Alchemical Supplies (2d6)

The idea behind this was to have a way to generate random supplies that the PCs could find in play. These would be useful for healing salves, poisons, medicines, and other creations that the players could come up with. These materials could be sourced from interesting minerals or fluids found in dungeons, plants and wildlife while travelling, or even from components harvested from monsters. A note on the benign ingredients, the idea for those was to be just random useful things, a sharpening stone, seasonings for food or to cover up the taste of a poison, a replacement for oil in a lantern, etc.

2d6 Type

2

Resolve: {Weak|Medium|Strong} Acid

3

Benign Ingredient - Roll on "Benign Ingredients Properties"

4

Resolve: {Weak|Medium|Strong} Acid

5-6

Medicinal - Helps Cure: Roll on "Poison Effects/Medical Treatment"

7

Poison - Applied Through: Roll on "Poison Application Method", Causes: Roll on "Poison Effects/Medical Treatment"

8

Narcotic: Roll on "Narcotic Effects"

9

Poison - Applied Through: Roll on "Poison Application Method", Causes: Roll on "Poison Effects/Medical Treatment"

10

Narcotic: Roll on "Narcotic Effects"

11-12

Resolve: {Weak|Medium|Strong} Base


Subcharts

Poison Effects/Medical Treatment (d100)

d100 Effect

1-3

Suffocation

4-6

Cardiac Arrest

7-9

Foul Breath

10-11

Weakened Immune System

12-14

Blindness

15-17

Insanity

18-20

Diarrhea

21-22

Gastritis

23-25

Color Blindness

26-28

Death-like Coma

29-31

Deafness

32-35

Visual Hallucinations

36-40

Sleep

41-44

Paranoia

45-46

Vomiting

47-49

Internal Hemorrhage

50-51

Necrosis

52-53

Dehydration

54-55

Gum Rot

56-58

Localized Paralysis

59-61

General Paralysis

62-64

Ischemia (Restriction of Blood Flow)

65-68

Dementia

69-70

Osteogenesis Imperfecta (brittle bones)

71-73

Erectile Dysfunction

74-76

Tinnitus

77-79

Audible Hallucinations

80-82

Audible and Visual Hallucinations

83-85

Tremors

86-88

Hair Loss

89-90

Blood Clots

91-92

Tumors

93-95

Seizures

96-98

Depression

99-100

Skin Lesions

Poison Application Method (2d4)

2d4 Method

2-3

Contact

4

Inhalation

5

Digestion

6

Injection

7

Inhalation

8

Digestion

Narcotic Effects (d12)

d12 Effect

1

Muscle Relaxant

2

Audible Hallucinations

3

Visual Hallucinations

4

Audible and Visual Hallucinations

5

Euphoria

6

Loss of Inhibition

7

Analgesia

8

Dissociative Anaesthesia

9

Sensory Distortion

10

Heightened Perception

11

Sense of Invincibility

12

Alertness

Benign Ingredients Properties (d20)

d20 Result

1

Resolve: {Sweet|Salty|Sour|Spicy|Umami} Taste

2

Resolve: {Sweet|Floral|Fruity|Woody|Minty|Chemical|Nutty|Putrescent} Smell

3

Nutritious

4

Flammable

5

Reflective

6

Resolve: {Blue|Green|Red|Yellow|Pink|Purple|Orange|Black|Gray|White|Brown} Dye

7

Emulsifying Agent

8

Chalky

9

Glittering

10

Malleable

11

Sharp

12

Rough/Coarse

13

Adhesive

14

Conductive (Resolve: {Thermal|Electric})

15

Magnetic

16

Non-conductive (Resolve: {Thermal|Electric})

17

Silver

18

Gold

19

Lead

20

Gemstone