"The rough stone stairs emerge on the third story of the red rock formation the little village was carved from. A flock of small white birds is scattered across the upward-sloping stone, gathered about a natural platform on the far side. Upon the raised stone, gazing out across the valley with its three crystal blue eyes is a giant white cat, eight feet tall at the shoulder. Its body or fur glows a soft yellow white, you would still see it perfectly in any normal darkness. Three sets of feathered wings beat upon its back, constantly stretching and rearranging themselves, its neck is greatly elongated, as well as its limbs and body. The face looks like a beautiful, though unsettling mix of human and Siamese cat, with a tiny split-lipped mouth and its three unreal eyes. When it speaks, it does in a childlike voice with a telepathic 'echo', relaxed and with great self-satisfaction. It is one of the most beautiful creatures you have ever seen, it smells of honey and cinnamon, its purr is a syrupy joy that tickles your spine, just being near it makes you feel good."
Traesasymphicon, Sasym as it calls itself, is an entity from the wider vibrational planes. Dimensions mortals often call Upper Planes, where as you "ascend" through them, the energies that compose beings are more diffuse, and the divisions between creatures become more and more ambiguous. The amalgamous being Sasym is a lower mid-level extrusion, a nunciomorph that excels at maintaining a consistent form and identity in the "Material Plane".
The Furthest Lands continent is a kind of dimensional sink, it seems to pull destination portals to itself. This means while it can be easy to travel to, it is incredibly difficult to travel away from. Like many other, more mundane creatures, Sasym has become trapped here. Its natural gate power only moves it randomly within the continent, not through the membranes of reality. Its Celestial Song could surely draw the attention of its Greater Family, but if others came and were trapped as well... it could never bear the guilt. (stop reading if you are my player) Last, Sasym's existence is fueled by a form of energy that exists in this plane in much shorter supply, energy it has only found produced by the love and adoration of followers it has acquired in starving desperation. This messenger was never meant to be away for so long.
Now, a small cult has grown around Sasym in a great rock formation that has become a hidden village. Three families of 'iele' raise their children, do their hunting and farming in the shadow of the rock called CragDen. A dozen or so others gravitated here or lost their caravans and were guided back by luck or Sasym. Here in the sheltered valley that lies before the den, massive ravening beasts and cruel nature spirits are few under its near-constant vigilance and benign influence. This is no novel occurrence on a continent where seeking symbiosis with a powerful creature is one of the top survival strategies, "monster villages" are fairly common.
N'gael, the demon artificer has found his floating, planeshifting tower stalled in the Cnacociel region to the northwest, and the two otherworldly creatures have found themselves in an uneasy relationship.
Sasym
16 Str, 20 Dex, 14 Con, 16 Int, 18 Wis, 23 Cha
HD: 10d8+20; AC: 18
Saves: Wis, Cha; Skills: Perception +8, Persuasion +10
Dmg Resist: radiant, non-magic weapons
Immune: sleep, charm, fear
Senses: darkvision 180', passive perception 18
Languages: all, telepathy 90'
CR: 9
Advantage on saves vs. spells and magic effects, +3d8 radiant dmg., innate spellcasting (Cha, DC 18), at will: detect evil/good, animal friendship, 1/day: reincarnate.
Multiattack, claw/weapon attack: +9 to hit 1d4+5 slashing + 3d8 radiant dmg, healing touch (3/day) non-evil target regains 3d8+2 hp and is cured of poison, disease, blindness, and deafness. Polymorphs into any living form, retains all stats, always appears yellow-white with bright blue eyes, Celestial Song attracts the attention of other wide vibrational beings, 75% chance of success.
Wednesday, June 28, 2017
Monday, June 26, 2017
Random Encounters by Terrain - Swamp/Marshland
The third in my series of d100 random encounter tables by terrain type for the Furthest Lands continent, this time swamps and marshlands. Plains/grasslands, and forest/jungle were the other two, and there are at least seven (not counting the *Special* table) more in various stages of completion. Ideally I would've spaced out swamp and jungle more, but I needed to get the swamp list finished to head off some players.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Swamp - 33%/day
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Swamp - 33%/day
01-02 Giant
Salt-Fen Spitter – a thirty foot amphibious worm that sprays acid
and corrosive enzymes from its bulb-like head.
03-04 Catoblepas
– the body of an emaciated water buffalo, the lumpen head of a
warthog on a shaggy giraffe neck. The catoblepas kills any creature
that meets its eyes, and poisons the area around it. All the food it
eats is rotten and ruined, and it remains hungry at all times. Some
enjoy submerging their bodies in deep water, letting their massive
heads float on the surface, found this way they are incredibly
dangerous. Milk and live animals are quite valuable. It is said
that if a catoblepas could be fed from an early age food that
wouldn't rot, it would mature into a beast of another nature.
05-06 Quicksand/Sinkhole
– suffocating quicksand or a random sinkhole appears beneath party
and/or in direction of movement.
07-08 Tanystropheus
– crocodile-sized, low-bodied reptiles with long stiff necks. Fish
and bird eaters, will attack a person only territorially, in
self-defense, or desperation.
09-10 Marsh
Squirterhorse Family – well camouflaged dog-sized seahorse-like
fish, uses their blowgun snouts in the manner of a deadly archerfish.
Fires a spray of acid and enzymes that slowly consume metal, quickly
consume organic material, and has no effect on stone.
11-12 Fasinaa
Group (1d6)
1. Hunters
2. Bandits
3. Trading Group
4. Liar of Tsugumi
5. Sorcerer
6. Ranger
1. Hunters
2. Bandits
3. Trading Group
4. Liar of Tsugumi
5. Sorcerer
6. Ranger
13-14 Giant
Mosquito Swarm – massive man-sized mosquitoes, capable of
completely draining a person of blood in minutes. Many carry
horrible blood-borne diseases, and the victims of others return from
the dead as withered zombies.
15-16 Swamp
Zombie Herd – the putrid flesh of many swamp zombies carries a
great threat of disease and infection, may be submerged and attack
waders, or be surrounded by a nauseating stench.
17-18 Choke-creeper
- strangling vine monster.
19-20 Bronzebeak
Fisher - giant kingfisher bird with a metallic beak, huge, aggressive
and territorial. Attacks characters wearing shining objects (armor, jewellery, iridescent fabric) who it confuses for fish.
21-22 Giant
Vicemouth Turtle – massive, car-sized snapping turtle, swallows
prey whole or severs limbs.
23-24 Marsh
Rats - oddly intelligent, tool-using, plan-making rodents of unusual
size.
25-26 Ogres
(1d6)
1. Freshly Cursed: hateful, sadistic, a great parody of an iele, berserker.
2. Freshly Cursed, Mage: a great mad spellcaster, random magic specialization.
3. Second Gen.: Warrior
4. Second Gen.: Priest
5. Second Gen.: Sorcerer/Wizard
6. Second Gen.: "Paladin"
1. Freshly Cursed: hateful, sadistic, a great parody of an iele, berserker.
2. Freshly Cursed, Mage: a great mad spellcaster, random magic specialization.
3. Second Gen.: Warrior
4. Second Gen.: Priest
5. Second Gen.: Sorcerer/Wizard
6. Second Gen.: "Paladin"
27-28 Swamp
Filth – a collective term for various oozes and jellies of the
marshlands.
29-30 Electric
Eel – a normal or a giant electric eel, giants can discharge two or
three times as often as normal eels, both are highly valuable
captured alive.
31-32 Fenflies
– giant biting flies, some leave stinging lightly poisoned wounds
(weakness, pain), some leave diseases, some insert eggs into wounds.
33-34 Lanternhulk
– a bag-like creature, like a great toothless mouth, large as a
room, its slug-like foot an anchor buried beneath the surface.
Draped in plants, filth, and natural illusions it can resemble a cave
if it wishes to hunt during the day. At night the Lanternhulk earns
its name, displaying various forms of bioluminescence, lights within
its mouth, lights on mobile tendrils, as well as floating biomagical
light effects. Prey that enters the creature's mouth is enfolded,
sometimes suffocated, sometimes drugged, eventually dissolved.
35-36 Bear-frog
– a head and powerful forelimbs reminiscent of a bear, partly
furred, with the elongated leaping back legs of a frog. Unlike the
famous Owlbear, the Bear-frog is a “natural” animal, though it
shares the Owlbear's preference for attacking magic-users.
37-38 Koolasuchus
– massive, spade-headed amphibious salamander, can swallow M-sized
prey whole.
39-41 Otyugh
(single/pair) – the Wretched Sages, the repulsive and often
murderously hungry otyughs are common in the swamps, where they dine
on and bathe in decaying matter. Because they are in constant
telepathic communication with every being they encounter, and despite
their poor intelligence, they are sought out occasionally for the
wisdom of fools. Otyughs in pairs are engaged in philosophical
argument and are eager for outside input... or a quick snack.
42-43 Suitable
Elemental (mud / water / death)
44-46 Snake
(1d4) – as usual, every snake is intelligent and able to speak.
Venomous and constrictor snakes love hostage situations and making
deals, spitting snakes often work in concert with other creatures,
intelligent or otherwise.
1. Venomous
2. Giant Constrictor
3. Venom Spitting
4. Elder Serpent - giant, venomous, highly intelligent, wizard or cleric spells.
1. Venomous
2. Giant Constrictor
3. Venom Spitting
4. Elder Serpent - giant, venomous, highly intelligent, wizard or cleric spells.
47-48 Giant
Sundew – a massive deadly sundew plant, slightly mobile, vaguely
aware. Positions itself at choke points, waterlines, feeding and
nesting grounds. The peculiar odor of its digestion attracts oozes.
49-50 Brown
Pudding – this gelatinous creature will consume any organic
material, but vastly prefers larger living prey, for this reason they
are often encountered semi-dormant in “pudding pits”, their
orifices concentrating downward, slowly dissolving the decaying
matter beneath them, but will form up and become mobile after a round
or two.
51-53 Naga
- the “oldest masters”, they are selfish, secretive, and
suspicious. They can be civilized folk, cold-blooded killers, slave
takers, or enigmatic guardians, depending on the day. The Naga have
their own small city-temples, but they are not fond of each other's
company.
54-55 Dark
Banyan – a strangled treant, completely dominated by the parasitic
magical fig vine that took epiphytic root in its body. A wooden
tentacled mass capable of cruel nature magics, and the control of
other ill-willed vegetable creatures (Ollgrad, Boskbeasts in
particular).
56-57 Iele
Group (1d6)
1. Hunters
2. Trading Group
3. Ranger
4. Explorers
5. Random Priest
6. Random Mage
1. Hunters
2. Trading Group
3. Ranger
4. Explorers
5. Random Priest
6. Random Mage
58 Vampiric
Moss – inanimate hanging moss that drains the lifeforce of a nearby
creature after establishing a link, consumes a set amount of hp, and
loses link when victim leaves its 30' area of effect.
59-60 Giant
Water Beetle – an eight foot predatory water (diving) beetle,
ambushes prey at the water's surface, or attacks underwater. May
create a “pen” of trapped air to preserve live creatures
underwater.
61-62 MutantTroll Pack - slightly undersized trolls that mutate as they
regenerate. Amphibious, regenerate slightly faster than those of
other terrain. During regeneration of massive damage they can fuse
together into larger abominations or break into smaller, independent,
ruined parts.
63-64 Ollgrad
- small, bloodthirsty (literally) root people.
65-66 Giant
Leech – three to ten foot long leeches, potentially deadly, more
difficult to remove, and much more likely to transmit a blood born
disease than normal leeches.
67-68 Suitable
Nature Spirit
1. Phlebeth - like a Kappa, keeps its mouth full of water to remain strong on land. Can adopt the shape of a person, but is always wet and silent.
2. Sclarrianth – an attendant spirit of Skraosh the goddess of evolution, an amorphous entity with a will and strength to bestow a mutation, create a new species, bestow one of the lycanthropic raptures, or create a chaos blessed area. The Sclarrianth can be argued with and guided in its gift giving to a certain extent, but must give and expire in the process.
3. Mucugulob – this spirit attaches itself to a creature transforming it to a locus of disease and decay, slowly kills host who eventually becomes a powerful cursed undead, infects others with rotting and wasting illnesses. Appears to host initially as an almost pokemon-like stylized semi-real animal.
4. Waiwie "Tilted Scale" (Chaos Spirit) - from a distance a glowing dragonfly, closer just branching luminous nerves. A spirit that takes/erases elements of law and society from an individual and replaces them with natural elements (Example: the Waiwei steals your money and replaces it with meat or seeds, or maybe erases the Fasinaa language from your mind and replaces it with the tongue of flowers or birds).
1. Phlebeth - like a Kappa, keeps its mouth full of water to remain strong on land. Can adopt the shape of a person, but is always wet and silent.
2. Sclarrianth – an attendant spirit of Skraosh the goddess of evolution, an amorphous entity with a will and strength to bestow a mutation, create a new species, bestow one of the lycanthropic raptures, or create a chaos blessed area. The Sclarrianth can be argued with and guided in its gift giving to a certain extent, but must give and expire in the process.
3. Mucugulob – this spirit attaches itself to a creature transforming it to a locus of disease and decay, slowly kills host who eventually becomes a powerful cursed undead, infects others with rotting and wasting illnesses. Appears to host initially as an almost pokemon-like stylized semi-real animal.
4. Waiwie "Tilted Scale" (Chaos Spirit) - from a distance a glowing dragonfly, closer just branching luminous nerves. A spirit that takes/erases elements of law and society from an individual and replaces them with natural elements (Example: the Waiwei steals your money and replaces it with meat or seeds, or maybe erases the Fasinaa language from your mind and replaces it with the tongue of flowers or birds).
69 Mud
Dragon – fat-bodied amphibious dragons, wingless and scaleless,
with weak tiny eyes and round, toothless jaws, a dragon that looks
like a catfish and a salamander. Mud dragons are slow and stubborn,
they spend much of their time asleep buried beneath mulch and silt
and clay and brackish water, slowly eating, chewing, and digesting
vast mouthfuls of earth, and rendering it into thick gooey mud. The
thick mud is the dragon's “breath weapon”, victims of failed
saves are mostly/completely buried in mud, others in area slimed,
additional 'stinking cloud' effect.
70-71 Boskbeast
(Shambling Mound) - animate heap of rotting vegetative matter, always
hungry for intelligent beings.
72-73 Marsh
Gas (1d4)
1.
Flammable/Explosive – area of party movement contains an invisible
gas that will explode on contact with open flame.
2.
Inebriating – area of party movement contains an invisible
drug-like gas of various effects.
3.
Deadly – area of party movement contains a deadly gas that has at
least one noticeable sign.
4.
Nauseating – area of party movement contains a gas with a
nauseating stench, as per 'stinking cloud'.
74-75 Skunk
Ape – bigfoot, sasquatch, yowie, yeti, a large hairy humanoid of
tremendous strength, adept at traversing the marshes undetected.
Some accounts portray this “swamp man” as a malicious,
territorial beast, others as a gentle hermit.
76-77 Muckdweller
– take the 2nd ed. MM entry as truth, but they look like
mudskipper fish, done.
78-79 Poisonous
Frog (1d6)
1. Bloodmask Frog - red face, black or yellow body, neurotoxic and quickly fatal.
2. Moon Frog - light blue and white, causes intense hallucinations for 3d6 hours.
3. Opal Frog - darkly iridescent skin, vomiting and diarrhea for 1d6 days.
4. Vrian's Peeper - light green body with orange head, very small, paralysis for 1d20 hours.
5. Firefrog - yellow, orange, red and purple, severe itching rash for 1d4 weeks.
6. Mist Frog - purple to dark blue, anesthetic numbs random body part.
1. Bloodmask Frog - red face, black or yellow body, neurotoxic and quickly fatal.
2. Moon Frog - light blue and white, causes intense hallucinations for 3d6 hours.
3. Opal Frog - darkly iridescent skin, vomiting and diarrhea for 1d6 days.
4. Vrian's Peeper - light green body with orange head, very small, paralysis for 1d20 hours.
5. Firefrog - yellow, orange, red and purple, severe itching rash for 1d4 weeks.
6. Mist Frog - purple to dark blue, anesthetic numbs random body part.
80-81 Giant/Huge/Colossal
Centipede - suitable venomous centipede encounter.
82-83 Sonihadrosaur
(pair/herd) - mid-sized (for hadrosaurs) duck-billed dinosaurs with
an elaborate fluted crest on their heads. Adults inflate their
resonating crests to release a Sonic Honk in a 100' cone every few
rounds. Fiercely protective of non-sonic young and nesting sites.
Can be subdued by "banding” the crest, binding it with a
leather belt or metal band.
84-85 Cleaverclaw
Crab – a giant marsh crab, big as a one-family hut, males have one
tremendous limb-severing claw. Another animal attracted to the
glints of metal, glass and other fine materials that it tears to
shreds in front of its lair, hoping to attract the attention of
bauble-draped females, who have two smaller claws, just as sharp.
86 Swamp
(Green) Hag – not a woman, not 'iele', misshapen and deranged,
less evil and more dangerously other, a hag is more npc than monster,
but more spirit than mortal. There may be a hag for every swamp, a
swamp for every hag. Each one is completely different from the next,
still they claim sorority with every other.
87-88 Cloak
Stalker – a huge bird, resembling in general form a great crane,
twice the size of , its plumage many difficult to discern dark
colors, its wings are covered in overlong feathers that it holds
loosely around its body like a cloak, its bright and tiny eyes purple
and orange. The stalker may follow its prey through the marshes for
weeks, waiting for a perfect time to strike, it is highly intelligent
and possessed of old magics of illusion, obfuscation, and trickery.
89-90 Goo
Basilisk (Jellilisk) – larger than a normal basilisk, The gaze of
the dreaded basilisk of the swamplands turns its victim to living
ooze. Try turning your friend back from that! The Jellilisk is one
of the favored familiars of the greater Jellementalists, and their
eyes a key ingredient in the manufacture of ioun slimes.
91-92 Swamp
Crocodile – a long-limbed prehistoric crocodilian that excels in
the broken, varied terrain of the marshes, equally at home darting
through murky water as running and leaping across the mud and roots.
93-94 Cave
/ Lair / Structure
1. Partially submerged cave, cleared and habitable.
2. Fully submerged cave, inhabited.
3. Swamp structure (fungus, raised hut, tree), uninhabited.
4. Lair of nesting creature.
1. Partially submerged cave, cleared and habitable.
2. Fully submerged cave, inhabited.
3. Swamp structure (fungus, raised hut, tree), uninhabited.
4. Lair of nesting creature.
95 Giant
Dragonfly – M or L size giant prehistoric dragonflies, glittering,
rapid, and quiet, large species attempt to fly away with a victim,
others attempt to amputate body parts and escape.
96 Giant
Dragonfly Nymph – predatory aquatic larva of the giant dragonfly.
97 Shriekers
- the classic alarm sounding, random encounter attracting, oversized
fungus. There are over a dozen species, each with a distinct
morphology, so they may look like: giant puff balls, tall thin
mushrooms, brightly colored tree growths, etc.
98 Piranha
School – comically voracious school of piranha fish, able to give
extended chase, chew through inedible objects, and skeletonize a
person in under a minute.
99 Peat
Mummy – mummified exile or criminal buried in the swamp ages ago,
an undead creature with shiny, dark, leather-like skin, and a
rigor-racked wasted frame, strong and fast but awkward, it wants
blood and breath and whichever organs you keep your soul in.
00 Special
*
Wednesday, June 7, 2017
Potable Potions Plentifully Presented with Purpose and Precision
Potions are cool. You give them out, they get used, they're gone. Plus they break easy, they interact with each other... there's so much capacity for chaos in the hyper-magic fluid you have rammed in your fanny pack.
I wanted to make myself a big list of potions for my own use, so I ganked a whole bunch from Goblin Punch. He already wrote up most of the potions someone would need in the most sensible way I can conceive writing them. So I stole that too... but that's what we're here for right? When the stealing was done, and the obvious spectrum of healing potions were added to the list, I still needed to write up a few dozen of my own potions, so here those are in GP style, to enhance and completely ruin your pcs' lives (particularly if they're the sampling types). Drink up!
32 Potions
I wanted to make myself a big list of potions for my own use, so I ganked a whole bunch from Goblin Punch. He already wrote up most of the potions someone would need in the most sensible way I can conceive writing them. So I stole that too... but that's what we're here for right? When the stealing was done, and the obvious spectrum of healing potions were added to the list, I still needed to write up a few dozen of my own potions, so here those are in GP style, to enhance and completely ruin your pcs' lives (particularly if they're the sampling types). Drink up!
32 Potions
1 – Animal Friendship
– at will 'Animal Friendship' spell (DC 13) for one hour. Looks
like fur or feathers. Smells like droppings or guano. A
small sip makes a bird sing overhead, a squirrel dart past, or fish
leap out of water.
2 – Strength of the Plain
- Strength increases, roll d100: 01-50 Str21, 51-75 Str23, 76-86
Str25, 87-95 Str27, 96-00 Str29. Lasts 1d4 hours, anything strength
related suffers -1 for one hour after. Looks
like marbled flesh or stone in red, white, and pink. Smells like a
gym. A
small sip lightens your load, eases your aches, and energizes.
3 – Mind Reading
- Gain the effects of 'Detect Thoughts' (DC 13). Looks
like dense purple liquid with a cloud of pink in the center. Smells
like eucalyptus and rain. A
small sip imparts an (obvious) emotional echo from a party member.
4 – Inebriation
- Anyone who drinks even half of this potion becomes catastrophically
drunk (-4 to everything) for six hours. Three hours of splitting
headaches persist afterward (-2 concentration, intelligence checks,
initiative). Looks like
red-gold liquor. Smells like a dead cat. A
small sip gets you insta-buzzed.
5 – Secret Serpent Tongue
- You get a +4 to charisma checks for one hour. Looks
like sparkling gray and blue sand in water. Smells like egg yolk. A
small sip makes someone nearby give you an innocent compliment.
6 – Liquid Illusion
- If you drink it, you will believe the most horrible thing you can
think of is growing in your stomach and going to soon kill you. This
is false, there is no further danger, and lasts six hours. If poured
out, it exists as a semi-solid smoke or phlegm that forms into a
crude monster shape of your choice. The smoke-phlegm creature mock
attacks a target of your choice for one turn. It seems to be damaged
by weapons and non-bite attacks, but cannot be hurt. A creature
biting the decoy must make a constitution save or be choked to death,
it will then discorporate. Looks
like roiling green-black smoke. Smells like a cellar or cave.
A small sip will give you deja vu.
7
– Antimagic Water
- Cancels all spells affecting you and suspends and magical constant
effects natural to you or emanating from your person if consumed.
Makes you immune to lasting magical effects for the duration and save
against other spells at +2. Lasts 1d6 hours, then you shit out all
your magic gut bacteria for an hour and save against magic at -1 for
a week. Dispels magic if poured onto objects. If poured over
yourself, makes you immune to all magic, in addition to the consumed
effects with a duration of 1d6 turns (10% chance of magic rash
setting in 1d4 weeks afterward). Looks
like water. Illusions cannot be seen through its transparent liquid
(effectively a seriously distorted 'True Seeing' lens). Smells like
bleach doughnuts. A
small sip makes a random magical effect on yourself to “flicker”.
8 – Oil of Fiery Burning
- Impossible to drink. Deals 1d4 damage to anyone opening, then
dexterity check to close or it explodes. 6d6 damage on explosion or
thrown impact (dexterity save for half damage). Looks
like iridescent molasses. Smells like - it's on fire! A
small sip is nearly impossible and completely insane.
9 – Insight of the Center
Eye - You get a +4 to
wisdom checks for 1d6 turns. If you use wisdom for spells you may
cast one spell without using a slot, of spell level no higher than
half your character level. Looks
like a nebulous, blue-black, star-dusted sky. Smells like heavy,
bitter incense. A
small sip makes you remember something important a mentor, or parent
imparted to you long ago.
10 – Epiphany Philter
- You get a +4 to intelligence checks for one 1d6 turns. If you use
intelligence for spells you may cast one spell without using a slot,
of spell level no higher than half your character level. Looks
like cloudy gray fluid with something softly glowing obscured in the
center. Smells like ozone. A
small sip gives you a great idea about something that is no longer
pertinent.
11 – Rubber Soul
- You become rubbery in body and spirit, your joints seem to move
oddly and your skin seems shinier. All ranged physical and magical
attacks against you bounce off and affect the attacker 25%, or
another random individual otherwise. Close range attacks of either
type always ricochet back at the attacker. You can fit yourself
through spaces as if you were one size category smaller. Your melee
attacks deal -2 damage each, while your ranged attacks deal +2 damage
each. Lasts 1d8 rounds. Looks
like opaque, pink and fibrous like erasers. Smells like moist grass.
A
small sip makes your tongue rubbery, bouncing off your teeth and the
roof of your mouth. You talk like a drunk or someone on Novocaine
for a few minutes.
12 – The Gateway
- Unless you have prepared yourself with fasting and meditation
beforehand, you will spend 1d4 hours madly feverish and violently
vomiting, all your stats are -3 for 1d6 days. When you peak four
hours in, you are projected into the astral plane via an ineffably
ancient dream structure. You will not pass unless you defeat,
impress, or bargain with the ur-beast guardian
spirit/archetype/demon/whatevs. The guardian cannot kill your body,
but can reduce you to a permanent comatose state if it “kills”
you in the astral. Those injured by the guardian must succeed a
wisdom save when they exit to the material plane or take 1d4-1
permanent intelligence damage (minimum 1). Looks
like murky orange-brown tea or juice. Smells like the breath of a
great predatory beast. A
small sip tastes like rotten bark, coffee, and shit. The next time
you sleep you will dream of the guardian who mocks your indecision,
and begins to consume you before you wake. You are now afraid of the
potion, the guardian, and the gateway: you are ever aware of the
potion if it is within 50', and without special compensation any
attempt you make to battle the guardian is at -2.
13 – Stench
- Your every secretion become a pungent and overwhelming 'Stinking
Cloud' effect centered on you. You are immune to your own
secretions. Last for 1d4 hours, much less if you drink a lot of
water, wine or beer. Doubles wandering monster frequency for
duration. Throw to create a 'Stinking Cloud' where it breaks. Looks
like layers of yellow, green, and brown silt or smoke. Smells like a
kind of sulfuric-grandma-maggotflesh-dysentery-henhouse-landfill –
before your brain cuts the connection to your nose to spare you
(can't smell or taste for 1d6 turns). A
small sip makes you repulsively flatulent or gives you awful BO for
one turn.
14 – Sterility
- You become permanently unable to have children. No effect on
immature creatures. Looks
like opaque red globs suspended in clear yellow fluid. Smells like
alcohol and semen. A
small sip tastes like sweat and bad wine, and makes your testicles or
ovaries ache briefly if you are able to breed.
15 – Demon Blood
- If you succeed a save (wisdom, spell) you acquire a demonic power
or attribute (regeneration, at will power, great strength, etc.) for
incorporating the blood into your own, but you are forever marked
with an unnatural taint. If you fail the save a greater demon begins
to manifest within you and will eventually consume your body and
spirit as it reforms its own. Looks
like brown-black silt at the bottom, a layer of dark red sludge,
topped with a layer of bubbling red. Smells like sulfur and split
carcasses. A
small sip tastes like rotten meat and clotted blood.
16 – Angel
Lymph - If you succeed a
save (wisdom, spell) you acquire a celestial power or attribute
(regeneration, at will power, great charisma, etc.) for incorporating
the lymph into your own body, but you are forever marked with a
supernatural aura. If you fail the save a greater angelic being
begins to manifest within and around you and will eventually consume
your body and spirit as it reforms its own. Looks
like bunches of dozens of tiny membranous yellow lights floating in a
cloudy white liquid. Smells like light wine. A
small sip tastes like liquid baklava.
17 – Magical Intensity
- Any spells you cast with a variable component have that component
maximized. Lasts three rounds. Looks
like layers of chocolate pudding. Smells like gunpowder. A
small sip makes your fingers twitch, and gives you a feeling of
building magic within you.
18
– Scent Neutralization
- Your scent is completely neutralized for 2d4 hours. Looks
like dark gray silty water. Smells like nothing. A
small sip tastes like black licorice, and neutralizes your scent for
5 seconds (weirds the hell out of dogs).
19 – Vicious Visage
- Your
face painfully contorts into a horrifying grimace for the duration,
terrifying any fear-affected creature who meets your gaze. You may
cover your face to spare others. Lasts 1d6+2 rounds. Looks
like water, your reflection is always hideous within. Smells like
rubber. A
small sip is so sour you make a terrible face for a moment.
20 – Eidetic Memory
- You have a perfect memory of anything you experience for the
duration, you can make accurate maps, memorize the contents of entire
books, etc. Lasts 1d4+1 hours. For 1d4 turns after you will be
unable to remember important information. Looks
like gray mucous. Smells like a childhood memory.
A small sip tastes like rancid butter and makes you feel like you're
forgetting something...
21 – Elixir of Energy
- For one week you are nearly tireless, requiring only 45 minutes of
light sleep a day to function. You are capable of making 300%
progress on nearly any downtime type activity (spell research, item
creation, construction, investigation, etc.), but you receive no
bonuses in combat. When the effect wears off, you will remain
exhausted until you spend an entire day eating and sleeping. Looks
like frothy neon green, constantly in motion splashing and swirling.
Smells like paint thinner... and apples. A
small sip is bitter and awful.
22 – Poetry
- You may only communicate in poetic verse or song, this makes it
impossible to cast spells with verbal components. You are unable to
be quiet, and will always orate in the fullest possible voice.
Finally, adds +2 to any check involving poetry or song. Lasts 1d4
hours. Looks
like the distorted reflection of lines of black text on white, you
can almost make it out... Smells like, Spring becomes summer / the
scent of blossoms floating / stirs a deeper need. A
small sip causes you to rhyme off the next thing you hear.
23 – Ruinous Riches
- Save vs. petrification/constitution/whatever, if you fail one of
your limbs becomes an amount of gold and gems equal to its volume, if
you succeed you permanently lose 1d8 hp, which becomes a quarter of a
cubic foot of material per hp. The transmutation is clean and leaves
no wounds. Looks
like glittery golden goo. Smells like blood. A
small sip will make you spit out a diamond tooth, or slough off a
nacreous fingernail.
24 – Vomitous Birth
- In 1d4 rounds you violently and uncomfortably spew forth 1d6
creatures, one per round. The creatures are bizarre, misshapen and
unfinished in appearance, every one different, some may resemble you
in a small way. They begin as single hit die creatures and grow one
hit die per round for two rounds. They are non-intelligent and do
not take orders, they will attack anything that attacks them or you
first. Otherwise they will remain near you (like ducklings) unless
driven off. Looks
like many grape-sized, spheres of clear jelly, with pulsing dark
nuclei. Smells like a terrarium.
A small sip tastes like ham and oatmeal and makes your stomach
loudly growl.
25 – Worthless Corpse
- As per 'Veins of the Earth'. Lasts 1d8 turns. Looks
like gray and white-yellow dust. Smells like moldering corpses. A
small sip tastes like ashes, makes your cheeks sink and your skin
turn grayish for a few minutes.
26 – Forgetfulness
- You forget the last 1d4 (infinitely exploding) days. Looks
like cool purple-blue swirls. Smells like something you've smelled
before but can't put your finger on. A
small sip makes you forget what the potion tastes like.
27 – Delicious
- Drinking the entire potion is the greatest gastric event of your
life, you will be unable to move, take any action, or even properly
think for 1d6 rounds (injury will restore sense), it is that good.
All other food and drink will be pale and disappointing compared to
the Delicious potion, and you will do anything to acquire more if you
are convinced it exists somewhere. If you refuse to pursue more of
the potion you are aware of, you suffer -2 to all rolls as your every
thought is corrupted by daydreams of it. Looks
like sparkling water ever so slightly tinted pink. Smells like
nothing. A
small sip is potentially worse than drinking the whole thing... save
(wisdom, spells) or you are still addicted AND you're still carrying
a bottle of the stuff that you are now madly possessive of. Absolute
worse case: everyone in party gets a sip.
28 – Cerebral
Parasite
– This potion is a growth/collection medium for a kind of astral
parasite, drinking it removes many of your astral mindform's natural
defenses, creating a perfect place for an Endless Astral Worm to lay
an egg. The egg will fuse with your astral mindform, begin to absorb
it, and grow. You will become more and more intelligent, less
charismatic and gain up to two bonus wizard spell casting levels over
the next 1d6 months before permanently transforming into an illithid
(your character is forever lost). Looks
like clear light green gel. Smells like minty bleach. A
small sip makes you feel ambiguously vulnerable for a moment.
29
– Space Hands
- Your hands become as a gray clear crystal that reflects no light,
for the duration they are completely indestructible. Once per round
you may reach a hand through the dimensions and pull out something
(gonna need a whole other table for this) random, some will be
held/wielded some thrown into this dimension. If you succeed an
unarmed attack on a foe you may initiate this power within their
body, dealing 1d10+4+damage modifier and any damage appropriate to
the random object. Lasts 1d4+2 rounds. Looks
like a layer of deep blue on the bottom and a layer of bright orange
on top. Smells like a catcher's mitt. A
small sip makes you want to punch a wall.
30 – Liquid Tool
- These come in a variety of forms: (3) tents and a stocked campsite,
a battering ram, a siege tower, a covered wagon, (30) iron swords, a
great pile of climbing gear, (5) highly unpredictable firearms and
(60) uses of ammo and powder, etc. Looks
like it's crammed full of wood or cloth or metal. Smells like wood,
cloth, metal, gunpowder. A
small sip makes you spit out some unraveled rope, a small chunk of
iron, splinters, etc.
31 – Undeath
- You die, swiftly and painfully. If you are 4th
level or lower, you return as a mindless form of undead. If you are
5th
level or higher, you return as an intelligent form of level
appropriate undead. Looks
like black oil. Smells like mold. A
small sip hurts you deep inside, save (constitution, poison) or a
random internal organ dies and returns to functionality as an “undead
organ”, the character is unaware. The organ functions well enough,
but can be turned/destroyed and creates all sorts of problems for
clerics/paladins.
32 – Immacula's Elixir
- Heals all damage, poisons, diseases, regrows any lost organs or
limbs, erases scars, restores lost levels. For the next 1d4 turns,
your status cannot be affected (you cannot be petrified, poisoned,
diseased, put to sleep, etc.) and any wound received immediately
heals. If you are older than prime physical age, you grow younger
1d20 years. Looks like
shimmering rainwater with a green glowing seed inside. Smells like
rain and young shoots. A
small sip tastes like sugar, dew, and lime, erases weariness and
quenches your thirst for a time.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Been playing a bit in-setting, which is helping me grow my information in the right directions, but saps my time to post here. It all feeds the same dark beast though. Working on like five d100 encounter tables by terrain at once. Thought I'd finish one of those first, but trying to roll for random treasure in 5e just made me super disappointed and I had to fill an obvious hole. First time playing 5e... it works, I've seen worse for sure. Lot of poor design in the rule books, there are all these things I have to struggle to look up, or help new people look up because they are bizarrely hidden. The lack of summon monsters is annoying, but I always end up making my own summon monster spells/tables anyhow (I love it). Till next time, careful sniffing that philter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Been playing a bit in-setting, which is helping me grow my information in the right directions, but saps my time to post here. It all feeds the same dark beast though. Working on like five d100 encounter tables by terrain at once. Thought I'd finish one of those first, but trying to roll for random treasure in 5e just made me super disappointed and I had to fill an obvious hole. First time playing 5e... it works, I've seen worse for sure. Lot of poor design in the rule books, there are all these things I have to struggle to look up, or help new people look up because they are bizarrely hidden. The lack of summon monsters is annoying, but I always end up making my own summon monster spells/tables anyhow (I love it). Till next time, careful sniffing that philter.
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