Found in Witch's Hex in the
Wizard City Hexcrawl.
In a back alley reeking of blood and littered with vampire bats is a petite little shop run by three witchy sisters - Intravenous Solutions.
Gretchin,
Sascha, and
Filamina sell not potions, but serums, by buying blood wholesale and processing it themselves. With various methods of centrifugation and infusion, they add particular alchemical ingredients to the stock serums to produce potent magical effects.
Some key differences between potions and serums:
- Serums are injected, rather than ingested. (Syringes and needles sold separately!)
- Serums are much stronger. Their effects are more immediate. Potions take several minutes to take effect. Serums take seconds.
- Serums go bad much quicker, and require refrigeration or freezing to extend their lifespan.
- When serums expire, they start to lose effectiveness or gain potentially deleterious qualities.
- Saves against Serums are at disadvantage by default, as it's harder to resist something that's already in your blood.
Roll 4d20.
These are what serums are available presently.
If doubles are rolled, then that serum is on sale for a discounted price (50% Off), but is
"Slightly Expired".
If triples are rolled, then the recipe for that serum is being auctioned off to the highest bidder. The Witches only take objects of sincere personal attachment instead of money or other valuables. The more attachment and love an item has, the more valuable it is.
If a quadruple is rolled, then Intravenous Solutions is going out of business, and the three sisters are donating their last batches of serum. They have an entire crate (4d12 vials) of fresh serum available for the cost of a single portion.
d20
|
(Blank) Serum
|
Effects
|
Duration
|
Derived From...
|
Price (gp/use)
|
1
|
Jump
|
Triples jump distance.
|
1 Hour
|
Strong Folk
|
2d10
|
2
|
Gecko
|
Skin secretes a slippery oil, making it easy to squeeze into tight places but difficult to hold things.
|
1 Hour
|
Obese cats.
|
2d10
|
3
|
Whale
|
Can hold breath for up to 10 minutes.
|
1 Hour
|
Unborn Mammals
|
2d10
|
4
|
Growth
|
As Enlarge. Causes Exhaustion afterwards.
|
1 Hour
|
Giants
|
2d10
|
5
|
Bloodhound
|
Subject gains potent sense of smell.
|
1 Hour
|
Chefs
|
3d10
|
6
|
Cure
|
Heals 2d4 damage.
|
Instant
|
Good Clerics
|
3d10
|
7
|
Hotblood
|
Induces a bloodthirsty rage, causing subject to charge and attack first person seen.
|
10 Min
|
Boars
|
3d10
|
8
|
Love
|
Subject falls in love with the first person seen. Effects wear off when serum expires.
|
1 Hour
|
True Lovers
|
4d10
|
9
|
Coldblood
|
Provides immunity to empathetic behaviors and emotion manipulating spells.
|
1 Hour
|
Snakes
|
4d10
|
10
|
Eelskin
|
Causes severe static shocks on touching raw skin. 10 Minute Duration.
|
10 Min
|
The Recently Criminally Executed
|
d10 x 10
|
11
|
Truth
|
Compels a state of suggestiveness. Causes Exhaustion afterwards.
|
1 Hour
|
Virgins
|
d10 x 10
|
12
|
Elf
|
Enhances the size of your eyes and makes one generally more elfish in appearance. Grants enhanced vision and a CHA bonus.
|
1 Hour
|
Elves
|
d10 x 10
|
13
|
Parabiotic
|
Reverse-ages the host by a decade. Effects temporary. Like a botox shot.
|
1 Day
|
Innocents
|
2d10 x 10
|
14
|
Memory
|
Remember everything you’ve seen or heard.
|
1 Hour
|
Librarians
|
2d10 x 10
|
15
|
Mimic
|
Subject takes on the appearance of anyone they are looking at.
|
1 Hour
|
Doppelgangers.
|
2d10 x 10
|
16
|
Blank Slate
|
Permanent memory loss from everything up to 1 Day before use.
|
Instant
|
Blackout Drunk Students
|
3d10 x 10
|
17
|
Eyebite
|
Horrid blackness fills the eyes, causing temporary forgetfulness in those who gaze upon them.
|
1 Min
|
Dark Elves
|
3d10 x 10
|
18
|
Mead
|
Grants poetic inspiration. Creative works are far easier to undertake.
|
1 Hour
|
Completely Exsanguinated Bards
|
3d10 x 10
|
19
|
Neutralizing
|
Provides potent immunological effects, curing any Diseases or Poisons, even magical ones.
|
Instant
|
Magical Crabs
|
d10 x 100
|
20
|
Trollblood
|
Regeneration - Regrows lost limbs.
|
10 Min
|
Trolls
|
d10 x 100
|
|
That mead-looking stuff in the upper
third of the vial, that's serum.
Source |
Slightly Expired Serums are only
1d4 Days past their expiration date. For every Day beyond its expiration date there is a cumulative 10% chance of serum failure. Once a serum reaches a 100% failure rate, it becomes a Bargin Bin Serum.
Bargin Bin Serums come by the box, aren't labeled, and produce entirely random effects. It's like the discount DVD bin at the gas station, but you don't know what's inside and it carries bloodborne pathogens.
All Serums of this magical nature normally only last
3 days once they're made before they begin to expire.
Refrigeration extends the time required for serums to expire to double the time (1 Week).
Freezing will extend this duration up to 3 Months, but every time a sample is frozen it permanently gains a 10% failure chance.
The Sisters will also buy blood wholesale. The rarer or more interesting the blood, the more they'll offer.
They will buy whole blood at the listed price for its derived serum, by the pint, but only if it's less than a Day old. (Note: a completely exsanguinated average adult male corpse will yield about 10 pints of blood. Enough for a full commercial batch of magic serum! You will need special tools to complete exsanguinate something, though. Normal methods will net you maybe 1d6 pints per corpse.)
For example, let's say you recently killed a Librarian - not judging, just saying. If you immediately drained their blood and transported it to the Sisters, they'd pay 2d10x10 gold per pint. No questions asked. Alternatively, they would offer you 1 vial of Memory Serum per pint, instead of gold. Making said serum would take 1 Day for the Sisters..
Bargin Bin / Completely Expired Serum Effects
d20
|
Effects
|
Effect Notes
|
1
|
Roll Twice
|
Ignore Duplicates
|
2
|
Poison
|
Save or Die.
|
3
|
Slow Poison
|
Save or Die… in 1 Hours.
|
4
|
Slower Poison
|
Save or Die in 10 Hours.
|
5
|
Severe Fever
|
Temporarily cut all stats in half.
|
6
|
Exhaustion
|
Accompanied by Severe Sweating and Dehydration
|
7
|
Paralysis
|
1 Hour, followed by stiffness.
|
8
|
Tumor Growth
|
50% Chance it’s benign.
|
9
|
Arcanorheumatism
|
Painful spell effects begin to manifest in subject’s limbs and joints, particularly the neck.
|
10
|
Hallucinations
|
Related to who the blood came from.
|
11
|
Reversed Effect
|
Best approximation.
|
12
|
Blood Infection
|
Bloodborne pathogens derived from wizards tend to be exceptionally deleterious.
|
13
|
Spell Loss
|
All prepared spell slots / magic die / spells are lost for the day.
|
14
|
Compromised Immunity
|
Automatically fail all Saves against Poisons and Diseases for 1 Month.
|
15
|
No Effect
|
16
|
17
|
18
|
19
|
20
|
Minor Healing
|
Heal 1 HP.
|
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