Strong Dose of The Good Stuff

Deep in the darkest parts of The Depths, harvesters track down Myconid colonies. The creatures must be kept alive during the process, decay causes the compounds in their bodies to break down too quickly to be of any use. Once found, the Myconids are restrained and dosed with alchemical suppressants to stop them from sending out distress spores to their kin.

Harvesters then bore directly into the creature's body with crude tools, draining the glowing fluid stored inside. The Myconids can't scream. They can only flash dim, frantic pulses of light that nobody around them bothers to notice. A single Myconid barely fills one vial before the process leaves it too weak to live. Most die on the spot. The few that survive are tossed aside, their bodies ruined and their bond to their colony gone forever. The raw fluid is then handed off to the alchemists behind the operation, who add a carefully measured catalyst that rapidly strips all moisture from the liquid, leaving behind the fine white powder. It's a ugly process for an ugly product.


Category

Enhancement Drug
Consumable

Creator

???

Rarity

Rare

Attunement

N/A

A very powerful but addictive drug...

In the hidden corners where secrets whisper and shadows linger, there's a dangerous substance known as The Good Stuff. It's a fine white powder, kept in odd vials, offering an alluring elixir of power to those willing to take the risk. Whether swallowed or snorted, this powder unleashes a rush of adrenaline that makes you feel invincible.

As it takes over, a surge of power floods your senses, like an adrenaline rush that tricks you into thinking you can defy death itself. The world transforms into your playground, and you, the puppet master pulling the strings of fate.

But this seemingly sweet deal conceals a dark twist. Addiction. Once the euphoria fades, an unrelenting craving emerges, forcing the desperate to surrender to its dangerous allure time and again. It spreads through secret deals, and few who buy it know or care where it comes from, and the people running the trade are happy to keep it that way.

The real danger is in overdosing. The black markets keeps its secrets about how much is too much, and crossing that line leads to a surge of energy that could be a one-way ticket to death.


Properties

As a bonus action, a creature can swallow or snort this powder.
For one hour, that creature gains the following benefits:

  • Advantage on all attack rolls, saving throws and ability checks.

  • If the creature hits with a melee attack it deals an additional 2d6 damage.

  • The creature's movement speed is increased by 15ft.

  • The creature gains 4d10+5 temporary hit points.

  • Thrice during this effect, when the creature is reduced to 0 hit-points
    but not killed outright, it can drop to 1 hit point instead.

When the effect ends, the creature immediately suffers one level of exhaustion.

Penalty

Each time a creature uses TGS, it must make a DC 16 Constitution saving throw or become Addicted. An addicted creature has the Poisoned condition for six days. At the end of each long rest, the creature can repeat the saving throw, ending the effect on a success. While addicted, the creature has a strong urge to consume TGS again. If the creature does, the 6-day timer resets and the DC increases by 2.

Image

The production, sale, and possession of TGS are strictly prohibited in most civilized regions. Those caught with it face severe legal consequences, and its presence often marks individuals as criminals in the eyes of the law. TGS is not only physically addictive but also ensnares the mind in its dark grip. Addiction leads to a relentless craving for more, and withdrawal symptoms include vivid paranoia.

Consuming excessive amounts of TGS within a short time or surpassing a determined dosage threshold carries the risk of a fatal adrenaline overdose. In the worst situations, tales of turning feral and even heads exploding under the pressure.


Base materials

Harvested Myconid Fluid

Average cost

???