Download Narcosa: A Drug-Addled Campaign Setting PDF

TitleNarcosa: A Drug-Addled Campaign Setting
TagsCreative Writing Types
File Size10.5 MB
Total Pages104
Table of Contents
                            Table of contents
Drop table instructions
1. Locales and Cities
	ASCESCENT MORASS
	CITIES OF NARCOSA
	LABYRINTH
	THE HEAD OF THE FALLEN GOD
	SHRINE OF THE SLIGHT EYE FLOWER
	THE CITY WITHIN THE SONG
	THE GOBLIN FARM
	THE QUARANTINE ZONE
	THE HOUSE OF LOVE AND CHANGE
	HASHISHASTAN, THE FOLDED REALM
	KUSH NIGGURATH AND TOKE MON DUUL
	SLEEP MAGES AND THE FLOATING CITY OF AUHM
2. Factions and Entities
	THE BLIND BEGGARS
	THE CHILDREN OF TEMPERANCE
	THE CULT OF GOLDEN WRESTLERS
	IDOLATERS OF DESTITUTION
	THE FIVE ALCHEMISTS
	THE MENDICANT
	THE MOST ILLUMINATED ORDER OF CORDYCEPSIS
	THE ECSTATIC ORDER OF THE FIVE PLEASURE PLAGUES
	THE POWDER-BORN
	THE ORDER OF ST. YIMSIN
	QUNUBIC DRUIDS
	SNAKE RAIN
	SELF-TRANSFORMING MACHINE ELVES
	GRAPE TREADERS
	THE TAVERN HERO
	TEETOTALERS OF NARCOSA
	SOBERII
	TENTACLE TRIPS
	SWIMMERS IN DARKNESS
	JOURNAL ENTRY
	THE WITCH-WOMAN OF CUURA
3. Substances and Items
	Random Table
	ASTRAL MOTH
	BASILISK TONSIL STONES
	THE BLACK PASTE, ALIL
	THE BREATH OF GLOB
	BLOOD OF GLORY
	CATHETER VINE-BULBS
	THE BOWL OF THE ORACLE
	DRUGS OF HASHISHASTAN
	THE ELECTRUM KEY OF KARDOLF RANDDAR
	DUNGEON FUNGUS
	LABA WASPS
	HOT KNIVES
	KOROGG PODS
	MARISIA TREE
	MEMORY DUST
	WEATHER
	GYSIN'S DREAM MACHINE
	ADDICTION
	HALCYON SNUFF
	RUST'S RING OF RECALL
	LIQUID ACID
	VIPER WEED
	NARCOSIC SENTISPORES
	RAM HORN SNUFF BOX
	PURPLE PIPEWEED
	ROTGUT OF LARAMIDIA
	SALTS OF VITESSE
	RUBY DROPS
	SAP GOGGLES
	THE PLANTS OF NARCOSA
		1. Spectral Sweet
		2. Giant Grass
		3. Stone Sap
		4. Ochre Mint
		5. Troll Poppy
		6. Skunk Wood
	PLANAR DUST
	PLANTS OFTHE SWAMP WITCH
		Living roots of Blood-Trees
		Puffball Mushrooms
		Beautiful Jelly Mushroom
		Shiny Black Liquid
		Shaggy Ink Mushroom
		Emetic Mushrooms
	WOEBEGETTER WINE
	TOAD LICKING
	THE YELLOW POWDER
	HYDNOID SWORD
	YGGOA, THE CRYSTAL BARK
4. Random Encounters
	WILDERNESS ENCOUNTERS
	CITY ENCOUNTERS
5. Monsters and Enemies
	SHROOMBIE
	DEATH KITTENS OF RAH-TLU
	BUDILISKS
	DREAMSTALKER
	PURPLE KUSH WORM
	THE FALLEN OF THE HEAD GOD
	SACCADIC SOLIPSISM
	FRISBEE FUNGUS
	SHRUMAK
	GIANT HEAD LOUSE
	THE GREEN FAIRY
	XARABHAS
	PLEASURE SLIMES
	MINDMOTH CATERPILLAR
	SHROOM LORD
	SLAAD
6. Character Classes
	DRUG TRANCE MAGES
	LAS CURANDERA
	PSYCHEDELIC SORCERY
	PUSHERMAN
7. Adventure
	THE MOLDS AND SLIMES OF VILNID
8. Random Tables
	DRUG EFFECTS
	RANDOM MAGIC ITEMS
		TEXTS AND SCRIPTURES
		GARMENTS
		WEAPONRY
		MAGIC ITEMS
	RANDOM MONSTERS
	RANDOM NPCS
	DROP TABLE
                        
Document Text Contents
Page 1

WRITTEN BY
Aaron Gordon
Alex Schroeder

Anders Nordberg
Andrew Shields

Ara Kooser
Barry Blatt

Benjamin Baugh
Bennet Akkerman

Blue Tyson
Brett Slocum
Casey Garske
Cédric Plante

Christopher Mennell
Christopher Paul

Christopher Weeks
Clint Krause
David Black

David Brawley
Dyson Logos
Ed Hackett

Edward Lockhart
Eric Duncan
Erik Jensen

Gary Bowerbank
Gavin Norman
Gennifer Bone

Greg Gorgonmilk
Harald Wagener

James Young
Jarrod Shaw
Jason Vines
Jez Gordon

Joey Lindsey
John Carr

John Wilson
Justin S. Davis
Kreg Mosier
M. Nicksic

Massimiliano Caracristi
Michael Lee

Mike F.
Noah Stevens

Olav Nygård
Oli Palmer
Pearce Shea

Rafael Chandler
Reece Carter

Richard Grenville
Roger Giner-Sorolla

Ryan Northcott
Terje Nordin
Thom Hall
Tim Shorts
Tim Snider

Trey Causey
Victor Garrison

Wayne Rossi
Wayne Snyder
Wil McKinnee

Zack Wolf

ILLUSTRATED BY
Dyson Logos
Luka Rejec

Cédric Plante
Edward Lockhart

ADDITIONAL ART
Mark Hyzer
Ryan Rhodes

EDITING, LAYOUT
Rafael Chandler

DROP TABLE ICONS
Lorc

Carl Olsen
game-icons.net

FONTS
Make Juice by Allen Chui

Page 2

TABLE OF CONTENTS

2

1. Locales and Cities..............5
Ascescent Morass..............................5
Cities...................................................6
Shrine of the Slight Eye Flower........7
Labyrinth............................................7
Head of the Fallen God.....................7
City Within the Song.........................8
Goblin Farm.....................................12
Quarantine Zone.............................13
House of Love and Change............13
Hashishastan....................................14
Toke Mon Duul................................14
Floating City of Auhm....................15

2. Factions and Entities.......17
Blind Beggars...................................17
Children of Temperance.................17
Cult of the Golden Wrestlers..........18
Idolaters of Destitution...................18
Five Alchemists................................18
Mendicant........................................18
Order of Cordycepsis......................19
Order of the Pleasure Plagues.......20
Powder-Born....................................23
Order of St. Yimsin..........................24
Qunubic Druids...............................26
Snake Rain........................................26
Machine Elves..................................26
Grape Treaders................................27
Tavern Hero.....................................27
Teetotalers........................................27
Soberii...............................................28
Tentacle Trips...................................29
Swimmers in Darkness...................29
Witch-Woman of Cuura.................30

3. Substances and Items......31
Astral Moth......................................32
Basilisk Tonsil Stones......................32
Black Paste, Alil................................33
Breath of Glob..................................33
Blood of Glory..................................34
Catheter Vine-Bulbs........................34
Bowl of the Oracle...........................35
Drugs of Hashishastan...................36
Key of Kardolf Randdar..................36
Dungeon Fungus.............................37
Laba Wasps......................................37
Hot Knives........................................38
Korogg Pods.....................................38
Marisia Tree......................................39
Memory Dust...................................39
Weather.............................................39
Gysin's Dream Machine.................40
Addiction..........................................40
Halcyon Snuff..................................40
Rust's Ring of Recall........................40
Liquid Acid......................................41
Viper Weed.......................................41
Narcosic Sentispores.......................42
Ram Horn Snuff Box.......................43
Purple Pipeweed.............................44
Rotgut of Laramidia........................44
Salts of Vitesse..................................44
Ruby Drops......................................45
Sap Goggles......................................45
Plants of Narcosa.............................46
Planar Dust.......................................47
Plants of the Swamp Witch............48
Woebegetter Wine...........................48
Toad Licking.....................................50
Yellow Powder.................................53
Hydnoid Sword...............................53
Yggoa, the Crystal Bark..................54

DROP TABLE INSTRUCTIONS
To use the drop table on the last page,roll a number of four-sided dice, ensuring that
they land on the page. Interpret the results as you see fit. If a die result of 3 lands on
the icon of a mushroom adorned with a skull, then this might mean that three skele-
tal warriors are guarding a ring of magical mushrooms -- or it might mean that three
large ambulatory toadstools wander the forest in search of victims. If the die lands at
the colored border, let the color tell you which part of the book to look at. Flip to a ran-
dom page in that part of the book, or roll on the appropriate table.

Page 52

08. The frog tastes like... no wait it
tastes like... or it... buh... wut? The
licker suffers immediate sensory
transference, and the five senses get
all crosswired with the wrong sen-
sory organs. Sight, sound, touch,
taste and smell are rearranged. The
licker can see the aromas, feel
flavours, taste noise, hear light, and
smell textures, and is generally com-
pletely screwed for the next d12
hours while their brain tried to
hotwire itself into making sense of it
all. Penalty of -4d4 to all rolls during
this time, but the next creative
endeavour undertaken -- perform-
ance, crafting, item creation, what-
ever -- is colored by the experience
and is so visionary it is an automat-
ic success of the highest possible
result and then some.
Congratulations, you've just invent-
ed a new art form.

10. The frog tastes septic and the
licker breaks out in a sudden sweat:
yellow, putrid mucus with an over-
whelming stench. It gouts out of
every pore, and within d6 rounds
the licker is completely coated in a
rapidly congealing shell of pus.
Within d6 minutes the mucus forms
a cocoon around the licker, with an
AC equivalent to full plate. d6 hours
later the shell cracks and the licker
spills out; their hands, arms and legs
are twice as long as before and
webbed. The transformation grants
+8 to swim and jump checks, and -4
to Cha. Fortunately the change is
curable; to reverse the process the
licker merely needs to eat the mucus
shell.

52

09. The frog tastes like sweet manna
from heaven and the licker immedi-
ately recovers d6 HP/level, feeling
incredibly refreshed, rejuvenated,
and slightly light headed: the licker
must then pass a Fortitude Save or
permanently lose one point of
Intelligence, which the frog immedi-
ately gains.

11. The frog tastes like weak piss
and the licker's skin turns complete-
ly translucent, revealing the
macabre inner workings of their
body. The licker is overwhelmed
with feelings of exposure and
insignificance and bursts into quiet
sobbing for d4 hours, compulsively
answering all questions as honestly
as possible. At the end of the ordeal
the licker's skin reverts back to nor-
mal, save for one small patch of
skin; randomly determine where the
1d4 inch diameter window into the
body is found.

12. The frog tastes like armpits and
the licker has the ever-so-strange
sensation that they are a toad and
that the licker's companions are lick-
ing them. Unless the companions
pass a Willpower save they are irre-
sistibly drawn to lick the licker-toad;
roll again on this table to determine
the effect on all the companions,
ignore results 3,7, and 12. Instead,
the licker-toad tastes like hot chip
poutaine. Their companions will
stop in d4 hours or so.

Page 53

HYDNOID SWORD
BY THOM HALL

Massive toadstools and fungus litter
the undergullet in the world of
Narcosa. Many giant-sized caps
have tooth like spores that drip
down like stalagtites from massive
canopy like tops. Breaking off the
hydnoid tooth of the giant purple
spotted boomer is practiced
amongst the native inhabitants; the
tooth honed into a fine blade for
melee. The psychoactive properties
absorbed and experienced when
wielding the blade take some time
to get used to...

Hydnoid Sword -- dmg:1d8/1d8
(sm/l) + hallucinogen; special: hallu-
cinogen. A target hit by the hydnoid
sword must make a save vs poison
or hallucinate for 1d6 turns. If the
wielder does not wear gloves, the
hallucinogen will be absorbed
through the skin. When making an
attack, roll a save vs poison or hallu-
cinate for 1 turn.

Subsequent attacks do not require
roll once the user is hallucinating.
When hallucinating, the victim will
be prone to distraction -- when tak-
ing an action (attack, cast spell,
move, etc.), roll a d6. On a 1-3, the
action fails, and the PC/NPC is
dazed and confused for one round.

THE YELLOW POWDER
BY GAVIN NORMAN

The musky, sticky, rich smelling
yellow powder is derived from the
pollen of the Latimer orchid. When
rubbed into the gums and tongue, it
brings about a mild hallucinatory
state, wherein the recipient's capaci-
ty for visualisation and imagination
are increased.

The powder is used recreation-
ally by many, including those of an
artistic bent, but it is members of the
Illusionist class who benefit most
from its effects.

Due to the greater precision and
depth of imagination produced, all
illusions created by one under the
influence of the yellow powder gain
a +1 to attacks and damage.

The yellow powder is not addic-
tive, but it can lead to a detrimental
state of internalisation and para-
noia. Any session where a character
uses the yellow powder, he must
make a Wis check on 1d20. A roll of
above his Wis score results in a 25%
chance of an episode of paranoia
some time during the session (at the
DM's discretion).

53

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