11. Evapure - An extremely expensive and potent alcohol beverage. Slightly yellowish in colour it completely evaporates as soon as you open the lid.
12. Chocarange Liquor. This glass ampoule looks gorgeous. A dark rich brown chocolate coloured liquid is broken up by orange swirls. On opening a rich aromatic waft, drifts upwards and smells of delicious chocolate orange. Unfortunately on opening it turns to a solid mass and you cant pour it out no matter what you try. Go to Comment
13. This berry tasting potion forces the player to think he or she is the prince or princess of a dung heap. This lasts for 1 day.
14. This foul smelling potion gives the drinker visions of someones future but all the humans depicted are in the form of animals. This lasts for one vision.
15. This clear liquid enables the drinker to think he is a turnip about to be uprooted and cooked. This lasts 1 hour.
16. The tubular vial is filled with a glittery pink liquid that causes the drinker to grow hair all over his/her face. Cutting/shaving the hair only makes it grow ten times faster. It will go away after 1 week. Go to Comment
27. This dark black potion smells like dung and tastes like chocolate. Makes Players senses scrambled, leading to very weird motions of the body. Lasts one day.
28. This bright blue potion temporarily blinds you by making it seem as if a lamp was turned on 6 inches in front of you. Makes you blind until you engage in four combat rounds against any type of monster.
29. This potion is invisible and weightless, and if it makes contact with a lifeform it causes the target to levitate instead of walk around for a day, making it hard to have a conversation, being 5 feet above your friend.
30. This dark red potion makes it seem as if your insides were made of cement for a day. Speed is reduced greatly.
31. This bland grey potion gives you a phobia of absolutely everything for a day. Have fun with this one... Go to Comment
43. Potion of Perception This blue ceramic flask contains a thick red liquid that gives off a strong scent of flowers. When consumed the drinker has their perception of gravity shifted 90 degrees from the vertical to the horizontal. Note that this doesn't actually shift the pull of gravity, just the drinker's perception of gravity. The effects wear off after an hour.
44. Essence of Divinity This pearly glass flask contains a silky elixr that gives off no definable odour. Upon consumption the drinker falls into a slumber where believe their deity appears to them and raises them to the pantheon of the gods. The slumber rarely lasts longer than an hour. Upon waking most minds realise that it was an illusion brought on by a strange potion... The more unstable of minds may not see the sense of the matter that easily however... Go to Comment
It is a little better. The good things remain, most bad things as well. The cliches being what they are, can still be met in games and employed to some success, and then is this short atmospheric piece useful.
Now, one thing I do, if my grand idea doesn't seem so grand once I write it up, is take a closer look on the plot hooks, on what follows from the submission, and what impact it will have on the game. In this case it is the last room.
- What if a servant unexpectedly helps the PCs (bringing them a few of their best weapons, or whatever)? Perhaps he is fed up with his master, or he is known to a PC already. Now they have an ally in the enemy camp, and may choose a different path, than hacking their way through the bad guys.
- What if the minor noble is secretly a double agent, and wants to gain the trust of the villain - and the PCs are just the means? How will they cooperate later with this man, who was willing to sacrifice them?
- Say, what if the monster was that good guy... changed, and mind-controlled, and the PCs end up killing him? That'll make the encounter much more memorable that "defeated monster X". Go to Comment
This one just doesn't work for me. There's some potential there, but in my opinion, there are several negatives that keep it from achieving that potential.
First, some of the positive things about the plot:
I like the names. They work well for me, each suggesting certain aspects of their owner's character, which the GM can play up or use for contrast.
The plot itself uses the five-room format well, giving a well-considered balance between combat and roleplaying. The challenges given encourage a variety of roleplaying styles.
Everything is well-written, clear, and easy to read.
Now the negatives:
"Blah, blah, blah, mighty magics, fight to the death, you know the drill..." The way the sub is written, it seems as if even the author was saying "Even I don't care about this." That's not a message the players and potential GMs want to hear.
The "drink laced with sleeping draught" schtick is not only ancient, it's not very effective. You can bet that if there is a saving throw, SOMEONE in the party will make it. If it's too high for anyone to make, it seems like a rail job to the players.
The "mysterious patron who wants to kill the PCs" is another hoary cliche that seldom works well in games. Go to Comment
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).