Friday, November 22, 2019

Dungeon Alphabet Dozen - A is also also for ADMIXTURE

A is also also for ADMIXTURE
Roll 1d12!

Probably each hex on the map contains one unique MATERIAL COMPONENT that can be found only there. When any two such components are mixed together, there is a 1-in-12 chance that a useful potion is reliably produced by the admixture. Once such a formula has been discovered, adding a third ingredient has a 1-in-6 chance to add a second useful effect to the resulting potion.

Admixtures are often extremely specific in their results. For example, if an admixture is the antidote to a specific poison, it will work to cure the first poison the player characters use it on, but thereafter it will only work to cure the effects of the same poison.

Random Admixtures of the Underworld Alchemists

1 Antidote for one specific POISON.

2 Cure for one specific DISEASE.

3 Healing poultice cures 1d12 damage and negates the effect of one CRITICAL HIT per dose when applied to the wound and bandaged for at least a day.

4 Pungent incense eliminates the effect of one specific CURSE or negative enchantment when its smoke is inhaled.

5 Heady intoxicant acts like liquid courage. One dose makes it user immune to fear and loss of morale for the rest of the day, and is guaranteed to send them into a battle frenzy the next time they enter combat.

6 Arcane mutagen causes specific beneficial mutation to manifest for 1 day. Cumulative 1-in-12 chance with each use that it becomes permanent.

7 Delicious sauce makes any food taste incredible. One dose will flavor 1d6 rations, and anyone who can afford it would be happy to pay 10x the normal ration price for the chance to eat it.

8 Combustible fuel additive can be mixed into 1d6 jars of lamp oil or coated onto 1d12 torches. Light sources burn twice as long, and won't go out when dropped or in a heavy wind.

9 Unique pheromone causes its wearer to register as a non-entity to one specific monster who smells it for one day per dose.

10 Mystical elixir acts like a substitute for holy water, deals 1d12 damage to one specific hard-to-hurt supernatural creature.

11 Nourishing plant food turns one specific monstrous plant into willing servant of anyone who gives it a dose for 1 hour before it lapses into a digestive fugue state.

12 Powerful anti-biotic / anti-fungal agent cures the effects of contact with one specific OOZE or FUNGUS, and deals 1d12 damage per dose to that specific ooze or fungus.

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