Loco weed game mechanics


Savage Tide Adventure Path


Any ideas on the weeds effects? My version (based on Larissa Vanderborens journal):

Ingested, Fort DC 24, Addiction: High

- Initial effect: d4 WIS and d4 CHA damage

- Secondary effect: d4 WIS and d4 CHA damage

- Side effect: no hunger or pain for 2 hours

- Overdose: After second dose is taken: rage for 2 hours, -5 on spot checks >>> then exhausted for 2 hours


Pathfinder Adventure Path, Rulebook Subscriber

As an aside, this is what I decided Urol had gotten involved with to get him kicked off the Isle of Dread the first time. He had introduced it into the colony and caused considerable disruption and was deported back to Sasserine.

Contributor

gaborg wrote:
Any ideas on the weeds effects?

This is probably too late for you, but if anyone has the same need for this you can find a pretty good write-up in GameMastery W2 River into Darkness, look for the Red Ague sidebar. The sidebar covers vetch, but can also be used for locoweed.

You can also Google for swainsonine, which is the toxic agent in both locoweed and vetch. Here's a link (note the pic of the birth defects caused by swainsonine - that would make for a pretty creepy dinosaur encounter.).


Jacob Frazier wrote:
gaborg wrote:
Any ideas on the weeds effects?

...

(note the pic of the birth defects caused by swainsonine - that would make for a pretty creepy dinosaur encounter.).

Cool! Now that I have added the fear of savage creatures into my party, I can scare them with a few 'fake' savage dinos!

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