Sunday, May 26, 2019

52 Weeks of Magic - Week 22 - Drink me and die!

I am so glad I ran ahead a few weeks. I almost didn't make it to week 22 on time. This one is a quick, one-off potion. In my campaign, it was found in a rack of potions. The rack contained one potion of The Lionheart, two potions of healing, a vial of holy water and two of these unnamed potions.

The potion is in a brown bottle and is an obviously glowing red liquid. It has a blood-like consistency and will fizz when shaken or handled roughly. It seems like the cap is ready to blow off.

It contains a substance that will act as the second-level stinking cloud spell. Whatever this potion was, it was changed by the ichor of the undead. If a character opens it, the stinking cloud will envelop them immediately, allowing them no saving throw. Other people are entitled to a saving throw.

Most characters will note the red glow and fizziness. They will not open the bottle. There is zero chance that a person could ingest the fluid inside, it vaporizes as soon as the cap comes off. The vial can be thrown for up to 4" like a grenade.

Unlike the spell, if the vial strikes a creature directly, the effects will follow them, possibly harming others for 3-5 rounds (not turns as per the spell). Creatures of animal intelligence or higher will flee the area, searching for water to bathe in. Unless there is an obvious body of water in the area, the creature will flee directly away from the thrower. Total submersion in water nullifies the effect. Intelligent creatures will drop whatever they are holding and try to strip off helmets, headgear, and saturated clothing while running.

Creatures hit by the potion will be smeared with fungus orange stain until they are washed with soap and water. Organic, but non-living items which fail a saving throw are permanently stained. Stains, especially on clothing or skin cause a -1 to Charisma and another -1 to reactions until removed. Intelligent creatures will not want to touch the victim, so this shift and penalty cannot start a violent encounter.

If the vial misses a target, it will still burst and envelope an area as per the spell description for third-level casters.

Carrying these vials is not especially dangerous, but players should treat them like eggs or hand grenades. There is no way to get "only a drop" out of the vial, opening the cap allows the entire contents to vaporize instantly. This is not a joke.

Wiley DM's can roll saving throws for the vial at random times or not inform players that targets flee.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

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