some resistance to its effects
-the effects on changelings depend on what form the changeling is currently in, but if they morph the drug is basically flushed out of their system. however, they might have to overcome a check of some sort to see if they can morph (they might be too high to do so)
-it has no effect on warforged (duh), revenants, devas. Right now none of my players are currently that race, but this info might come in handy if they decide to drug one of their enemies or something.
-it ups str and dex, whilst lowering int and wis by the same degree. I'm not yet sure what to do with con and cha. Maybe no effect on con, but lose a healing surge or 2? And as for cha, well, bloodshot eyes and PCP-like raginess is not very charismatic but I'm not sure if I should lower cha as well.
I'm thinking maybe the effects would last x encounters based on 1 die roll. The more susceptible the race, the bigger the die. E.g. an elf is high for 1d8 encounters, a minotaur is high for 1d4 encounters.
Also, by how much should I raise/lower the stats? Die roll as well? Fixed number?
Any and all ideas would be much appreciated.
I need help in the following areas:
(1) info/presentation that will tempt them to use it. So far they are being good little adventurers and just saying no. They are thinking about (a) tracing the drugs back to their source- let's bust up the drug ring (b) dumping them (c) fencing them- they could use the money but the consequences are disastrous if any law enforcement types caught them. But as to actually getting high? HALE NAW. I would kind of like to change that.
(2) what actually happens if/when someone does use it. So far, I have the following ideas:
-eladrin, elves, and drow have physiologies that are particularly susceptible to its effects
-half-elves, humans, tieflings, halflings, shifters, githzerai, and gnomes are somewhat susceptible to its effects
-dragonborn, genasi, dwarves, goliaths, half-orcs, and minotaurs have some resistance to its effects
-the effects on changelings depend on what form the changeling is currently in, but if they morph the drug is basically flushed out of their system. however, they might have to overcome a check of some sort to see if they can morph (they might be too high to do so)
-it has no effect on warforged (duh), revenants, devas. Right now none of my players are currently that race, but this info might come in handy if they decide to drug one of their enemies or something.
-it ups str and dex, whilst lowering int and wis by the same degree. I'm not yet sure what to do with con and cha. Maybe no effect on con, but lose a healing surge or 2? And as for cha, well, bloodshot eyes and PCP-like raginess is not very charismatic but I'm not sure if I should lower cha as well.
I'm thinking maybe the effects would last x encounters based on 1 die roll. The more susceptible the race, the bigger the die. E.g. an elf is high for 1d8 encounters, a minotaur is high for 1d4 encounters.
Also, by how much should I raise/lower the stats? Die roll as well? Fixed number?
Any and all ideas would be much appreciated.