Wondrous Item, uncommon (requires attunement by a To attune to the pipe, it must be lit with a magical flame. )

This is the bone pipe and set of pouches that Aghar, the goblin, used to make and sell, and that he carried on his own person. All of the effects last for 24 hours unless the effect states otherwise. There is enough in each pouch for 1d4 +4 uses. The pipe cannot be lit by non-magical fire. 

What follows is a description for the various herbs and compounds found in the various pouches and their effects for the DM. The player character can only know them by their description unless they make a DC 20 nature check. If they make a DC 23 check, they understand the positive effect, and if they succeed on a DC 25 check, they will know the negative effect, the name of the substance with an idea of where to find more. 

Each of these pouches contain something that has a positive (the first part of the description) and a negative effect (the part of the description in italics). In order for the character to correctly use the right pouch again, they need to associate the correct description from a previous use. The player can keep notes, or they can succeed on an intelligence check of DC 18 to recall the effects. 

Pouch 1: Deadnettle: You can add two hit die worth of healing when you take a short or a long rest. You smell what can only be described as 'pungent' (but not in a good way) for the next 1d4 +1 days. Goblins find this aroma irresistible. Dried green leaf flakes. No odor.

Pouch 2: Horkmallow:  You become immune to the fear effect. Nevertheless, for the next 24 hours, you gain one the following phobias (1. Feathers, 2. Scales, 3. Metal, 4. Wood, 5. Someone touching or attempting to touch you).  Light beige stringy chips of dried roots. Licorice odor.

Pouch 3: Purple Rue: You feel really loose! You become resistant to psychic damage and charms. You lose 1d4 to your Dex modifier for the next 24 hours. Dried flakes of purplish green leaves. Pungent odor and acrid flavor.

Pouch 4: Cowl Thistle: You have advantage of Dex checks involving stealth. You have disadvantage on Dex checks involving acrobatics or handling objects. Whole bluish gray thistle tops. Astringent herbal odor.

Pouch 5: Hickle Balm: Undead smell you and perceive as undead as well. Lesser undead with no real will of their own will treat you as benign. Intelligent undead may perceive you as undead (DC 15), but treat you as they will. You smell undead to others as well. Small dried white flowers. Sickly sweet odor.

Pouch 6: Rose Clary: You are perceived by those who can sense alignment as Lawful Evil, unless you are Lawful Evil, in which case they perceive you as Lawful Good. Everything you see is tinted red. Purple powder. Light moldy smell.

Pouch 7: Hellbane: If you use this on a rest, you have a 20 passive perception, unless you already have a higher passive perception. If you use this when you are not resting, you become paranoid about the people around you and have a 20% to attack them if they challenge you in any way. Small brownish gray seed pod with small black seeds. Light sweet smell, but a bitter flavor.

Pouch 8: Pyrrhic Resin: You gain 3 charges of Flame Breath (just as a dragonborn), unless you are dragonborn, in which case it randomizes your breath weapon. You also have flaming flatulence that causes 1d4 damage. It has a 20% chance of happening any time you take an action or speak. There are also three charges of this as well. The effect doesn't dissipate until all of the charges are used. Lightly translucent purple resin chunks and some dust. Musky scent, bitter flavor.

Pouch 9: Halfling's Hay: You feel the effects of a full 8 hour rest after only one hour, and if you have any levels of exhaustion, you lose one level after its use. You are not one size smaller, but you feel like you are. Consequently, everyone around you feels one size bigger. This effect lasts until another short of long rest. Dried beige grassy leaves, not unlike hay. Smells like a prairie.

Pouch 10: Umbral Sage: For the next 24 hours, if you concentrate, you can peer into the parallel plane of shadow. A filmy rheum covers your eyes. You have minus 1d4 to your perception and investigation modifiers when you are peering into the plane you are on, unless that is the plane of shadows. When you look into the plane of shadow, there are things there that can take notice of you and follow you back to the plane that you are one. Black powder with small dark gray seeds in it. Acrid ammonia-like scent.

Pouch 11: Bard Vetch: Your Charisma goes up by 10 for the next 24 hours. You only believe that your charisma is raised. In fact, it has gone down by 5 for the next 24 hours. Light purple and red flower pedals with no odor but a greasy after taste.

Pouch 12: Astralagus: In a trance, your mind is transported to the outskirts of the realm of the Gray One in the astral sea. You can ask the Gray One a single Question and if it finds you worthy, it may answer simply, or rather, answer in a cryptic way, or as the Gray One is wont to do from time to time, it might ignore you. While you are conversing, your physical form is catatonic and unaware of its surroundings. If you have a jealous Patron, you may risk its displeasure. Pulverized wood pulp. Strong sweet piquant flavor, not unlike ginger.

Pouch 13: Wickle Cress: The person who is closest to you within 30 feet becomes charmed by you and the smoke around you. You also become charmed by that same person. Congratulations. You are besties! Every idea that either of you say sounds highly agreeable and like a good idea, and for the duration of the effect, you cannot willingly hurt the other player.The effect lasts for 8 hours. Thin white slices of a small white tuber. Deep, rich flavor that has bitter notes and a smokey after taste.

Notes: To attune to the pipe, it must be lit with a magical flame.

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