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Module Conversion: Seeds of Sehan (Comments, feedback, and help appreciated)
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<blockquote data-quote="spinmd" data-source="post: 4816572" data-attributes="member: 19965"><p>This is my attempt at the Green Welcome drug. I used Dracosuave's idea as a consumable and a disease track for the addiction so thanks for the inspiration. Also, I use Obsidian DCs (thanks Stalker0) for my disease checks so they may not line up with what you expect.</p><p></p><p><strong>Green Welcome</strong> Level 5 </p><p><em>This green mucus-like liquid imparts great strength and fearlessness to the befuddled subject.</em></p><p>Lvl 5 50 gp</p><p><strong>Alchemical Item</strong></p><p>---</p><p><strong>Power (Consumable):</strong> Minor Action. Upon consuming this drug, you become dazed, gain a +2 drug bonus to athletics checks and strength ability checks (but not strength attacks), and a +5 drug bonus to saving throws against fear. These effects last until the end of the encounter. Once the effects wear off, you are subjected to a +8 vs. Fortitude attack. On a hit, you become addicted to green welcome, or the addiction worsens if you are already addicted to green welcome.</p><p><strong>Special: </strong>If you consume a second dose of green welcome before you take an extended rest, you overdose and fall unconscious for one hour. If you overdose more than once on green welcome, you transform into a child of sehan.</p><p></p><p></p><p><strong>Green Welcome Addiction</strong> Level 5 Disease Endurance improve DC 20, maintain DC 16, worsen DC 18 or lower</p><p>---</p><p>The target is no longer addicted.</p><p></p><p>The target takes a -2 penalty to speed unless they have consumed green welcome since their last extended rest.</p><p></p><p><strong>Initial Effect:</strong> The target takes a -2 penalty to speed and a -1 penalty to attack rolls unless they have consumed green welcome since their last extended rest.</p><p></p><p><strong>Final State: </strong>The target takes a -2 penalty to speed, a -1 penalty to attack rolls, and regain only half the normal number of hit points from healing effects, unless they have consumed green welcome since their last extended rest.</p><p><strong>Special: </strong>Unlike most diseases, you can still make endurance checks to improve while in the final state of green welcome addiction. If the disease worsens while you are in the final state, all DCs for this disease increase by 1.</p><p></p><p>Consumption of green welcome will probably not occur with the PCs but they will interact with NPCs who are using green welcome and this is a less potent version of Sehan (which comes into play in the next module).</p><p></p><p>What does everyone think?</p></blockquote><p></p>
[QUOTE="spinmd, post: 4816572, member: 19965"] This is my attempt at the Green Welcome drug. I used Dracosuave's idea as a consumable and a disease track for the addiction so thanks for the inspiration. Also, I use Obsidian DCs (thanks Stalker0) for my disease checks so they may not line up with what you expect. [B]Green Welcome[/B] Level 5 [I]This green mucus-like liquid imparts great strength and fearlessness to the befuddled subject.[/I] Lvl 5 50 gp [B]Alchemical Item[/B] --- [B]Power (Consumable):[/B] Minor Action. Upon consuming this drug, you become dazed, gain a +2 drug bonus to athletics checks and strength ability checks (but not strength attacks), and a +5 drug bonus to saving throws against fear. These effects last until the end of the encounter. Once the effects wear off, you are subjected to a +8 vs. Fortitude attack. On a hit, you become addicted to green welcome, or the addiction worsens if you are already addicted to green welcome. [B]Special: [/B]If you consume a second dose of green welcome before you take an extended rest, you overdose and fall unconscious for one hour. If you overdose more than once on green welcome, you transform into a child of sehan. [B]Green Welcome Addiction[/B] Level 5 Disease Endurance improve DC 20, maintain DC 16, worsen DC 18 or lower --- The target is no longer addicted. The target takes a -2 penalty to speed unless they have consumed green welcome since their last extended rest. [B]Initial Effect:[/B] The target takes a -2 penalty to speed and a -1 penalty to attack rolls unless they have consumed green welcome since their last extended rest. [B]Final State: [/B]The target takes a -2 penalty to speed, a -1 penalty to attack rolls, and regain only half the normal number of hit points from healing effects, unless they have consumed green welcome since their last extended rest. [B]Special: [/B]Unlike most diseases, you can still make endurance checks to improve while in the final state of green welcome addiction. If the disease worsens while you are in the final state, all DCs for this disease increase by 1. Consumption of green welcome will probably not occur with the PCs but they will interact with NPCs who are using green welcome and this is a less potent version of Sehan (which comes into play in the next module). What does everyone think? [/QUOTE]
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Module Conversion: Seeds of Sehan (Comments, feedback, and help appreciated)
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