This small pouch like bag looks no different from any other bag with the exception of strange plant like symbols and people smiling and frowning. Only creatures who smoke chronic or with a investigation roll of 15 or higher will notice the powerful magic surrounding it & coming from within.
When the player reaches into the bag they may pull out 1 oz. Of “weed” every 48 hrs. This weed will vary in types & potency. The player can roll 2 joints which can be shared up to 6 creatures with intelligence 2 or higher. The player who crafts the joint rolls 1D20 for one of the following outcomes. Any creature can craft a joint with intelligence 5 or higher. It’s as if the bag itself guides the untrained.
Note: D20 rolls 12 and up can only roll 1 joint.
Scenario’s:
1. The player smokes some super disgusting weed. Player is automatically hungry (must eat the equivalent to 2 rations) & falls asleep immediately afterwards for 4 hrs. Cannot be awakened unless damaged & does not gain short rest for sleeping for 4 hrs.
2. The player smokes some disgusting weed… tastes of regs the player mutters. Player is automatically hungry (eat the equivalent to 1 ration). Player makes a constitution saving throw to not fall asleep for 4 hrs (Cannot be awakened unless damaged & does not gain short rest for sleeping for 4 hrs).
3. The player smokes gross skunk weed. Player makes a constitution saving throw to not fall asleep for 4 hrs.
4. Upon smoking this trash weed the player gets confused. Player makes a wisdom saving throw. If failed, apply confusion effects to the player for the next 1 minute.
5. When the player smokes this dirty nug they become “irrational”. Player makes a wisdom saving throw. If failed the player destroys 2 items worth 50 GP or less that they are currently in possession of. The DM chooses 8 items and the player rolls 2D8 to determine what gets destroyed.
6. The player smokes some reddish discolored nug and starts feeling “angry”. The player makes a wisdom saving throw. If failed the player berates a random group member for previously failed decisions. The player then rolls 1D12 dealing psychic damage to the random group member.
7. The player pulls out & smokes some funky rainbow colored weed and begins to feel “silly”. The player makes a charisma saving throw. If failed the player tells a inappropriately bad joke. All creatures within a 30ft radius receive 9 pts of psychic damage. Unavoidable.
8. Upon smoking this incredibly smelly but regular looking nug that stings the nostrils… the player starts to feel “generous”. The player makes a wisdom saving throw. If failed the player rolls 5D20 and tosses that much GP into the air (if possible) and says “for my god”. The GP poofs into green smoke mid air and disappears. 1 piece of wrapped chocolate (1 oz) appears at the foot of the player.
9. The player smokes some basic looking bud and starts feeling “curious” about the surrounding area. The player makes a wisdom saving throw. If failed the player must roll a investigation & perception check and immediately start checking the area. The DM determines the length of time spent being “curious” and possible findings. Max time length being “curious” is 4 hrs.
10. The player pulls out some decent looking light green bud… the player smokes contently. Nothing happens.
11. The player pulls out some dark green nug and upon smoking starts to feel relaxed. Player regains HP (roll 1D8)
12. Upon pulling out this purplish bud and smoking it… the player starts to feel “energized”. Player regains use of all used slots.
13. When pulling out this white & orange nug, the player is reminded of something pleasant by this buds aroma before smoking. The player gains a random +1 to int, str, dex, con, chr, or wis. for 24 hrs.
14. When the player pulls out this surprisingly shiney silver nug they are instantly in a deep thought while rolling what could only be described as a professional styled joint. The player has become “philosophical” and has grasped a deeper meaning of life & the world around them. Gain +3 to investigation, insight, perception skill checks for 24 hrs.
15. The player pulls out a bud that is shaped like a pretzel… and it smells incredibly delicious. You almost want to eat it but a voice whispers to you “smokeee meee”. What a odd shaped nug. The player rolls 1D20. If successful (15 or higher) the following happens (failure, the thought vanishes and nothing happens). The player becomes “creative”. They start to write down a brand new ration recipe (permanently learned). This new ration recipe will now have a bonus effect along with stopping hunger for its normal amount of time. EX: Ration Smoothie (heals for 1D8). DM chooses a common ingredient the new ration recipe needs. EX: ration + ?common? = Ration Smoothie. Bonus effects for new ration recipes can be poison/exhaustion removal, 1 spell/feat/reaction slot restore, health restore, health regen (lasts until hungry again, 1HP per round), “swift feet” (gain 5 feet movement until hungry). Player rolls 1D8 to what bonus effect they have learned to create the new ration recipe & ingredient needed.
16. When this blue & green tinted nugget is pulled out, a wave of dankalicous fumes fill the air. All creatures with intelligence 5 or higher within a 30 ft area are immediately attracted to it, curious about the happy thoughts the aroma is bringing them. All creatures can walk away after 1 minute or partake. The player (and other creatures) who smoke start to feel incredibly invigorated. Player (and other creatures) regain all HP, regain all slots, temporarily gain +15 HP and +15 feet movement (24 hrs).
17. The player pulls out a tiny nug sized shield… the player rolls a wisdom saving throw. If failed, the player rolls 1D20 for pyschic damage and wonders “what the hell is going on?”. The player breaks the tiny shield up to smoke as weird as it seems to them… but somehow makes sense being the “bag of infinite nugz”. The player rolls a constitution saving throw. If failed, the player rolls 1D20 for splinter damage from breaking up the tiny shield. When smoked the player feels “strengthened” like nothing can stop them. The player gains +2 to AC (24 hrs) and health regen (5 HP per round, 24 hrs).
18. The bag starts to shine brightly as you pull out a golden nugget. All creatures within a 60 ft (120 ft if daylight & outside) area are blinded for 1 minute automatically. After regaining your sight… you notice the nugget has been broken up & rolled already “but how you wonder to yourself”. When the player smokes this incredibly smooth & tasty weed they start to feel “lucky” & “suave”. The players self esteem is unbreakable and have a aura that makes creatures think “that’s one lucky person” for no reason. Player gains +3 to charisma (24 hrs), cannot be charmed (24 hrs), gains 1 bonus action (24 hrs), gain 10 feet movement (24 hrs), and a little golden smoke spirit that will appear & dance for you when summoned (24 hrs). The spirit is only capable of doing dances for entertainment.
19. when the player puts their hand in the bag they feel something pulling the nug. Player makes a str saving throw. If failed, player rolls 2D20 and gets blasted by a magical force knocking them back while obtaining the nug. Upon looking at this glowing green dice looking nug… a green mist emanates off the bud quickly enveloping a 100 ft area 3 inches off the ground. As the player breaks up this dice shaped nug, magical essence begins to spark out of it. Player makes a wisdom saving throw. If failed, player rolls 1D12 and takes shock damage. When the player begins smoking this magical weed. The plant life around the 100 ft area that was enveloped with smoke begins to grow (apply plant growth). The player passes out after a couple of puffs (sleep for 8 hrs) and a magical green aura protects your body (any enemy attacking the player automatically rolls 10D20 and are blasted by powerful smokey green electrical magic throwing them 100 ft back if not instantly disintegrated, friendlies can move you). When the player awakens they gain a “Stoners Inspiration” and feel great magical essence from within there body. The player gains the following: full rest, health regen (5 HP per round, 24 hrs), +1 to AC (24 hrs), +10 feet movement (24 hrs), +3 nature skill check (24 hrs), can speak with any animal (24 hrs) and a inspiration die (1D8) for attack roll, ability check or saving throw (24 hrs).
20. The moment this insane nugget is pulled out, a blast of enlightening magic washes over a 100 ft area. Player (and creatures with intelligence 10 or higher) must make a wisdom saving throw. If failed, player (and creatures) roll 1D20 and are psychically blasted prone. As the player regains their senses they notice the nug is a tiny moon with stars. As they try to break up the “moon & stars” it begins to slightly shake. The player (joint roller) must make a strength saving throw. If failed, half the “moon” is lost to the ground (bonuses cut in half). The player begins smoking and from the burning tip of the joint the smoke starts to create a small slim 5 ft portal. In the portal a green mystical ancient being appears. It begins to congratulate the player for achieving brief transcendence. Player must make a wisdom saving throw. If failed, player loses one random bonus for being confused and not paying attention at the end. The ancient being tells the player one of it’s infinite stories. When the ancient being finishes the story, it bestows the “Chronic Gods Blessing” upon the player. The player must make a intelligence saving throw. If success, the ancient being praises the player for diligently listening and bestows “Chronic Gods Boon”. The ancient being before leaving would like to play a game of chance with the player or ally of choosing (if willing). The ancient being (DM) & player roll 1D20 (highest wins). If fail, player loses half their gold. If success, 10 greater health potions appear in front of player. The ancient being than either congratulates or laughs at the players roll and wishes them luck before disappearing. The player now feels the power of a god surging their body. The following bonus effects are now in effect for 24 hrs unless stated.
Note: all following effects are halved if half the “moon” was lost by joint roller. Player also loses one random bonus for being confused.
“Chronic Gods Blessing”: The player gains full restore, health regen (6 HP per round), +10 feet movement, +2 AC, +2 to all skill checks, bardic inspiration, temporary +20 HP and +2 HP permanently. Cannot be charmed or poisoned (if half the “moon” was lost, do not apply these 2).
“Chronic Gods Boon”: The player also gains +1 to initiative, +1 AC, no hunger, thirst or exhaustion and temporary +5 HP. This is not effected by losing half the “moon”.
Notes: bard or someone who has smoked the chronic
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