Wednesday, April 3, 2019

Whoever Eats my Flesh


The PCs enter a damp, room with a thick fog covering the floor. The walls and ceiling are covered with plants. From the dense foliage at the furthest part of the entrance, a figure will walk forward towards the PCs. He is human in scale and is completely made of vegetation and looks to have long hair and a beard. He appears old, messianic, wise, joyous and friendly. The plant man is a former wizard that experimented with travelling between planes. Something went awry and now he is here. He will stop at least 30’ from the PCs. If the PCs speak, the plant-man will answer back. He tells them he has a gift for all journeymen entering their structure. The gift is a part of his body which needs to be ingested. He answers no questions and insists that investing his body will provide the answers the PCs need. If the PCs agree, he will move a small part from his body that looks like a yam and hand it to each PC. This vegetative matter is a hallucinogen which will cause various effects. Roll d12:
  1. PC hallucinates and remembers their childhood. Begins to mindlessly sing lullabies. Is overcome by feelings of compassion and will be unable to attack another living being for 1d4+4 turns. 
  2. PC falls to the ground and goes into embryonic position. Has intense hallucination which is ecstatic, with numerous profound insights into their own life. Hallucination lasts 1d4 turns. Add 1 permanent point to Intelligence. 
  3. PC takes off all their clothes and begins rubbing themselves into sexual ecstasy. Add 1d3+1 temporary luck
  4. PC sees time and space vibrating simultaneously. Judge can randomly determine 1d3 rooms in the dungeons which PC can have prior knowledge before entering.
  5. PC develops telekinesis and can read thoughts of all living things. Lasts 1d10 + 2 turns. 
  6. PC becomes disembodied and turns to spores. They regenerats in the garden and are now part plant for the next 1d10+10 hours. The plants will fall off their body after that time. Add 1 to Intelligence. 
  7. Hallucinogen is poisonous to their system. Fortitude save (DC12), or 1d4 damage to HP and permanent loss of 1 to Stamina. If save is successful, then PC is so terrified and will suffer a -1d8 on all DC checks, initiative and attack rolls for the next 1d10 +2 hours.  
  8. The plant man will answer 1 question in great detail the PC asks. 
  9. The PC develops a third eye in the middle of their forehead. Add permanent 1d4 to Luck. 
  10. The PC communicates with a greater god and switches to the opposite alignment. If they are neutral, they have a 50% chance of becoming Chaotic or Good. Effect is permanent. 
  11. The PC sees such incredible and overwhelming visions. Will save (DC13) or they begin to poke one of their eyes out with either their fingers or an implement they have on them. Take 1d3+2 damage. 
  12. The PC becomes ecstatic and splits into two. They now have a doppelgänger with exactly the same stats which they can control for 1d3 days, after which time the doppelgänger dies. It can be kept alive by dark sorcery. 
The plant-man will not attack the PCs. He is a wise guide. If he is attacked, whatever is cut by an implement will regenerate in 1d4 rounds. If he is burned, he will regenerate in random part of the room. If the entire room is burned, he will regenerate from a microscopic piece of vegetation in the room. He is impossible to eliminate completely and will always be friendly if he regenerates.

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