Druids, Drugs and Dying....

The_Gunslinger658

First Post
Hi ya-

Wuz DM'ing my Eberron Campaign last night when I had one of the more humorous situations occure, The Party Druid decided he was going to find himself some drugs (why oh why is every druid a tree hugging drugie?)

So he finds out about The Voulger Unicorn in Sharns Lower Ward, a real rough and tumble place full of all kinds of unsavory types. Locates One-Thumb the Inn's Barkeep and ask's about a very potent drug called Kerrf(fantasy version of cocain). Well to make a long story short and plus I gotta be at my reserve unit within the next hour, The Druid ends up overdosing while freebaseing his Kerrf IE dying in some backroom of a bar, not the way I'd want to die in RPG thats for sure.

Man, are all Druids like this? I hope not.


Scott
 

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I've heard lots of stories of unusual PC death on these forums, but that may be the first one about a death from a drug overdose in a D&D game. How did the player take it?
 

shilsen said:
I've heard lots of stories of unusual PC death on these forums, but that may be the first one about a death from a drug overdose in a D&D game. How did the player take it?

Hi-

He was cool about it, plus Druids are tough to play in a city setting anyway. He failed his con dc roll thereby buying the farm. The bottom line is, I try to discourage drug use in my campaigns, I am not a fan of that sort of behavior. So now I think he is rolling up a Rogue shifter.

ah good times

Scott
 


I never play a druid like that. As my favorite class, I usually play a druid that revels in the destruction and decay in towns and cities, enjoying the slow decline as Nature reclaims its land. Odd that a druid would even entertain drugs.
 

Cocaine has roughly a 1% chance every dose of killing the user ourtight due to overstimulation of the sympathetic nervous system regardless of how often it has been used in the past- usually by causing a heart attack. I don't remember his name, but a few years ago there was a collegate basketball player who used coke regularly for years, then at a party, took some, and was dead inside a minute. D&D really has no good mechanic for dealing with drugs, poisons, or diseases. Fort saves aren't right, because even the most hardened soldier still dies quickly if exposed to cyanide, rhysan, or nerve gas. Save or die is definitely not the way to go- maybe something more along the lines of a straight Con check with a low DC (say 5 for coke), with a natural 1 requiring a second Con check (DC 5) with failure being immediate death, and success unconsciousness for 1d6 hours.
 

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