71-The drinker thinks he or she is a Messiah
72-All the drinker's skills greatly improve
73-The drinker's sword skills improve
74-The drinker gets eczema
75-The drinker can make others see hallcinations
76-.backwards talks drinker The.
77-The drinker now loves going to parties
78-The drinker becomes senile
79-The drinker stops looking for jobs and waits for them to show up.Is likely to fall for scams.
80-The drinker bcomes serville.
I don't have any suggestions on how to improve it, but I can't help but agree with Echo. These are fun to write, and believe me, no one has more fun torturing PCs with weird, random effects than I do, but i dunno, ring/wand/potion/etc...they all seem to be just another version of randomness and an excuse to make a list. However, as you say, this is *your* version, so thumbs up. I guess the "take-away" i get from this, is reading through the effects and finding some "cool" ones, i haven't seen or encountered before. In that vein, I like #54, #46, #30 (gives me an idea for an npc :)), #17, and #11
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No, no. I must disagree. Deck of Many Things was based on a deck of cards. So, you knew that "Donjon" meant bad news, Ace of freaking Diamonds on the other hand, two thumbs up. Wand of Wonder: Roll percentile dice. 31-37: You make a rainbow. Everyone is happy. 38-39: A 16d6 fireball erupts around you killing everything in a 100' radius. NOTHING was (or ever will be) more random than a Wand of Wonder. The wand (rods, staves, wands) even came before the "deck" (miscellaneous magic) technically.
I have played and GMed with these types of lists before. Most recently with women who insisted she have a "wild magic misshap list". I find that these things tend to be show stoppers. (Aside from Echo's point that the game play should be about heroic choices....which I completely argee with and thought was well said.) You have to stop the scene, roll on the list bring about the results and when the results are this powerful it can really structure the whole scene. I guess you could do this as something the PCs do to NPCs, as a joke or cruel trick.
But as everyone has said, these thing have been around since GG gave us the deck of many things. There is a place for them in the gaming world, and this is simply your take on it.
As a GM I feel there is some use to these things based solely on the fact that you can fudge dice rolls...
You cannot do it every time of course, and as such you need to be a little more controlled in your list (like not making things that outright kill people, or things that make PCs overpowered), but I like the idea of at least pseudorandom effect.
The first one or two times you give them random effects to give them a reason to think of it as a potentially useful tool in their arsenal. Then some time in the future you give them specific things that lead to more plot development. These things probably shouldn't be main quest things, but could lead to nice side adventures.
To go with what others have said though, there are definitely some pretty strong down sides to things that are truly random, and have the ability to significantly affect the game. More than anything it just comes down to putting it into your game in a good way.
All that aside, I really like the flavor of the item and the events leading up to its creation, better than just the 'artifact from a bygone age' story.
Things that I would probably omit if I were adding this to a game would be... 1, 2, 6, 9, 21, 29, 46 (maybe), 48, 53. Basically anything with permanent effect (including death or any variant on that), unless it is very minor.
I can see it as a de-weaponer as well. As you move through it, the ice only allows the form of a living being, any extra stuff could be stripped and left at the entrance. Either ripped or it seems like the ice has enough finesse to remove it without breaking it.