User Blog:
D&D 4th ed: More Serum?

Written By: AJ Pickett
Date: 4 Feb 2010

Only the arrogant or the foolish dabble in the world of aberrations, which, as a group of creatures, are defined by their unnatural forms and magical powers. Anyone with experience is wary of the pernicious corruption that they seem to poison the natural world with, and the dangerous allure of the easy road to power that they represent.


One forbidden pathway to personal advancement is the Beholder Bladder Bile Formula, known simply as Beholder Serum.
Sometimes found in the cluttered laboratory of a mad alchemist, or sold to the unwary in an exotic market place, the serum is a thick, black and oily liquid with a sharp, slightly fishy odor. Only a small amount is required for an effective dose, and it is easy to mistake it for a vial of Deathjump Spider Venom, if not for the tell tale fishy smell.

 

Beholder Serum


Primary Ingredients: Beholders have a special organ which provides their ability to hover and fly, surrounding this organ is a thin sack of dark fluid which is not fully understood, but the liquid has been proven to be not intensely toxic, and even has some remarkable alchemical properties. The fluid from just one Beholder is all that is required for one dose of serum, but the process for refining the fluid is long, dangerous and exacting.


Initial Consumption: The serum is viciously bitter and leaves the mouth and throat completely numb for ten to fifteen minutes after swallowing a vial of it. Speech will be slurred and swallowing difficult, and trying to eat or chew anything else during this time is not a good idea.


Immediate Effects: Add +2 to Perception checks, -2 to any defense against Gaze attacks, and the ability to land safely after falling from any height as the body begins to gain unnatural buoyancy.


Ongoing Cost: The character will suffer a creeping numbness that begins with the face and slowly moves down the body, blocking most sensation, including smell, taste and touch. Aside from the mental distress, this creates a penalty of -3 to Thievery, Stealth, Athletics and Acrobatics skill checks. Characters with any abilities reliant on the sense of smell will be facing a DC 20 Will check every time they attempt to do so with any accuracy. The character gains a craving for residuum powder and snorts it like snuff, the magical energies are invigorating and keep the sensation of numbness at bay for a short time (one round per 1gp of snorted residuum).

Rating:
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