A few potions

I’ve been placing a lot of potions lately, and although I appreciate the basic ones based on standard spells I though I’d put together a short list of “special” potions; I imagine these are created by wizards with a specific knack for potion making, which allows them to create unique things.

D6 Potion Appearance Effect Drawback
1 Troll’s Blood Murky liquid, chunks of olive green flesh. Troll regeneration. Regain 1 HP per round for the next 8 Turns. Lost body parts regrow, survive everything but fire or acid. Cancerous mutations. Save vs Poison or mutate. If mutated, Save vs Poison again or die from shock.
2 Mind’s Call Airy and silvery liquid, almost on the verge of gaseous, metallic taste Lightning mind. Thoughts speed up for 1 Turn, allowing time to grasp the situation. Impossible to surprise, always wins initiative, +4 to hit and AC. Distractions. The quick mind is easy to influence, Will saves are automatically failed while under the influence of this potion.
3 Purifier Steaming, clear liquid. Bottle of leather-bound ceramics, hot to the touch. Purifying heat. The magical cleansing removes all diseases and curses and purges poison from the system. Scalded throat. Suffer D4 damage; unable to speak for D3 days (no spellcasting).
4 Clawing Spirits Swirling mist, a constant very faint scratching noise comes from inside the glass. Cloud of claws. When shattered (or opened) a cloud of malevolent, mindless beings are released. 2D6 slashing damage to everything within 10’. Dissipates in 1 round. Vengeful. If the entity which opened or threw the bottle suffers damage from the potion, this is doubled.
5 False Rot Thick sludge, smells of rotting flesh. Tastes like fermented cheese. Semblance of undeath. Emit a strange odor for D6 Turns; all Undead believe you are one of them (of their exact, specific kind). Undeath. If the drinker is slain while under the effect of this potion, s/he will turn into an undead of appropriate HD.
6 Spider Blood Yellowish ichor, sweet and not unpleasant taste. Chitinous growth. Skin hardens into a cracked chitin, painfully (D3 damage). AC +4 for 2D6 Turns. Stacks with armor only if it is worn when potion is drunk. Shedding. After duration, chitin shreds and reveals a red and sore skin underneath. -4 penalty to all rolls for a day.

tenniel_color_alice_drink_me

Since I know everyone appreciates a nicely laid-out PDF, you can find that by clicking here.

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What’s up with these undead?

I’ve been running Barrowmaze with one of my groups recently; they’re venturing into its depths looking for a cache of Elven Spell Gems needed to use a magical portal, but I wonder if they’ll want to leave even after finding that cache considering all the treasure they’ve found so far.

This module is really good, and it mostly contains everything you need to run it. I’ve been making use of my recent Spicing up Randomness rules for random encounters, but even with foreshadowing there are still a lot of encounters with “generic” undead in the catacombs (especially considering how thorough and noisy my players are), and I wanted to use something simple to spice up some of the “1D6 zombies” encounters. Thus, I’ve created the table below. The way I use it is to roll a D30 on it, with 13-30 meaning nothing out of the ordinary, but that’s really just a matter of taste.

Some of these refer to rules here on the blog (such as the “treat as Lung Sickness” bit) but they are probably fairly self-explanatory and you should probably be able to make a ruling on the fly.

1 An Enchanted Weapon is either (mindless) stuck in or (intelligent) wielded by one of the creatures (GM’s choice what weapon).
2 The creatures are Armored, or more heavily armored than usual if they normally wear protection. Treat their AC as two steps better. The actual armor is rusted, rotted or worn and can be of any specific type.
3 The creatures are stalked by an entourage of 3D6 Giant Rats that devour the scraps they leave behind. They will fall upon and devour any fallen PC’s, and possibly attack the party after combat if the PC’s appear sufficiently weakened.
4 A Lesser Demon is bound in one of the creatures (quite visibly, the creature has a large red pentagram painted on its chest). If the pentagram is disturbed, such as by slaying the creature (except perhaps using called shots or similar), the demon (6 HD, AC 15, 2@+6,D8, Fire Breath 3/day, 20’ cone for 2D8 dmg, save for half) will be released into this plane. Roll Reaction at -4. An intelligent creature marked in this way will use it to threaten the party and attempt to make them release the demon, and then flee to escape its wrath.
5 The creatures are dressed in Clerical Robes and wear gilded holy symbols of an appropriate lawful deity. They possess no special powers. Each holy symbol is worth 50 SP.
6 A number (2D4) of Giant Centipedes live on or in the creatures in a symbiotic relationship. These centipedes will remain on the creatures until brought into melee range, and will then attempt to scurry onto opponents and paralyze them with their venom.
7 One of the creatures has an Arrow of Dragonslaying stuck in it.
8 The creatures are, for some reason, chained together. They make a lot of noise while moving around, they move slower than normal and the chain can possibly cause them any number of practical problems. Intelligent undead will know to minimize these problems, and perhaps even use the chain to their advantage.
9 The creatures are dragging a small cart along. Mindless undead will simply drag it behind them, set on some ancient task now probably pointless. Intelligent undead will use it as a mobile food supply, and in it can be found random valuables worth 500 SP along with a lot of bones and disgusting bits. The cart itself is rickety and worn, but functional.
10 One of the creatures is exceptionally large, at least 7’ tall if the beings are of human size. This creature is hung with decorative bone jewellery, and automatically has maximum HP.
11 The creatures carry a Fungal Infection which has covered them in strange growths. This has granted them an extra HD each. Spores release in a 5’ radius cloud on a successful hit which causes physical damage (i.e. not fire, cold or the like). Those caught in a spore cloud must make a Fortitude save (one per round) or begin to choke (-4 to all activity for a Turn) and become infected with a Fungal Rot (treat as Lung Sickness, but accompanied by growths which spread infectious spores as per above).
12 Someone has hung a string of bells on one of the creatures. Mindless undead will announce their approach from far off and cannot surprise anything. Intelligent undead will attempt a diversion, hiding in ambush while one of them skulks around in a room while wearing the bells.

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