Showing posts with label potion. Show all posts
Showing posts with label potion. Show all posts

Thursday, August 2, 2018

Plant-growth serum side effects


Recently, I wrote up some ideas foralternative healing potions. One of them is actually a plant fertilizer / growth serum, but used by adventurers as a healing drug. In my original post, its side effect is a rapidly growing plant scab monster sprouting from the treated wound. In this post, I offer more side effects when using a plant-growth serum as a healing potion.

Main stats reference OSR/LotFP rules, [5e mechanics in square brackets].

Plant-growth serum

Effect: Heal 1d12 hit points [heal 2d4 + Constitution modifier hit points]

Side effects: Save against Poison [make a DC 15 Constitution save], or roll 1d8:

1
Cough up seeds for 1d8 - Constitution modifier days (min. 1). The seeds belong to a grain or plant common to regional agriculture, can be eaten or planted.
2-4
Become mildly/strongly/hopelessly addicted to the serum. Each 3/2/1 days without it, add 1/2/3 points to the total Encumbrance rating [add 1/2/3 levels of Exhaustion]. Every time this result is rolled, increase addiction level. If addicted, Save against Poision [make a DC 15 Constitution save] every day/week/month. On success, lower addiction rating (mild addiction goes away for good). Negate daily effect with minor healing spell etc., cure addiction as strong disease.
5
Fertile sweat! All items in prolonged contact with the body during the day of consumption (clothes and armor worn, weapons held, the bed slept in, etc.) become covered in nasty mold.
6
Skin takes on a greenish hue for 1d6 days.
7
Experience strong changes in taste and eating habits (crave a food that was previously hated or something generally not considered edible, covet a food that’s a religious taboo, eat soil).
8
Beautiful, but vile-smelling flowers sprout from the healed wound (or, if there was no open wound, from the orifices of the consumer). If torn or cut, a very bad mood sets in for 1d3 hours.



Saturday, June 30, 2018

Healing potion ideas

I'm not a fan of instantaneous magical healing in fantasy RPGs. I want it to be witchcraft, with consequences and weird side-effects. The same goes for healing potions: I find the standard "drink-and-recover-1d8-points" or whatever solutions bland. I tried to come up with some interesting potions to offer to my players. Some of them are connected to a pseudo-historical 17th century setting, but not necessarily.

Relieving dew
This simple folk ointment is applied to the person's wounds before rest, and tied over with bandages.
Ingredients: honey, butter, assorted herbs and plants like yarrow, elderberry, etc., mixed and fermented for a week in a copper vessel.
Price: low. Requires recipe.
Effect: During the resting period, the normal healing rate is doubled. However, the strong sweet smell of the ointment attracts insects. A LOT of them. ALL of them. There is a 1-in-6 chance that it attracts not only the natural fauna of the area, but also some sort of a strange, exotic, or supernatural creepy-crawly as well... The smell lasts 24 hours.

Weapon salve
This is based upon a real practice. According to the theories of sympathetic magic, a connection is formed between the wound and the weapon that caused it. The healing of the wound is accelerated by applying the salve on the weapon, not to the wound.
Ingredients: skull lichen (moss from the skull of a hanged man), urine, gypsum, pine resin. Before application, add the blood of the wounded to the salve.
Price: moderate. Requires special knowledge and recipe to create.
Effect: If this is accomplished, during the next rest period the wounded person recovers as much hit points, as the standard damage of the weapon (roll for it).

Green blessing
Invented during the "Tulip mania", this solution is used by florists to increase the life-span of their beloved bulbs. However, as usual, the pesky adventurers found an alternative use for this serum!! Turns out, when sprinkled on a fresh open wound, it induces the growth of a weird plant scab, which fuses with the person's body, closes and heals the injury.
Ingredients: petals of exotic tulips (at least three different colors), sulfur, various salts, etc.
Price: very high. Requires special knowledge, recipe, laboratory.
Effect: 1d6 rounds after application, the wounded person recovers 1d12 hit points.
Then save against Poison. If failed, the scab continues to grow rapidly. It takes 10 rounds for the plant to completely cover a human adult. Each round it does 1 damage to the person, and gains +1 hit point. To stop the spreading, the plant has to be reduced to 0 or less hit points. Any damage is divided equally between the plant and the infected person.
On the 11th round, if the plant still has at least 1 hit point, the infected person dies.


What kind of healing potions do you use?


Go!