Friday, October 30, 2020

Updated d100 Potions

 Some familiar oldies/goodies, some newbies, some for the PC's, some for their enemies, some that aren't meant for ingestion, a few for sharing, and a slight chance that any of the above are 'Skunked' (bad fun ensues!).  Click Potion Page

Also fun: http://udan-adan.blogspot.com/2020/10/20-double-edged-potions-for-ingenious.html

Saturday, September 12, 2020

d12 Fantasy Drugs

 

GNARMACEUTICALS (d12) drugs, man

1-3 Lotus; Flowering Spore-bearing Plants, dangerous/recreational/useful effects

            1 Green; spore clusters smoked in pipes/blunts, euphoria, -1TH/+1 Enc Reaction/3T

            2 Golden/Happium; pressed resin pyramids smoked, euphoria/Comp. Languages 3-6T

            3 Black; spore blast, Save vs Death 10’ radius, oil used in Contact/Insinuative Poisons

            4 Blue; incense causes distorted Prophetic Visions, 1:6/use results in Temp Madness

            5 White; spore blast, Save vs Sleep/Class VIII Poison 10’ rad., sap used on weapons

            6 Red; dried/chewed, invigorating, dispels exhaustion, keeps awake, Berserkers dig it

4 Snakeroot Snuff; ground root makes you scream, “Aaaggghhh!!!”  DEX+1, 1T, flower has         swaying, snappy stalks, venomous thorny fangs, does 1d4 +Class I Poison as 1HD

5 Plutonian Gnyborg; crystal colony grows underground, flakes snorted for -1 to all Actions,           but +1 to all other d20 Rolls, or if smoked as bubbling goo, Immunity to Mental Effects, 3T

6 Space Vapour; found only in meteoric geodes, inhaled, bliss/zone out, New Spell in memory,             Catatonic/Erotic Trance 1d6hrs

7 Buzz Locust; hyper-focused, 10+1d10r, +1 TH, live insect exposed to smoke in a Buzz Killer             (dry bong jar), killed by 1d6 hits, Detection Check at +1

8 Deadly Space Bee Nectar; opioid honey from hives on orbiting asteroids, apathy, 1 dose          = Slow Poison 6T, 2 doses = Save vs Sleep 6T, 3 doses = Save vs Death/Stun 1d6T

9 Ultraviolet Fungus Spores; trippy hallucinogen, 1d4+2hrs, Ultravision, +1 Initiative &                     Surprise, Bad Trip 1:20, causes Madness

10 Mummy Dust; snorted or added to blunts, deadens nerves, +2d4 Bonus HP, 1T

11 Ogre Powder; whitish dust adds 1d4 STR (18 max), 1d6+4r when inhaled

12 DM’s Choice or Geoffrey; mixed papyrus spliff; Roll 1d10 x3, 1:20 Fatal System Shock Save 

1:6/use of addiction, if you like 


 

Sunday, September 6, 2020

RANDOM/RESTOCK ROOM CONTENT/TREASURE (d6) plus caltrops

 

ROOM CONTENT (TREASURE) (d6)          QUICK TRAPS (d12) *Poison         HAZARD (d6)

1 Empty/Boring (None)                                   1 Jaw/Snare    7 Contain/Separate   1 Water

2 Dress/Debris (1:6 Hidden, Minor/Clue)       2 Pit/Chute      8 Glyph/Symbol          2 Unstable

3-4 Monster, Wander/Misc (1:6 Carried)        3 Crush           9 Blade/Saw               3 Block/Bar

5 Monster, Lair (Hoarded, per DM)               4 Monster        10 Spear/Arrow          4 Gas/Vapor

6 Special/Trap/Hazard (1:6 each) +Reroll     5 Fire/Oil         11 Needle/Dart*          5 Chasm/Pit

            (6 = with Treasure)                            6 Ray/Bolt       12 Gas*/Acid              6 Magic

 

5TH ED Rules:

As an action, you can spread a bag of CALTROPS to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."

(House: Damage reduces MV by half)

Friday, August 14, 2020

d8 Giving &/or Taking Magic Statues

Statue (d8) 1 open palms, one w/gem.  If Good, hands over gem, activate = Bless Spell, 1 day

            2 open palms, one w/gem.  Take it = Curse, place gem in other hand = XP Boost

            3 open palms, one w/gem, other hand set to shake, if grasped, hands over gem

            4 open palms, one w/gem.  Attempt to take gem = Initiative Check/DEX+ vs held fast

            5 open palms, empty.  Placing item in one, disappears, other hand holds new item

            6 open palms, empty. Placing item across/into both = +1/enchant, second time, breaks

            7 holds two cups, fill one with wine/blood, other fills with Healing Potion/Poison 

            8 wears scabbard, if blade inserted, (d3) Attacks, Contest to retrieve, Blesses sword

 

 

Unrelated Link

https://goblinpunch.blogspot.com/2015/01/d100-minor-magical-items.html