1. Notes

Plant Life: Phantasmal Shrooms (Mushroom)

Phantasmal Shrooms

Nicknames: "Phantooms" "Shroomis"
Infection: Eating the shrooms/Smoking them gives 100% the effect of "Phantasmal Force", otherwise the players will have to succeed on a DC13 Intelligence Save, if they stay more then 30 seconds next to a shroom, harvest it, or getting striken by a blowgun shot
Regional Infection: Every day, the players will have to make an Intelligence Save (DC 13), if they fail - they are under the effect of Phantasmal Force
Symptoms: Red Eyes that are teary
Effect: Roll a 1d100,
-20 in an hostile setting (jungle, enemies in the near, etc.), -20 if injected by gnoll blowgun/eaten raw (Overdose, no refinement), -10 if already used in the last 48h. (stacks, increases by another 24h each time)
+20 in a friendly setting (with friends, very comforting area (player home) etc.), +20 if proper equipment is used to refine them (Cigarettes, Proper Cooking)
1-10 = a nightmare hallucination, 1d6 psychic damage, disadvantage on the investigation check to discern the illusion, player has to succeed on investigation of DC15, additionally the effect Enemies Abound is applied.
11-30 = a very bad experience, 1d6 psychic damage, player has to succeed on investigation of DC13, reality distorts negatively, words of the others come out twisted.
31-50 = a bad experience, a cold unwelcoming feeling
51-70 = a good experience, a warming comforting feeling
71-90 = a very good experience, advantage on the next 1 ability checks, positive illusions
91-100 = an exceptional experience, gain of inspiration (reroll a dice once), advantage on the next 1 ability checks and very comforting memories occure that support the players decision

The effect will happen in 1d5 rounds, after which it will last for 1 minute. The target will be immune to the shroom for 1 day.

If used or if the person was in contact at least 3 times (either willing or unwilling) with the effect of the mushroom in the week, player has to make a con save (DC15, increases by 1 each time getting into contact), by failure: character is to be considered addicted - wisdom save (DC13, increases by 1 each day, until 3 days, DC16 has been reached, considered succesful save) against the consumption of more Shrooms.

Drawbacks: Disadvantage on Survival, Perception, Investigation, Nature
Curation: Outlast the effects
(Triage 1):
(Triage 2):
Magical Curation: Lesser Restoration

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