>in a dungeon
>dm makes you make a fort save
>failing it means you are tripping balls
What are some effects that could happen or the characters could see if they were in such a dungeon?
>>49700605
Expounding on this, perhaps failing more fort saves makes the trip go from okay to horrendous, and you start going on a bad trip.
So maybe varying levels of severity to the trip.
Multiple instances of the party and its members, offset in time or just kinda staring at each other in confusion.
Subtly alter your own speech patterns to fuck with them.
>>49700678
I hadn't even thought of this as a possibility, but this is amazing.
Some idea's i had were pretty baseline for the regular trip, to my knowledge.
>Overly focusing on one thing (your hand, a brick, etc)
>the entire area turning various shades of everything
>creepily touching or licking things
>eating a hefty portion of their food
>incoherent babbling
>being super affectionate (the "I love you guys" guy)
Things like that.
Honestly, even just sharing stories of trips you've had would make for great idea's, so feel free to share those too.
>>49700829
There's nice trips and there's angry trips.
I recall a storytime about some guy in 'nam who tripped on acid while on patrol and bum rushed gook tunnels. They found him 2 days alter, alive and with a necklace made of dozen right thumbs.
>>49700889
I remember reading that story. You also reminded me of that one story about the carebear campaign.
Both excellent stories, and good material for this.
>>49700899
Man, i figured people would jump at a thread about making someones players hallucinate all sorts of stupid shit.
>>49701067
Oh, this is a great idea. I'm gonna put random animals in and have them trip balls as well.
You are a fucking genius. I was just gonna have it be cultists, but this is also great.