Sealed Glass Vials, 4 (d100)

A sealed, four ounce, clear glass vial containing a suspicious liquid, powder, slime or gas, that no true adventurer would hesitate to loot. They contain anything from eye of newt, toe of frog, faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials and crafting ingredients. These can be found in mage towers, voodoo shacks, potion shops, enchanter’s workshops, witch’s hovels, alchemist’s pocket’s, wizard’s pouches and anywhere and everywhere a small vial could be stored. The DM can roll a d4 to determine what state the vials are found in, or choose one of the following based on how much you like your players: 1, The vial is incorrectly labeled. The DM invents something at random or roll again and the vial is labeled that result. 2, The vial has no label of any sort. 3, The vial’s label is correct but only in a general sense. For example, a vial of powdered unicorn horn could be labeled “Horn” or “Unicorn”. 4, The vial has a clear and accurate label describing exactly what it contains.

d100 Result

1

A sealed glass vial containing the magically preserved tongue of a prophet famous for her sermons who spoke on behalf of the God of a Roll on "Random Godly Domains".

2

A sealed glass vial containing the magically preserved brainstem of a creature who wielded divine magic in life.

3

A sealed glass vial filled with magically preserved blood. The label on the vial is marked “Blood of a loved one”.

4

A sealed glass vial containing a clear liquid. If imbibed, all of the creature’s skin becomes fully transparent for 1d4 hours.

5

A sealed glass vial filled with the ashes of a book with no remaining copies

6

A sealed glass vial filled with the cerebral fluid of a person touched by madness in life.

7

A sealed glass vial containing the dying breath of a trusted messenger.

8

A sealed glass vial containing a white liquid. If consumed, the drinker painfully regrows any missing teeth over the course of the next 1d4 hours.

9

A sealed glass vial containing a perpetually beating rat heart which ceases beating a few moments after the vial is opened.

10

A sealed glass vial filled with shredded pieces of parchment. If opened the parchment can be pieced back together which reveals it to a legal contract between an archdevil and a mortal who sold his soul in return for magical power. Written in ink made from the charred bones of dammed humans and signed in the mortal’s own blood this contract is the binding agreement which created a warlock. According to the dates on the document, the mortal’s soul is forfeit 3d4 months from the time the PC learns what the contract is. An addendum stipulates that the warlock can choose to sacrifice one hundred innocent souls to the archdevil instead of his own, in order to release himself from the agreement and retain his life, soul and power.

11

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker becomes immune to being intoxicated by alcohol for the next 5d6 days.

12

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker grows a long beard made of feathers that remains until he sneezes, at which point the feathers explode out from his face.

13

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, an additional eye appears on the drinker’s forehead for the next 1d4 hours. During that time the creature gains advantage to all sight based perception checks.

14

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, illusory butterflies and flower petals flutter in the air within ten feet of the drinker for the next 1d4 hours.

15

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker is surrounded by faint, ethereal music for the next 1d4 hours.

16

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker becomes covered in spots that are the opposite color of his skin color, making him appear akin to a dalmatian for 1d4 days.

17

A sealed glass vial filled with sparkling silver shavings.

18

A sealed glass vial of saturated orange paste. The handwritten label as dye, but the paste doesn’t actually stain anything.

19

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker instantly becomes obscenely drunk for the next 1d4 hours. The drunken haze wears off instantly with no additional ill effects

20

A sealed glass vial containing the burned out eye of a creature who was blinded gazing upon a God

21

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker becomes capable of seeing into the ultraviolet spectrum for the next 1d4 hours.

22

A sealed glass vial filled with smelling salts. These sharply scented gray crystals cause creatures who inhale them to regain consciousness. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

23

A sealed glass vial filled with kerosine oil. Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. A creature can spit a mouthful of kerosine past an open flame (such as a candle, lantern, or torch) to ignite it, creating a brief burst of fire.

24

A sealed glass vial filled with anointing oil. This sacred oil, infused with aromatic spices and distilled holy water is used during some important religious ceremonies to denote the importance and worth of the creature being anointed.

25

A sealed glass vial containing the mutated eye of a creature who died gazing upon an eldritch horror from the great beyond.

26

A sealed glass vial of invisible ink. The liquid is pale blue when wet and quickly dries to transparency one minute after application. Messages written with invisible ink only become visible under specific circumstances. The specific trigger for this ink is low heat suck a candle flame. This vial is sufficient for writing one page’s worth of characters.

27

A sealed glass vial of invisible ink. The liquid is pale blue when wet and quickly dries to transparency one minute after application. Messages written with invisible ink only become visible under specific circumstances. The specific trigger for this ink is a light sprinkling of vinegar or similar mildly acidic liquid. This vial is sufficient for writing one page’s worth of characters.

28

A sealed glass vial of invisible ink. The liquid is pale blue when wet and quickly dries to transparency one minute after application. Messages written with invisible ink only become visible under specific circumstances. The specific trigger for this ink is a light sprinkling of fresh humanoid blood. This vial is sufficient for writing one page’s worth of characters.

29

A sealed glass vial containing the magically preserved eye of a creature who wielded arcane magic in life.

30

A sealed glass vial filled with the magically preserved blood of a young Roll on "Random Colour Table" dragon.

31

A sealed glass vial etched with a large eye and filled with a Roll on "Random Colour Table". When drunk, the user’s pupils dilate by a ridiculous degree leaving only a sliver of visible iris. This effect lasts for 24 hours.

32

A sealed glass vial etched with a large eye and filled with a Roll on "Random Colour Table". When drunk, the user’s pupils constrict by a ridiculous degree leaving only a tiny black dot in the center of each eye. This effect lasts for 24 hours.

33

A sealed glass vial filled with magically preserved unicorn milk.

34

A sealed glass vial filled with liquid sunlight

35

A sealed glass vial filled with liquid moonlight

36

A sealed glass vial filled with liquid starlight

37

A sealed glass vial containing magically preserved sassafras flower petals

38

A sealed glass vial filled with formaldehyde. The label on the vial is marked “Embalming fluid” in a barely legible cursive script.

39

A sealed glass vial filled with magnesium sulfate, which is more commonly known as epsom or bath salts

40

A sealed glass vial filled with thorns clipped from roses left on the gravesides of murdered children

41

A sealed glass vial filled with volcanic ash

42

A sealed glass vial containing the dying breath of an innocent child

43

A sealed glass vial filled with roughly ground glass

44

A sealed glass vial containing the magically preserved brain matter of an ogre mage

45

A sealed glass vial containing the ashes left over from the death and rebirth of a Phoenix

46

A sealed glass vial filled with powdered amber

47

A sealed glass vial filled with pure spring water

48

A sealed glass vial filled with natural rainwater

49

A sealed glass vial filled with spider webbing

50

A sealed glass vial filled with magically preserved fresh pine resin

51

A sealed glass vial filled shards of rotten wood

52

A sealed glass vial filled shards of fossilized wood

53

A sealed glass vial filled shards of fossilized bone

54

A sealed glass vial containing the magically preserved blood of a remorseless bounty hunter

55

A sealed glass vial containing the magically preserved blood of an archmage

56

A sealed glass vial containing the magically preserved blood of a witch

57

A sealed glass vial filled with a fine dust that glows a pale blue-white with the brightness of a candle. If the vial is opened, the dust can be cast or blown out. It drifts on the breeze and settles slowly when cast about or blown, and tends to stick to anything warm or damp. After leaving the vial the dust continues to glow for ten minutes.

58

A sealed glass vial filled with a Roll on "Random Colour Table" liquid inedible liquid fabric dye.

59

A sealed glass vial filled with a Roll on "Random Colour Table" liquid inedible powdered fabric dye.

60

A sealed glass vial filled with a Roll on "Random Colour Table" liquid edible liquid food dye.

61

A sealed glass vial filled with a Roll on "Random Colour Table" liquid edible powdered food dye.

62

A sealed glass vial filled with a Roll on "Random Colour Table" liquid wood stain.

63

A sealed glass vial filled with the ectoplasmic residue of a ghost that interacted with an object and left part of itself behind.

64

A sealed glass vial filled a mildly toxic snake oil cream that when applied to bare skin, numbs flesh and soothes injuries. It’s not recommended for consumption.

65

A sealed glass vial filled with cremated human remains

66

A sealed glass vial filled with human bones ground into a fine powder.

67

A sealed glass vial filled with powdered demon’s horn

68

A sealed glass vial filled with powdered minotaur’s horn

69

A sealed glass vial containing the magically preserved black blood of a demon

70

A sealed glass vial containing the magically preserved bright red blood of a devil

71

A sealed glass vial containing the magically preserved golden blood of an angel

72

A sealed glass vial filled with dried ghost pepper flakes

73

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If imbibed, all of the creature’s hair instantly grows as if a month’s worth of time had gone by.

74

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If imbibed, all of the creature’s hair changes color to match the liquid. Treat this as if the creature’s hair was permanently dyed that color. New hair will grow in at the creature’s natural color.

75

A sealed glass vial containing a Roll on "Random Colour Table" liquid, musky smelling liquid. If imbibed, the creature grows short dense fur over their entire body. The fur is coloured the same as their natural hair (Or a pale white if the creature is hairless) and completely falls out after 24 hours.

76

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If imbibed, the creature’s eyes change color to match the liquid. This effect wears off after 24 hours.

77

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker’s eyes glow with the intensity of candles in the color that match the liquid. The creature suffers no visual penalties from having the light shine out of his eyes, but it might be difficult for them to hide. This effect wears off after 1d4 hours.

78

A sealed glass vial containing a Roll on "Random Colour Table" liquid, dry smelling liquid. If consumed, small overlapping reptilian scales instantly grow out over the drinker’s entire body. The scales are the same color as the liquid and harmlessly fall off after 1d4 hours.

79

A sealed glass vial containing a bright pink, musky smelling liquid. If consumed, the drinker feels extraordinarily good and immediately orgasms.

80

A sealed glass vial containing a Roll on "Random Colour Table", musty smelling liquid. If consumed, the drinker instantly becomes 1d4 years older.

81

A sealed glass vial containing a bright pink, sugary smelling liquid. If consumed, the drinker instantly becomes 1d4 years younger.

82

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker’s voice becomes a high pitched like a pixie for 1d4 hours.

83

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker’s voice becomes a low pitched deep growl for 1d4 hours.

84

A sealed glass vial containing a clear, salty smelling liquid. If consumed, the drinker sweats profusely for the next 1d4 hours.

85

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker’s fingernails instantly double in length. The growth is permanent, but may be trimmed in the usual fashion.

86

A sealed glass vial containing a dark green liquid with swirling brown flecks. If imbibed, the creature immediately feels a unpleasant tickling and scratching at the back of their throat. After 1d4 hours of this unpleasantness, the drinker coughs up a large green toad that quickly hops away.

87

A sealed glass vial filled with magically preserved rose petals.

88

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker instantly forgets everything they’ve experienced in the past hour, including drinking the liquid.

89

A sealed glass vial containing a red liquid swirling with large black flecks. If consumed, the drinker exhales clouds of harmless acrid, black smoke from their mouth and nose for the next 1d4 hours. If the creature takes a deep breath they can exhales sizable clouds or lines of smoke. The smoke quickly dissipates and can do nothing worse than irritate eyes.

90

A sealed glass vial filled with seawater. If consumed, the drinker’s hands and feet instantly become webbed and finned giving it a swim speed equal to it’s land speed. The effect wears off painlessly after eight hours.

91

A sealed glass vial filled with common house dust.

92

A sealed glass vial containing a Roll on "Random Colour Table" liquid. If consumed, the drinker forgets his name, age and profession for the next 1d4 hours.

93

A sealed glass vial filled with seawater. If consumed, the drinker instantly grows gills and can no longer easily breath air. The creature can breath in both salt and fresh water but if they attempt to breath air, they constantly gasp and choke and can take no actions other than movement and have disadvantage on all rolls. The effect wears off painlessly after one hour.

94

A sealed glass vial containing magically preserved unicorn blood.

95

A sealed glass vial containing magically preserved unicorn horn, ground into a fine powder.

96

A sealed glass vial filled with a thick golden liquid that glows when held. Knowledgeable PC’s will recognize this as ambrosia, the nectar of the gods

97

A sealed glass vial filled with magically preserved leaves. Close inspection of the label describes the contents of dozens of clover leafs, with each leaf collected from a different four leafed clover.

98

A sealed glass vial containing a white liquid. If consumed, all of the drinker’s teeth loosen and fall out over the course of the next minute and painfully regrow over the course of the next 1d4 hours.

99

A sealed glass vial containing magically preserved mind flayer brain suspended in a clear liquid. If consumed, for the next 1d4 hours the drinker is able to send telepathic messages to any intelligent creature he can see within 60 feet.

100

A sealed glass vial containing a brightly burning free floating spark, that occasionally gives the bearer a static shock. Knowledgeable PC’s will recognize this as a spark of magic which is the essence of a mage’s ability to channel and cast magic. Essentially a mage’s soul, it must be removed while the creature is still alive. The process itself is not lethal, but most mages fight to the death rather than undergo this process against their will. After the process an overwhelming majority of victims suffer from depression so severe that they die from starvation as they fail to eat enough to live. Others don’t make it that long and take their own lives as quickly as possible. Sparks like this are a rare to be contained so well and theoretically can be implanted into a mundane creature giving them the ability to cast magic or it could possibly be used as a fuel source for a ritual or spell granting the casting great amount of power consuming the energy all at once.