1. Objects

Niffleroot

Overview:

Niffleroot is a potent, yet addictive drug that has become increasingly popular among the seedy underworld of the Speserij. This drug is made from the roots of the niffle plant, a rare species found only in the deepest, darkest corners of the Underdark. The niffle plant has long been known for its potent hallucinogenic properties, and when processed into a drug, niffleroot can induce powerful visions and altered states of consciousness.

Description:

Street dealers typically sell niffleroot in small, vial-like containers, each containing a single dose of the drug. The price of niffleroot varies depending on the location and the demand, but on average, it sells for 10 silver pieces per dose.

Effects:

Niffleroot is a highly addictive drug, and prolonged use can lead to severe physical and mental health issues. Withdrawal symptoms can be particularly severe, including seizures, hallucinations, and delirium. Possible effects of taking niffleroot include:

  • Intense euphoria and feelings of well-being
  • Heightened sensory experiences, including vivid colors and sounds
  • Distorted perception of time and space
  • Hallucinations, both auditory and visual
  • Disorientation and confusion
  • Increased heart rate and blood pressure
  • Loss of inhibitions and risky behavior


It is important to note that niffleroot is illegal in most places, and possession or distribution of the drug can result in severe legal consequences. Additionally, the drug can be extremely dangerous, and characters who choose to use niffleroot do so at their own risk.


Stat Sheet

Niffleroot

Rarity: Rare

Type: Consumable, Drug

Cost: 10 silver pieces per dose

Effect Duration: 1 hour

Addiction Rating: High


Addiction Mechanics:

  • After the first dose, the user must make a DC 12 Constitution saving throw.
  • On a failed save, they become addicted and must take Niffleroot at least once every 48 hours or suffer withdrawal symptoms.
  • The DC of this saving throw increases by 2 for each subsequent dose.


Effects:

  • Upon taking Niffleroot, the user gains the effects of the Hallucinatory Terrain spell for the duration, with a range of 30 feet centered on themselves.
  • Additionally, the user gains advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks that rely on sight or hearing.
  • The user also suffers disadvantage on Wisdom (Insight) checks, and has disadvantage on Intelligence checks that rely on memory or recall.
  • After the effects of the drug wear off, the user must make a DC 10 Wisdom saving throw or suffer 1 level of exhaustion from the intense sensory experience. The DC of this saving throw increases by 2 for each subsequent dose taken within a 24-hour period.


Withdrawal Symptoms: If the user goes more than 48 hours without taking Niffleroot, they suffer the following withdrawal symptoms until they take the drug again:

  • Disadvantage on all ability checks and attack rolls
  • 1 level of exhaustion
  • Hallucinations and disorientation, similar to the effects of the Confusion spell
  • The DC of the Constitution saving throw required to resist addiction increases by 2 for each day of withdrawal.