Inspired in part by the book A Cosmology of Monsters by Shaun Hamill, the draught of Final Remembrance is used to prepare new initiates by Nepenthe Priests.
Draught of Final Remembrance
Adventuring Gear (potion), uncommon
Brewed from the dusk-petals of the Nepenthe flower and steeped in ritual incense, this luminous tea smells sweet but tastes bitter. It is commonly used by the secretive Nepenthe Priests to prepare victims for indoctrination as Empty Vessels—willing, pliant souls freed of pain, purpose, and memory.
When You Drink This Draught:
- You fall into a deep, trance-like sleep for 1d4 + 4 hours. You cannot be awakened by normal means. Only a lesser restoration spell or stronger magic ends the effect prematurely.
- Upon awakening:
- You permanently forget a single painful memory—chosen by the DM or agreed upon with the player.
- You have advantage on Charisma (Persuasion) and Charisma (Performance) checks for the next 24 hours.
- You gain the benefits of a long rest, even if you have already taken one within the last 24 hours.
- If you are suffering from any form of Madness, it is cured.
- After 24 hours, you gain one level of exhaustion.
- Upon your next sleep, you experience a vivid dream or hallucination of an impossible city, with twisting non-Euclidean geometry and a towering cyclopean spire that watches you.
Cumulative Effect
Each time you consume a Draught of Final Remembrance and gain exhaustion from it, mark one level of corruption (tracked by exhaustion levels caused specifically by this draught). After accruing 7 levels of exhaustion in this way, even if they are later removed, You lose all memories, personality, and independent will. You become an Empty Vessel, a docile creature incapable of acting on your own. You will follow the last person who administered the draught and carry out their commands without question.
Only a wish spell or divine intervention can restore your identity and autonomy.
Shelf Life
The draught can be bottled, but loses its potency 24 hours after brewing.