Reginald Cruft, my player character in Ben L’s Dreamlands game is a 19th century American veteran of Union side of the US Civil War, and by 1885 a 47 year old failed medical student and raving drug addict. In his delirious and debauched state he has dreams, and these dreams have recently been very consistent - they have been of the Dreamlands. In the Dreamlands Cruft is a wizard, capable of some minor feats of charm and mesmerism (though at second level he has the spells “Charm Person, Sleep and Enlrage/Reduce - the last being hard for him to justify as mere mesmerism).
Below is a table for the effects of the various overdoses that push Cruft into the Dreamlands and how they change him during his travels there. Presumably when Cruft dies in the Dreamlands, his body, wracked with overdose, will be found in his filthy New York garret or a dingy go down opium den.
Drug of Choice
Dreamlands Side Effects
Stronger and faster, harder in every way, a jarring transition from the waking world to the Dream. Within everything feels heavy and slow, a molasses of impossibility. Dreamer will act last in party initiative order regardless of action for the rest of the session.
Taking the Cure
Painful body wrecking withdrawal symptoms. All Physical stats reduced by 3 for the session and spell slots reduced by 1 (highest level spell).
Raw Corn Spirits
Cheap searing alcohol in grand draughts leaves the dreamer with guts like water and a susceptibility to the slightest pain, body running with sweats. For the rest of the session any blow to the dreamer will stun him or her for a round in addition to doing damage.
Fractured and jangling, the good feeling of the waking world crumbles into totten bone and a searing pain behind the eyes, leaving the dreamer irritable and suggestible (-2 to all saves v. spells or paralysis) for the session.
It’s hard to know where the visions ended and the Dream began, but while the ‘real’ occasionally flashes back into the dream in the form of remembered faces, and glimpses of a dusty window, there’s no effect on the Dreamer’s functionality.
The sailor's’ consolation, a gut ripping glass of nutmeg tea causes pleasant enough dreams after the vomiting subsides. Within the Dreamlands, the sense of smell seems stronger.
The pestilential pipe, a daily pleasure, provides for a swift transport and brightly colored experience in the land of Dreams.
Despite a certain thickness of the tongue and a tendency towards flatulence the side effects of this tipple are limited, though everything in the Dreamlands resembles a cartoon version of itself from the pages of a cheap pamphlet.
McMunn's Elixir of Opium
Patent medicine for the toothache and the cramp, but to those in the know it’s a fine tincture of opium, and smoother than the raw stuff. The shift from waking body to dream body is smoother to, making the dreamers body a closer approximation of the ideal then the actual and providing +1 HP per Hit Die for the session.
A dream within the dream, spaces retreating fractal and numberless, the mind of the Dreamer is open to possibility and may cast and memorize spells as if one level higher.
A good night drinking bonded rye whiskey lead to riotous dreams of superiority. Dreamer’s melee attacks are at +1 hit.
Unable to soothe his fevered mind with more than a few scrapings of a pipe or the last finger of whiskey or two, the Dreamer has staved off withdrawal sickness, but is still sweating and paranoid. Falling to sleep while cooing over a loaded 1851 Colt Naval revolver. The revolver has slid into the Dreamlands, a weapon that may be used in two ear shattering fusillades before exhausting its ammo. It will fade after one session should the dreamer remain in the Dreamlands.
1851 Naval Colt: ATK as Explosive/AOE - Explosion Value 2 - Damage 1D8, may cause morale check, random encounter check.