Legality |
Rarity Die |
Type |
Cost |
Drug Die |
Legal |
N/A |
Mild |
50 gold |
1d20 |
Legal |
N/A |
Moderate |
75 gold |
1d12 |
Legal |
N/A |
Strong |
100 gold |
1d8 |
Illegal |
n/a |
Mild |
75 gold |
1d12 |
Illegal |
1d4 |
Moderate |
125 gold |
1d8 |
Illegal |
1d8 |
Strong |
175 gold |
1d4 |
Legality
Whether a drug is legal or illegal governs its cost, availability, and how safe it is. Illegal drugs cost more, are less available and more dangerous.
Rarity Die
This only applies to illegal drugs because certain drugs will be more difficult to obtain from an illegal source. When you roll the rarity die, if it lands on the highest or lowest number on the die, the drug is in stock. Otherwise, the source does not have it.
Type
The strength of drugs can be mild, moderate, or strong. This governs how strong the effects are on the user and, accordingly, how likely it is for someone to have a "bad trip."
Drug Die
This die determines whether you have a "bad trip" when you take a drug.
The first time you take a drug, a bad trip occurs if you roll the highest number on the die. If you take the drug again before a long rest, you have a bad trip if you roll the highest or lowest number on the die. If you take a different drug the second time, the same rules apply, but using that drug's drug die.
The type of bad trip someone has is based on the drug they took. Usually, there is still some benefit from the drug, but the downsides are significantly worse.
Legal Drugs
Bitterleaf Tincture
Blaze
Bloodpurge
Fairy Grass
Dindle's Shield
Heartbreak Berries
Illegal Drugs
Basilisk Powder
Blue
Boggle Blood
Light Speed
Reader's Resin
Spike
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