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Gubbster
2016-09-25, 09:49 PM
In the game I'm making, if the players get lost they will eventually encounter wonderful looking mushrooms. The mushrooms are hoping to drug the players, what check should the players make to resist the mushroom's drugging effects. These hallucinogens are going to be transmitted via spore.

Addaran
2016-09-25, 09:52 PM
That's pretty much the definition of poison. So a con save or multiple, and dwarfs get advantage. =D

dropbear8mybaby
2016-09-25, 09:54 PM
DC 15 Constitution save. On a failed save, they suffer confusion as per the spell for 1d4+1 hours in addition to the poisoned effect for the same duration. On a successful save they only suffer the poisoned condition for 1 hour.

MrStabby
2016-09-26, 08:30 AM
Interesting.

My first thought was CON. As noted it is a simple toxin save. On the other hand "the mushrooms are hoping to drug the players" suggests that there is a mind control effect to be resisted to avoid eating them in the first place. Finally, the hallucinations are basically illusions - so intelligence to disbelieve that the party Paladin has turned into an enormous talking strawberry.

I would still go for CON, unless either of the other options seem more appealing.

Wondermndjr
2016-09-26, 09:23 AM
Definitely a Con save initially. If the players specify they are holding their breath or covering their mouth, give them advantage. If they are affected, give them Int saves to realize that they are seeing hallucinations. One thing I would recommend is to not cause other players to appear as enemies, as that is a fast way to cause intra-party conflict and PvP scenarios. Anything else is up to you.

dropbear8mybaby
2016-09-26, 03:29 PM
One thing I would recommend is to not cause other players to appear as enemies, as that is a fast way to cause intra-party conflict and PvP scenarios.

If done as a part of a spell or other effect, I don't see the issue. It's not a choice being made, it's a consequence of game play. Anyone who would hold a grudge in that scenario isn't worth playing with anyway.

VariSami
2016-09-27, 09:07 AM
This might not perfectly match the intended effect but here is a magic mushroom I created for my campaign.

A special breed of mushroom freshly created by Gretchin, a goblin merchant and mushroom farmer in Sigil, the Moxie mushroom looks like a glowing webcap with a cap that slowly changes colour and a thin stem that curls on itself like a pigtail. The mushroom itself has been afflicted with the chaotic energies of the Limbo and has a random effect on the user when consumed.

When the Moxie mushroom is consumed as an action, roll a D20 and consult the following table to determine what effect it has. Each effect lasts for 1d10 minutes, unless stated otherwise.

Moxie Mushroom Effect

d20 Effect
01 Unless the character succeeds in a DC 15 Constitution save, they are afflicted with the disease called chaos page (see the Blue Slaad entry on p. 276 of the Monster Manual for details). This effect lasts until the disease is cured or until the character dies.
02 Unless the character succeeds in a DC 13 Constitution save, they are poisoned and suffer the effects of the confusion spell (see p. 225 of the Player’s Handbook) for the duration of the mushroom’s effect. At the end of each of its turns, the affected character can make a DC 13 Wisdom saving throw. If they succeed, the confusion effect ends even though they remain poisoned.
03 Unless the character succeeds in a DC 13 Constitution save, they are poisoned and suffer the effects of a Tasha’s hideous laughter spell (see p. 280 of the Player’s Handbook; the effect is not limited by the user’s Intelligence) for the duration of the mushroom’s effect. At the end of each of its turns (note: not when they take damage, unlike with the spell itself), the affected character can make a DC 13 Wisdom saving throw. If they succeed, the effect of Tasha’s hideous laughter ends even though they remain poisoned.
04 The character takes 1d4+1 times 1d8 fire damage as the mushroom explodes into pure flames inside them. Unless they succeed in a DC 13 Constitution save, the character is stunned until the beginning of their next turn. No further effects apply.
05 A Myconid Sprout (see p. 230 of the Monster Manual) is produced and climbs out of the character’s mouth. Until the beginning of the character’s next turn, they are unable to speak except telepathically as the myconid makes its way out. Afterwards, the myconid will become the character’s loyal follower although it only has an Intelligence score of 2 (-5) and is thus unable to follow commands and will not fight for the character. This effect is permanent although the myconid can be killed normally.
06 A random ability score (roll d6 to determine which) becomes 15 for the duration of the effect. This effect can either lower or increase its value.
07 The character’s appearance changes (as per the_ alter self_ spell effect Change Appearance (see p. 212 of the Player’s Handbook for details) except they cannot change their appearance again for the duration of the effect) to that of a random race, determined using the table for the reincarnate spell (see p. 271 of the Player’s Handbook for details).
08 Vivid images flood the character’s mind through association with whatever they are thinking of at any given moment. They have advantage on Intelligence checks but disadvantage on Wisdom checks as well as both Intelligence and Wisdom saves for the duration of the effect.
09 The character has advantage on deception checks but may only speak in lies or otherwise misguiding ways for the duration of the effect.
10 Whenever the player of the character would roll d20 for any reason during the duration of the effect, they roll 2d10 instead.
11 For the duration of the effect, when the player of the character rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die and must use the new roll.
12 For the duration of the effect, the character gains a flying speed of 40 feet. When the effect ends, the character falls if they are still aloft, unless they can stop the fall.
13 A random ability score (roll d6 to determine which) becomes 20 for the duration of the effect. The mushroom has no effect on the user if this effect would lower their ability score.
14 The character is under the effects of a haste spell (see p. 250 of the Player’s Handbook for details) for the duration of the effect. After this effect ends, the character suffers one level of exhaustion (see appendix A of the Player’s Handbook).
15 The character is under the effects of a freedom of movement spell (see p. 244 of the Player’s Handbook for details) for the duration of the effect.
16 The character is immediately cured of all diseases and poison, and has advantage on saving throws versus disease and poison for the duration of the effect.
17 For the duration of the effect, the character has truesight out to a range of 120 feet.
18 For the duration of the effect, the character has resistance to all damage types and advantage on all saving throws.
19 For the duration of the effect, the character becomes invisible. Anything they are wearing or carrying when they become invisible as long as it remains on their person but other carried or attended objects remain unaffected. This effect does not end when the character attacks another creature or targets them with a spell.
20 Roll twice and apply both effects. Reroll any ties and Ignore any further rolls of 20.

Falcon X
2016-09-27, 02:52 PM
Not sure if this will help, but it's a fan supplement that breaks down herbal effects.
https://drive.google.com/file/d/0B7CIGCMCtoETVmhDNEZMbUVweTg/view