Saturday, November 7, 2020

Random Potion / Poison Table (d66), Potion Mixing Table (d%)

Introduction
    Why do adventurers just drink bottles labeled "healing potion" that they find in a dungeon or a villain's lair? It could be dangerous! How do you know the potion hasn't gone bad and won't make you sick? Even if the label says "Love Potion" how do you know it's not laced with a tasteless, odorless, deadly poison? It's probably safer just to pour it out.
    In my game, players will usually have to identify a container of liquid that's not obviously water or booze by smelling or tasting it, or testing it on another creature. Hopefully, they don't forget which bottle is which later. When players find an item on this list, they are to write "bottle, mystery liquid" in their inventory and the number they rolled next to it. Therefore, do not let them read this list. If they identify it, tell them to keep the number so that Poison 11 and Poison 24 can be looked up later.
    A d66 is like rolling on two tables at once or rolling on one table with thirty-six results. The first d6 is the tens place, the second d6 is the ones place. The DM may choose to only roll for the tens place and then choose the ones place. The DM may choose to roll or to have the player roll.
    The tens place tells you the item's category. Anything in category 1 is a nameless poison, some are deadly. 2 is temporary detrimental effects; players may save vs poison or another appropriate save to completely or just partially avoid the effect. 3 is a mundane liquids. 4 is a medicine. 5 is potions granting temporary beneficial effects. 6 is elixirs granting permanent beneficial effects.     Notes about category 2 and 6. Items in category 2 can be used by the DM to give foreshadowing or clues about the game or to create roleplay moments for the Player. Anything in category 6 is exceedingly rare cannot be made by players doing magical research or item creation without spending at least 5,000 gp or whatever amount is an obscene amount in your game, such as the amount of gp a single character will earn over their entire adventuring career. Also, if your players find a category 6 item, you may choose to give it to them later in the adventure and give them another random potion now.
    When the Potion description indicates a number of rounds, that's typically rounds of dungeon exploration, but you can change it as you see fit.

Random Potion / Poison Table (d66)
11. Poison, Deadly Nightshade, Save vs Poison with a -2 penalty or Instant Death
12. Poison of Belladonna Extract, Save vs Poison or die
13. Poison of Harm, Save vs Poison or lose 2d6 hit points (instantly or slowly over d6 rounds)
14. Poison of Paralysis, Save vs Paralysis or become physically Numb d6 rounds
15. Poison of Blindness, Save vs Poison or become Blind 2d6 rounds -4 penalty on attack rolls & AC
16. Poison of Sickness, Save vs Poison or become Sick 2d6 rounds, -2 penalty on attack rolls
21. Poison of Fear, d6 rounds PC makes morale checks of 7 or flee danger
22. Poison of Hallucinations, d6 rounds experience vivid hallucinations*
23. Poison of Nightmares, Fall asleep d6 rounds experience a vivid nightmare
24. Poison of Silence. Deaf for d6 rounds, -3 to attack rolls, Save Throws, & AC
25. Potion of Dreams, Fall asleep d6 rounds experience a vivid dream
26. Poison of Madness, d6 rounds player gains random madness
31. Oil
32. Acid (2d6 damage, splash 1d6)
33. Water, Clean, Dirty or Foul
34. Holy Water (Players can only tell it's holy unless they use it on undead!)
35. Wine (d10 1-5 common worth 1 gp, 6-8 fine worth 10 gp, 9-10 Exquisite 25+ gp)
36. Very Hard Alcohol (somewhat flammable)
41. Potion of Healing, 1d6+1 hit points
42. Potion of Healing, (potent) 2d6+2 hit points
43. Potion of Healing, inert or spoiled
44. Potion of Cure Poison, effect of poison are stopped
45. Potion of Greater Healing, 3d6+3 hit points
46. Potion of Greater Healing, (potent) 4d6+4 hit points
51. Potion of Perception, 2d6 rounds +1 to search checks or +16% for thieves,
52. Potion of Quickness, d6 rounds +10' movement, +1 Dex Bonus and S. vs D Ray
53. Potion of Serenity, d6 rounds feel serene. +1 Wis Bonus, Ignore debuffs.
54. Potion of Guile, d6 rounds, gain +1 Int Bonus, Thief skills +5%
55. Potion of Might, d6 rounds, gain +1 Str Bonus
56. Potion of Vigor, d6 rounds, gain +1 Con Bonus, +1d6 Save vs Poisons
61. Elixir of Strength, Permanent +1 to Strength Score
62. Elixir of Intelligence, Permanent +1 to Intelligence Score
63. Elixir of Dexterity, Permanent +1 to Dexterity Score
64. Elixir of Wisdom, Permanent +1 to Wisdom Score
65. Elixir of Constitution, Permanent +1 to Constitution Score
66. Elixir of Charisma, Permanent +1 to Charisma Score

Varying Quality, Spoiling, and Mixing Potions and Poisons
    Not all potions or poisons come out the same. You as the DM can decide. They're made from scratch, by hand, and recipes can vary between apothecaries. Quality of the ingredients can easily vary. Sometimes, alchemists don't clean out their glassware or mixing bowls very well and other ingredients find their way into a healing potion. Some potions may spoil more rapidly. Some mixtures might separate and require vigorous shaking. Therefore, any potion or poison has the possibility of spoiling and becoming inert or less potent. Any potion or poison my have effects of a longer or shorter duration. Any potion or poison might be brewed with more or less potency than a similar potion or poison. Also, what happens if you drink two different potions back to back? When they mix inside the body, do they neutralize, become deadly, enhance their effects, or cause a completely different effect?

Other Considerations
    A fabulous potion or an undetectable deadly poison can be the object of a plot or the goal of an NPC. Just because you pass your save vs poison, do you not suffer? Are healing potions completely without side-effects? Do they taste bad? Do some characters have a chance of vomiting a healing potion? Do you assume that the base of a healing potion was water? Maybe the brewer used alcohol. You may have restored 6 hit points, but you've lost you balance for an hour. Is drinking too many healing potions toxic?

Potion Mixing Table
If you drink two potions within 1 hour, the DM may decide to roll on the following table to see what happens or the DM may roll a d20 and roll on the table if a 1 is rolled. If you get a Transformation result, the DM determines how long it lasts; anywhere from moments to indefinite. Note that mixing separate potions into a single container works just the same.
01 - Potions explode! You suffer 10d10+10 damage. No save.
02 - You turn to stone. Save at -2 penalty
03 - Max Hit points permanently decrease by 1d6
04 - Poison, Save or die
05 - Numb for 1 day
06 - Blind for 1 day
07 - Deaf for 1 day
08 - Sick for 1d4+1 days
09-10 - Sick for 1 day
11 - Exhaustion 1 day
12 - Movement down by 10' for 1 day
13 - Transformation, A flower, leafs, and vines grow out of wounds that appear in your dominant arm and hand
14 - Transformation, Eyes change color or shape
15 - Transformation, Hair changes color, spontaneously grows, or falls out
16 - Transformation, gain or lose darkvision
17 - Transformation, gain keen smell
18 - Transformation, gain keen hearing
19 - Transformation, gain gills and underwater breathing
20 - Transformation, gain webbed hands and feet; 30' of swimming speed
21 - Transformation, gain claws and a natural d6 barehanded damage
22 - Transformation, gain a tail
23 - Transformation, gain a horn
24 - Transformation, gain a set of horns or antlers
25 - Cured of each condition: Paralysis, Poison, Sleep, Blind, Deaf, Exhaustion
26 - Permanently lose a level 1 spell slot
27 - Permanently gain (an additional) level 1 spell slot
28 - Recover all expended First level spellslots
29 - Recover all expended First through Third level spellslots
30-50 - Nothing goes wrong. Congratulations!
51-63 - Second Potion is neutralized, effects do not happen
64-72 - Effects of First potion are doubled or otherwise enhanced
73-74 - Recover 1d6 hit points
75-76 - Recover 2d6 hit points
77 - Feel lucky, gain +3 AC until completing a long rest
78-81 - Recover 3d6 hit points
82-85 - Feel sensation of Warmth, You have effect of Cold Resist for a day
86-89 - Feel a sensation of Comfort, you have the effect of Fire Resist for a day
90 - Feel energized, Recover all lost hit points and gain 3d6 temporary hit points for the day
91 - Effects of 90 and you are no longer exhausted and do not get hungry or thirsty for 1d4+1 days
92 - Effects of 90-91 and you gain an additional 5d6 temporary hit points
93 - Effect of 90-92 and you also recover from 1 permanent injury
94 - Permanent increase to Strength score by 1
95 - Permanent increase to Intelligence score by 1
96 - Permanent increase to Dexterity score by 1
97 - Permanent increase to Wisdom score by 1
98 - Permanent increase to Constitution score by 1
99 - Permanent increase to Charisma score by 1
00 - Permanent 1d6 increase to max hit points

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