One of the PCs huffed a vampire in today's session. He made his initial saving throw against any deleterious effects...

One of the PCs huffed a vampire in today's session. He made his initial saving throw against any deleterious effects, but I figure there have to be some kind of longterm consequences to that kind of thing.

Any ideas?

Other urls found in this thread:

youtube.com/watch?v=oHLw2lyLnA8
twitter.com/SFWRedditVideos

What's the system?

Afflict him with some kind of disease that gives him necrotic damage every so often, but with some kind of fringe benefit, like heat vision or an ability to eat uncooked meat.

>huffed a vampire

Inhaled their ashes, probably

D&D 5E. And, unfortunately, he has immunity to disease as a class feature.

When a vampire is reduced to zero hit points, it goes into mist form and drifts back to its resting place. In this case, the PCs managed to trap some, but not all, of the mist in a jar. One of the characters mentioned that there were several things they could do with it at this point, such as using it in an attempt to find the vampire's resting place...or inhaling it. An NPC traveling with the party, who had been established to have a gambling addiction, bet him a few gold pieces that he wouldn't really do it. But he did.

It's simple. He gets a powerful urge to huff more vampires, and suffers withdrawal. Also, he gets super muscular. And maybe starts wearing aztec-inspired clothes.

If not a disease, what about a curse? Maybe the vampire's spirit is slowly trying to take over his body, and they have a time limit to go find a sufficiently holy cleric or miracle dispenser in order to purge the effects.

That was such a dumb move on starplatinum

>An NPC traveling with the party, who had been established to have a gambling addiction, bet him a few gold pieces that he wouldn't really do it. But he did.

The utter madman.

A curse could work, though they only trapped some of the mist, and he only huffed a portion of that, so I'd assume they have a while before it can assume direct control. Alternatively, they might be able to just kill the vampire before it successfully dominates him?

It gives you a time limit, and it gives you a way that the vampire can fuck with your party -- maybe temporarily possessing the guy to talk shit to them.

Inhaling an expert is the number one way to learn specialist knowledge quickly*, so obviously the PC now knows everything the vampire does - where their lair is, what their favourite comfy chair looks like, how much they owe that one guy...

Of course, this means that other seekers after occult knowledge will be seeking to spark up the PC in order to get to their newfound knowledge. There is also a slight risk of addiction, vampiric tumours, and social oppbroium from other supernatural addicts (like a cokehead looking down on a paint huffer)
* youtube.com/watch?v=oHLw2lyLnA8

>immune to disease
There's really no reason to fabricate a way to punish him for doing something that (while I recognize it as stupid) doesn't have any real way to effect him mechanically. It would be like punishing the high level monk for laughing at a ghost's aging attack.

Oh, I'm looking much more for interesting things than just punishments. There are more things in the world than diseases, after all.

Maybe he starts sleepwalking. Like, the small piece of the vampire is only strong enough to control him while he's asleep. It starts slow. Maybe a few things mysteriously moved around in camp at night. Then some dead animals drained of blood on the edge of the woods. Finally he starts waking up miles down the road always in the direction of the vampire's lair. The mist is still trying to return home, but it's using the player to do it.

It sounds like you want there to be negative consequences for an action he took that has no real reason to backfire on him any more than "You can't use the mist to track the vampire because you fucking huffed it."

I said longterm consequences, but they don't need to be negative. It just seems like a shame to waste such an opportunity for SOMETHING to happen.

Pneumonoultramicroscopicsilicovolcanoconiosis?

Any or all of the following:
-If he liked garlic before, he doesn't now.
-Sun is ever so slightly irritating. Not "My skin is falling off," but more "Ugh, the sun is annoyingly bright today."
-Develops hobby: mentally counting dropped things. Grains of rice etc.
-Mild hydrophobia, but only if it's moving.
-If he was before, he is no longer squeemish.
-Better nightvision.
-Gets on well with canines - esp. wolves.
-Doesn't drink wine.

Give some really, really minor vampiric traits.
>You tan / sunburn a little faster then before
>Your canines are a bit sharper then before
>You find yourself liking the taste of rare meat more then before
>Your reflection / shadow flickers out of existence every now and then

He's gonna poop out the dust, so that means a small proportion of vampire will make it back home

A really tiny and angry vampire will find him and demand the rest of his ashes back, maybe?

I don't know why people even joke about that, I had a friend go deaf from huffing air horn gas.

I mean, at D&D tables, people also joke about murder. Even though most murder victims die.

Fuck I laughed at the mental image of some retard gasping at an airhorn going full blast trying to get high

Shitfuck OP, there are uses for vampire dust as spell components, and you wasted it on that? Also, I'm fairly sure there are other nasty things that actually happen if you ingest Vampire dust, But I lack the information as of current.

Just look up the long term effects of jenkems.

Why do you think people joke about rape and genocide and dead babies?

understand user, I am sorry for your friend's loss of hearing.

I SAID, I'M SORRY YOUR FRIEND LOST THEIR HEARING!

>One of the PCs huffed a vampire in today's session. He made his initial saving throw against any deleterious effects, but I figure there have to be some kind of longterm consequences to that kind of thing.
>And, unfortunately, he has immunity to disease as a class feature.
>Any ideas?

The vampire torments him, whispering in his mind as he is unable to escape or affect the player's health.

He now has a naggy vampire in his brain that won't shut up. The vampire won't stop unless he's released from the person's body somehow.

Let the trolling begin.

Both the player are the vampire get the feeling that they were molested by the other

He has the stench of death upon him. Dogs bark, children stare or cry, gravediggers get the impression something is wrong, no one wants to come close. Vendors raise their prices.

The vampire's thralls start to stalk him wheter he wants or not. They aren't sure of what to do besides follow his steps and observe. They're also the only ones willling to come close without feeling a dry mouth or twisting their noses.

Out of the Abyss?

His internal body temperature drops (either slightly or drastically, your choice) with no ill effect to his person.

Save for having to eat and drink cold food and drink, an intolerance of warm places and being easy to make sweat no other changes.

>stdh.txt

I was incredibly confused trying to figure out how huffing gas could deafen somebody until I realized he just blew the horn in his face like a fucking moron. That's one of the funniest goddamn things I've read all week.

Keep it minor as others have said, at worst have a vampiric Mr. Hankey following him around once he shits the vampire dust out.

showoff

Wolves hate Vampires, it's only werewolves andd angry spirits in animal form like Winter Wolves that serve vampires and never willingly.

>Wolves hate Vampires
Vampires can literally summon loyal wolf packs in DnD (the game OP is playing)

Well thats something odd, as animals in D&D can detect the unnatural, and are repulsed by it, I'd probably rule that they're not Prime Material wolves per se, more like Shadow plane wolves? but was just pointing out what I know of real world mythology, lol.

In real life vampires and werewolves are just mutations of the same myth. They were interchangeable names for the same creature.

Yeah, true, but it didn't stay that way forever and regardless, in the default setting of D&D, they are separate things.