Magical Potion: Mt. N Dew

By Tass the Pyromaniac

Background Information

Created hundreds of years ago by Gnomish chemists as a tribute to their mountain's spring foliage, it was found to have amazing energizing abilities. Humans changed the Original overly long Gnomish name to Mt. N Dew to both provide a shorter name, and to cite the maker of the beverage.

Traits affected

Stamina, Dexterity, Strength, Wisdom and Charisma. These effects last for 1d12 turns.

Stamina, Dexterity, and Strength: Gain 1d4+2 to these stats. After the 1d12 turns are up, subtract the amount you gained from the dice roll from your original stats, this effect ends after you sleep for eight hours or more.
Wisdom: Lowered to 10, if already 10 or lower, then this stat is unaffected.
Charisma: Roll a six-sided die, if you roll a:
        1 = Nothing happens to this stat.
        2-5 = Charisma is lowered to 10, if already 10 or lower, then this stat is unaffected.
        6 = Add six to your Charisma. At the end of the 1d12 turns, this is reversed and you subtract 6 instead.

Additional

-- All your to-hit rolls gain 2, after 1d12 turns; subtract 4 from the original value.
-- You may not be surprise attacked, or caught off guard. Your initiative score is now "X", meaning that you always attack or act first. After the 1d12 turns are up, all attacks against you are surprise attacks, and your initiative is now equal to zero.
-- After the 1d12 turns are up, you must roll a 1d20 every turn, if you fail to roll higher than a 10, you instantly collapse and fall asleep, unable to wake till eight hours have passed. For every turn you succeed in rolling higher than a 10, subtract 1 from the next roll from this effect.

Use

Drink it. If you drink a second, you do not gain additional effects. Instead, you double your remaining turns from the 1d12 roll you performed earlier. You may drink a second at anytime after the first up to the point where you collapse and fall asleep, and then you fall asleep and cannot be wakened till eight hours have passed. Of course a Cleric may purge you of these effects, and awaken you. This erases all bonuses and minuses you acquired from Mt. N Dew (See Final Notes for exception). All of Mt. N Dew's effects end after the character wakes from the minimum of eight hours of sleep (See Final Notes for exception). If you drink a third, then you instantly collapse, and cannot be awakened for twelve hours. Even a cleric cannot reverse this effect.

Racial Notes

(Races are only listed if above rules aren't applied normally)

Kender: Roll a 1d4, if even, stat changes are applied normally, except their charisma automatically equals 2. If odd, the Kender's head spontaneously combusts, and their charisma is equal to 20.

Elf: Acts like a Kender Personality wise (No Kleptomania, or inane stories).

Irda: Refuse to Partake.

Goblin, Ogre, and Dragon: Immune, unless in human form, then effects are applied normally until they either change forms back, or sleep for eight hours.

Dwarf: Strong Desire to drink Ale.

Gullies: Surprisingly, their wisdom and intelligence scores increase to 20, Unfortunately, their brains are incapable of sustaining this, and they go completely brain dead on the next turn.

Gnomes: Whydoyouthinktheytalklikethis?

Final Notes

Odds of impregnating a female are cut in half. This effect lasts for 3d4 days. This effect cannot be altered except by divine intervention.

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