Prickly Pear |
If you have the same problem as I do, this article is for you. I have decided to write up some random tables for selecting the type of fruit, color, and magical properties for your Dark Sun game. I hope you enjoy them.
All of the fruits are real. Use the chart below to randomly choose the type of fruit, color of fruit, and potion type. Roll as many times as you like, or just choose the best combination for your game.
Roll | Fruit | Color | Potion |
---|---|---|---|
01 | Apple | Red | Enlarge |
02 | Banana | Pink | Strength |
03 | Cherry | Orange | Dexterity |
04 | Orange | Yellow | Constitution |
05 | Tangerine | Green | Intelligence |
06 | Prickly Pear | Blue | Wisdom |
07 | Figs | Purple | Charisma |
08 | Cholla Fruit | Vermilion | Toughness |
09 | Pincushion Fruit | Magenta | Minor Healing |
10 | Saguaro Fruit | Violet | Antidote |
11 | Barrel Cactus Fruit | Teal | Saving Throws |
12 | Hedgehog Cactus Fruit | Chartreuse | Nap |
13 | Manzanita Berry | Amber | Plant Growth |
14 | Dragon Fruit | Two Horizontal Colors | Stone Fist |
15 | Goji Berry | Two Vertical Colors | Wailing |
16 | Raspberry | Polka Dotted | Speed |
17 | Date | Three Colors | The Kank |
18 | Olives | Striped | Sight |
19 | Grape | Black | Fiery Death |
20 | Pomegranate | White | Spell Restoration |
Potion Descriptions
1. Antidote: This potion allows the re-roll of a failed save vs poison. If used within one round of failure, it may even reverse death. There are various degrees of this potion (Roll a d4, or DM's option): 1. Allows save as normal; 2. Allows save with +2 bonus; 3. Allows save with +4 bonus; 4. Save automatically succeeds.
2. Charisma: This potion temporarily raises the ingesters charisma by 2d4, or 2d6 (GM's choice), to a max of 20. This effect lasts for 1d12 turns.
3. Constitution: This potion temporarily raises the ingesters constitution by 2d4, or 2d6 (GM's choice), to a max of 20. All hit points gained are temporary and are deducted first. This effect lasts for 1d12 turns.
4. Dexterity: This potion temporarily raises the ingesters dexterity by 2d4, or 2d6 (GM's choice), to a max of 20. This effect lasts for 1d12 turns.
5. Enlarge: This potion enlarges the ingester as the wizard spell of the same name. There are different degrees of this potion (Roll a d4, or DM's option): 1. Ingester grows 50% larger; 2. Ingester grows 75% larger; 3. Ingester grows 100% larger; 4. Ingester grows 150% larger. This effect lasts 3d4 rounds.
6. Fiery Death: Upon imbuing this potion, the ingester bursts into flames. Anyone grappling with the ingester immediately take 1d6 damage. The ingester is now able to throw small fire balls. THAC0 to hit, 2d6 damage, Range 10/20/30. If the ingester strikes someone with a natural weapon, add 1d4 fire damage. The ingester reduces all fire and cold damage by half. These effects lasts 2d4 rounds. Every round this potion is active, the ingester takes 1 point of fire damage that cannot be reduced in any way.
7. Intelligence: This potion temporarily raises the ingesters intelligence by 2d4, or 2d6 (GM's choice), to a max of 20. This effect lasts for 1d12 turns. Extra spells granted by this potion expire once the potion effect ends.
8. Minor Healing: This potion heals 1d6 hit points.
9. Nap: After imbuing this potion, the ingester falls into a deep sleep and cannot be awoken unless damage is done to the ingester. After sleeping for one hour, the target awakens refreshed, as if they had slept for 8 hours. Forcing an individual to imbue this potion allows the ingester to make a saving throw vs spell to resist the effect. Tricking a target into imbuing the potion does not allow a saving throw.
10. Plant Growth: This potion is not to be ingested. Doing so causes vomiting and stomach cramps for 1d4+1 rounds. The ingester is unable to make any offensive action while vomiting. If this potion is scattered on bare earth, plants appropriate to the region magically spring to life. There is enough juice in one potion to cover twenty-five square feet. The plants are not magical in any way.
11. Saving Throws. This potion allows the ingester to re-roll a single failed saving throw within 24 hours of ingestion.
12. Sight. This potion improves the ingesters eyesight for one hour. Any sight based penalties are reduced by 2, including weapon range. Weapons fired at short range received a +2 bonus to attack rolls.
13. Speed. This potion increases the ingesters movement by 4.
14. Spell Restoration. This potion restores a single spell to the caster's memory. The spell must have been previously cast. Roll 1d4 to determine the spell level that is restored.
15. Stone Fist. This potion turns one of the ingesters hands into stone for 2d12 rounds. Whatever the ingester was holding in that hand is dropped and the hand curls into a fist. The first punches for 1d6 damage and is indestructible.
16. Strength. This potion temporarily raises the ingesters strength by 2d4, or 2d6 (GM's choice), to a max of 20. This effect lasts for 1d12 turns.
17. The Kank. This potion turns the ingester into a kank for 1d4 hours. The kank's physical stats are identical to the domestic kank found in The Wanderers Journal on page 85. The kank's mental stats are those of the ingester. The kank is incapable of speech or spell casting, but psionics may still be available, per DM discretion. If the ingester is reduced to zero hit points in kank form, the ingester immediately returns to their normal form and only 25% of the damage the kank took is transferred to the ingester.
18. Toughness. This potion temporarily increases the ingesters hit points by 2d12. These hit points last 10 hours, or until they are lost in combat. These hit points may increase the ingesters total beyond their maximum. These hit points are lost first in combat and cannot be recovered once lost.
19. Wailing. This potion grants the ingester a wailing sonic attack. This attack does 1d6 damage to all targets that can hear the ingester. A saving throw vs. spell is allowed for half damage. The ingester may exclude allies in this damage; excluded individuals hear nothing. This attack may only be used once within 2 hours of ingesting the potion.
20. Wisdom. This potion temporarily raises the ingesters strength by 2d4, or 2d6 (GM's choice), to a max of 20. This effect lasts for 1d12 turns.
No comments:
Post a Comment