Tuesday, September 5, 2017

Random Encounters by Terrain - Desert


The fourth in my series of d100 random encounters tables for terrain type for the Furthest Lands continent, brings us to deserts.  Water use, exposure to heat, and to the cold of night are the greatest problems in any desert, but owl wizards, leucrotta, and hierarchies of sandworms will keep those deaths interesting.  The largest and most important desert on continent is the Tomada Yoma, the great western expanse, hundreds of miles in any direction, which still has a civilized center in the Great Temple of Tauk Toma.  There are also many smaller deserts, scattered across the lands, several in the inhospitable region called "Centerscar", which tend to have dangerous magical/environmental quirks particular to each.   

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Desert - 20%/day



01-02  Great Beaded Lizard – huge, venomous, and implacable, the Giant Gila Monster!

03  Tower Owl – an owl sorcerer-sage that lives in the hollow top of an giant enchanted cactus. Man-sized, but wide and heavy for a bird. The owl can operate the cactus as a golem by serving as its “face”. The cactus regenerates, alters its form and size, throws needles, and manufactures a host of dangerous chemicals to coat them.
04-05  Suitable Elemental ( Earth/Sandstorm/Wind/Fire )
06-07  (Greater) Leucrotta – superficially it resembles a large antelope: small fine head, long neck, sleek torso, and long hooved legs. On closer inspection, a wretched monster: mad red and yellow eyes, matted fur, and a mouth that continues all the way down the neck to the torso. The leucrotta's secret maw is filled with row after row of teeth, and the source of the beast's near-magical vocal mimicry, numerous tongues.
08-09  Mummy (1d4)
1. Iele
2. Goboda
3. Umash
4. Other, race or monster

10-11  Bombardier Beetle – giant beetle with a caustic chemical weapon.
12-13  Hurry Ants – pony-sized, stilt-legged ants that burst from the sand and dash about, madly killing and dismembering prey before dragging the pieces underground. Their exoskeleton is thermochromic, it cycles from cold black, through blue and purple, to warm red and orange, to hot yellow and white within a few minutes of emerging on the surface (AC goes down throughout cycle). Their bodies explode 20 seconds after turning white hot, showering the area with molten clumps of exoskeletal goo and chemically activated combustible blood. The ants will occasionally force their own explosive deaths, to cover their retreat or counter dangerous opponents, but in general are in a “hurry” to escape the sun.
14-15  Giant Rattlesnake – arguably the most dangerous of all the vocal snakes, rattlesnakes are typified by their great paranoia. Highly intelligent, desperately fearful, and brutally venomous, they are best avoided.
16-17  Mirage
of (1d6)
1. Oasis
2. Orchard
3. Temple
4. Caravan
5. Isolated Low-Hanging Rain Cloud
6. Bright Light

Hiding (1d4)
1. Nothing
2. Monster
3. Trap
4. Treasure

18-19  Ultrachiroptera Flock – the giant bats of the desert night, large enough to bear a man as prey or rider.  70% carnivorous, 30% nectivorous.
20-23  Hyaenadon Pack – multiple species exist in a range of sizes (1d8 x 100 lbs.), replace gorgonopsids as pack hunting predators in the most arid regions.
24-25  Bellows Horse – hollow, wheezing, rapid. Boneless, sightless, restless. Inscrutable, elegant, horrible. A bellows horse is a three-legged, accordion-bodied, beast that seems to make little sense.
26-27  Giant Tortoise – non-aggressive, with a powerful bite and unfailing stamina, perfect for riding or bearing loads... very slowly.
28-29  Cudgelhead – a huge, two-legged monster with a battering skull. Cudgelheads do not eat the creatures they beat into a paste with their bony faces, their diet is unknown.
30-31  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"


32-35  Goboda Group (1d10)
1. Warrior Monks
2. Bandits
3. Hunters
4. Trading Company
5. Lone Merchant
6. Desert Druid
7. Wizards (Chronomancer/Diviner/Elementalist/Enchanter)
8. Priests (Se'vensaera/Naudde/Immacula)
9. Eternal Pilgrims (Orobolus)
10. Cultists

36-37  Obelisk – a statuary monster from an ancient civilization, some break into pieces or twist into a mobile shape, some remain in their original form and function like a turret or a roper monster.
38-41  Glyptodon Herd – herbivorous giant mammals with armored shells and bony, clubbed tails. Often domesticated by the umash, they produce milk, make slow but steady pack beasts, and every bit of one's corpse is useful.
42-43  Shard Leech Scree - razor-edged stones used as the shell of a land mollusc, 4"-14". Hide in areas of loose rock waiting for man size or larger prey, throw themselves en masse at a target, pierce flesh and release a mild paralytic venom, drink their fill of blood, fall out of the target, and move away from the remains.
44-45  Thirsty Wind – a day-long weather change, no cloud cover with extremely hot and unnaturally dry winds. Water use is doubled, exhausted npcs and animals may die outright. A thirsty wind always blows against the party's goal.
46-47  Lancet Stirge Flock - naked birdlike creatures with elongated, saw-edged lower jaws, cat size. Function as stirges but can pin targets in numbers and interfere with movement/spellcasting.
48-51  Umash Group (1d6) - the baboon-faced race of the Tomada Yoma.
1. Dervishes
2. Hunters
3. Trading Group
4. Elementalists
5. Priests of the Sisters of Mysteries
6. Common Nomads
52-53  Solar Dimetrodon – this large species of dimetrodon is capable of storing solar energy in its iridescent sail as it basks, then releasing this energy as a ray or wave shaped attack. Other dimetrodon affected by an energy discharge will be hasted for 1d6 rounds and heal half the attack's damage. They receive some nourishment through solar energy, but pursue living prey of a certain size whenever possible.
54-55  Manticor - spirit cursed iele, usually lawful/poachers/defilers, now always hungry for other people.
56-57  Sandstorm – a powerful sandstorm batters the area, seek cover or be suffocated, scoured, blinded, even buried. Trails and small landmarks are erased,
58-59  Iele Group (1d6)
1. Hunters
2. Trading Group
3. Ranger
4. Explorers
5. Random Priest
6. Random Mage
60-61  Shem Formation - 4-10 Shem hunting for or returning with captives. Often accompanied by Bloat Cages (1-4), ground slaves (5-50), or aerial slaves (2-20).
62-63  Sandworm – a two to six meter, vibration-sensitive, predatory worm.
64-65  Sandwormother – a slow moving, colossal, swollen sandworm, covered in a thick pink waxy cuticle. The mother worm is constantly laying eggs, even as it moves, even as it sleeps, even after death (for a bit). Eggs hatch quickly, and the speedy arm-length wormlettes hurry back to hide in the mother's mouth. The young are only occasionally disgorged to attack and feed for themselves, if this occurs the mother will avoid attacking the young's targets.
66-67  Sandfather – fifty feet long and covered in armored scutes, the rapid-moving sandfather worm ranges the desert, searching for prey and unfertilized females with its array of eversible head organs. Two of these surprising tentacle shaped appendages are coated in caustic chemicals.
68-69  Mutant Troll Pack - slightly undersized trolls that mutate as they regenerate. Each has one additional mutation when encountered and is twice as hungry. During regeneration of massive damage they can fuse together into larger abominations or break into smaller, independent, ruined parts.
70-71  Suitable Nature Spirit (1d4)
1. Starvation Spirit – a possessing spirit that forces its host to an artificial brink of 
starvation, and holds them there.  They will not be satisfied by any amount of food, 
and will not starve to death. However, the host will behave as if it must find food now 
or die, eating all available rations, tiny animals, and... left alone with another person, 
they will attempt to murder and cannibalize them. 
2. Erosion Spirit – its whisper can be heard in stirring sand and curling around wind 
eaten rocks, it wants to make everything dust, but isn't greedy, it likes to destroy a bit 
at a time. Appease it with something interesting to nibble, or it will eats holes in you 
and your things, or strip layers from something (layers like skin). The more artificial the 
offering, the better. 
3. Plague Spirit – a possessing spirit that makes a creature into a asymptomatic carrier of an
awful illness.
4. Sun Spirit – appears as tricks of light, suggestive afterimages of thin partial humanoids, impossible to see from a distance. Curious and cruel, they will lead the way to dangerous mirages, evaporate exposed water in seconds, and their touch causes heat madness.

72  Dune Dragon – the longer the dragons of the endless sands live, the more time they spend asleep, sand collecting on their serpent bodies. They are often irritable, bleary, confusing fantasy with reality. They control the weather, and their breath is a storm of sands that tears, or a cloud of dust that lulls to sleep. There is always a cavern filled with drinkable water beneath a sleeping dune dragon.
73-74  Archaeotherium (carnivorous boar) – a ravenous omnivorous beast, like a monstrous boar with long legs and a huge head. Simple and single minded with an amazing olfactory sense.
75-76  Giant Antlion (Funneller/Doodlebeast) – the L-G sized predatory larva of an unknown insect. The giant antlion buries its body in loose sand and creates a funnel trap, where it lies in wait for prey. Doodlebeasts have been known to hurl rains of sand, spray caustic acids, and create tremors in the ground.
77-78  Dust Skeleton – the countless dead of the desert, now skeletons made of sand and bone dust. When defeated they reform in 1d100 hours, but can be permanently destroyed with a “mouthful” of water.
79-80  Swarm of Insects (1d4)
1. Yokaibubu Locusts – devouring locusts, large as a man's hand. A plague's worth (plagues may vary).
2. Sweat Flies – quicken exhaustion by drinking sweat and other bodily moisture.
3. Golden Sand Fleas – biting mass of fleas, leave bleeding painful wounds, will infest clothes, packs, and bedding.
4. Black Beads – a carpet of round, shiny, black beetles hungry for non-living organic material: leather, wood, paper, foodstuffs, even hair. Each beetle bears fertilized eggs at birth, and will easily infest belongings if not exterminated.
81-82  Scopophobic Cacti – approach blooded creatures at a rapid pace, as long as nothing watches them. “Strike” by pressing themselves against their targets and draining the water from their blood with wicked needles.
83  Elder'lisk (True Basilisk) - gigantic, slow as stone, fast as a rock slide, the elder'lisk perched atop its heap of broken statues, the evilest eye. A thin tall body, six to ten spindly legs, and two independently moving eyes. Reflecting the creature's gaze will turn just one eye to stone. This basilisk can move silently on its split-toed padded feet, and climbs sheer surfaces with ease.
84-85  Hungry Ghost – ghosts desperate for your water, your food, your breath, your blood. Younger ghosts use their lives' knowledge to deceive and confuse, while the ghosts who have wandered hundreds of years or more are ravening spectres without a trace of personhood left, they will claw what they need from you without hesitation.
86-87  Giant Vulture Kettle – the party begins to be followed by great vultures who patiently wait for exhaustion or grievous wounds, their presence increases the likelihood of encounters by 20%.
88-89  Weird Water Source (1d6)
1. Sipping Succulent – a branching succulent whose swollen leaves can be carefully plucked and drunk like little juice boxes up to two weeks later. The liquid is light, refreshing, and mostly flavorless, though it has a slightly medicinal aftertaste. Mildly promote healing when poured on wounds or infected areas.
2. Keg Cactus – a squat, yellow-green, long-needled cactus filled with a great reserve of clear watery liquid within its thick skin. The liquid is mildly alcoholic, but just as hydrating as real water. Living on keg cactus juice only for three days will render a person completely and constantly drunk until they drink something else for three days.
3. Water Melons – delicious watery underground melons 6” to 18” across, keep for a few weeks after picked. If they are opened and the juices stored in other containers, the odor will often attract certain insects and larger animals.
4. Sand Cucumbers (Piss Grubs) – tube shaped underground animals about a foot long. Pinched and stroked in a certain way the creature will squirt out its stored water supply, which can be up to three days worth of water. Cucumbers can be eaten, though they taste pretty awful and will immediately poison their water stores when injured.
5. Voilumpf - sized between camels and giraffes, six long thin legs, a long neck with a small, nearly eyeless head, feathered antennae, and a complicated folding proboscis, and an inflatable sack of rubbery skin on its back. These docile, dull-witted creatures eat moisture-rich plants and fungi deep underground and store the excess water in their back sack. Rangers know the animals will violently resist attack, but a person can “tap” their sack for its water and they will take little notice. Sack water is identical to normal well water, just very slightly... pork flavored. Can be ridden, but their food is unsustainable outside the desert. Their liver is the only worthwhile meat on their body.
6. Spider Cups – a white, grape-sized spider will spin a cup shaped web with a cover within a hole in the sand. The webbing is water repellent and the spider uses the water filled cup as a lure for prey. A person can scoop spider cups out of the sand to take away easily, but they are fragile. The spiders are not dangerous. 
 
90-91  Dune Ghuul – cannibalistic degenerates of various original races that roam the open desert at night, their life or undeath status up for debate.  Their touch is paralytic (of course) and their anguished howls terrify the weak.   
92-93  Swimming Sword – a blade-like cousin of the bulette, long and rigid-bodied, can potentially be tamed and used as a mount. 30% chance of being encountered with its immature form, the Severfish. The young specifically attempt with their bladed bodies to amputate digits and limbs for their own consumption.
94-95  Dromiceioseismos Herd - huge (50') flightless birds, non-hostile but dangerous if harassed. Sometimes attract the largest of predators to an area.
96-97  Strange Sands (1d10)
1. Mandala Sands – sand that changes color when shifted. Tracks are usually easy to spot and follow, though the vistas can muddle the mind or sicken the stomach.
2. Sandsea – liquid sand that functions almost like water. Normal water vessels will not function properly, if at all.
3. Sleeping Sand – fabled soporific sand.
4. Magnetic Sand – greenish sand that cakes ferrous metal materials, will quickly encumber a person bearing much of them unless scraped off regularly.
5. Living Sand – essentially low functioning nanomachines, able to assume one large high-functioning form, or many smaller lower-functioning forms. Some say these are the eroded remains of once mighty ancient golems.
6. Sand Garden – a jungle, orchard, or topiary garden formed of sand. May form only during the day, night, or a particular season, etc.
7. Rust Sand – blueish sand that causes metal equipment to rapidly oxidize.
8. Scouring Sand – razor sharp granules of nearly diamond hard crystal. Shreds skin and light fabric in a few hours, easily blinds unprotected eyes, deals permanent con damage if inhaled.
9. Skeleton Sand – sands composed mostly of skeletal remains, dust skeletons common.
10. Quicksand – horrific cartoonish quicksand, indistinguishable from the normal sands around it.   

98-99  Gunmen – radial bodied sand dwelling creatures with a primitive intelligence. They are aggressive, territorial, known to eat anything and anyone, and steal whatever supplies are available (a few have been known to trade). Gunmen or Stars, have a puck shaped body about 2' in diameter ringed with 3-5 rubbery arms each tipped with 3-5 retractable fingers. One flat side of the creature's body is its “face”, disconcerting to most races as it is composed of recognizable features scattered randomly across the surface: an eye here, a nostril here, a mouth? an ear? Each is different from another, but all have at least one eye and a single mouth, which serves both ends of the beast's digestive system. Gunmen create weapons and clothing for themselves, shoddily constructed and made for a strange physiology they are nearly useless to other races.

00  Special *




Till next time...
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Wednesday, June 28, 2017

"Sasym" Traesasymphicon, Wide Vibrational Messenger

"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.

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.

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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
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"
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.
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
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  Mutant Troll 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).
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.
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.
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


1Animal 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.
2Strength 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.
3Mind 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.
5Secret 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.
6Liquid 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.
7Antimagic 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”.
8Oil 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.
9Insight 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.
10Epiphany 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.
11Rubber 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.
12The 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.
13Stench - 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.
14Sterility - 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.
15Demon 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.
17Magical 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.
18Scent 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).
19Vicious 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.
20Eidetic 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...
21Elixir 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.
22Poetry - 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.
23Ruinous 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.
24Vomitous 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.
25Worthless 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.
26Forgetfulness - 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.
27Delicious - 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.
28Cerebral 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.
29Space 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 initiation 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.
30Liquid 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.
31Undeath - 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.
32Immacula'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.

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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 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.