NarcowormsFrom exotic lands, a species of worm that feeds on plant matter and excretes a mildly toxic waste through its skin. The toxin is also an hallucinogenic narcotic. Over time emerged the practice of guiding a worm up one's nostril to expedite the toxin's delivery to the blood-brain barrier. Nothing short of pure ecstacy as you fall down on the floor and writhe for a while.
Worm farms have developed in the seedy underworld. Fat druglords keep spaghetti-like piles of them in jars with fragrant mulch, so that snuffing a worm will not be such a turnoff. Plush couches and pillows are provided so your body can writhe in the height of comfort
- Worm farms are a new threat to established pleasure merchants (opium dens, bordellos, etc.). PCs get to deal with consequences of the changing economy.
- A new side effect is taking hold thanks to a worm mutation. Some hardcore wormheads are getting turned into illithids.
Thieves Guild (Variant)So every decent city has a Thieves guild. it's like having a Buffalo Wild Wings. For an interesting take on one, have the Guild be (tied to) a religious order. You see, being a thief is not about gaining something material, it's about depriving someone else of something they value. And some people value their material possessions more than they value their relationship with Insert-Deity-Here. The wealth that the Guild accumulates is redistributed to the congregation and faithful.
This approach can also add an extra dimension to NPCs within the guild beyond the usual thieving stuff. How closely do they follow the principle of giving back to the faithful? Are they more likely to target worshipers of a rival god? What about holy days; is it forbidden to steal on those days? Or maybe the deity forbids the use of poisons/blades/etc.
There exists a fungus creature that emits spores thrice per day, or whenever subjected to a slashing wound. there is a 20% chance that those in the immediate vicinity of the spores will contract fungolepsy.
The spores spread to various areas inside the body and do not interfere with normal body functions. However, they feed on melatonin in the bloodstream. For every day that a character has contracted fungolepsy, they lose an additional 1d6 minutes of sleep as the fungus spreads. They may not notice until a few days or even weeks have gone by. If your game does not have rules for sleep loss, roll a number of d6's equal to the number of hours of lost sleep. For each 5 or 6 rolled, you get a -1 penalty to all rolls, and you lose 1 hp from the total that you would have healed due to rest.
Once the daily sleep loss has accumulated to more than 4 hours (240 minutes), the character will begin to hallucinate periodically. Once there is total (8 hours) sleep loss, the character will die in CON/2 days. To be cured of fungolepsy, a character needs to find a specific fungicide which is safe to drink.
Due to the varying nature of campaign worlds, the GM shall decide the effects of a character trying to use magical sleep in order to counteract the effects of fungolepsy.