What’s in the Bottle? Small Cryptic Containers


Homebrew and House Rules


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What’s in the Bottle? Small Cryptic Containers
There is an old module, with a shelf full of bottles, with cryptic labels. Most individual humanoids might have a single bottle they have not identified. To mix it up, I’m including jars, vials, and other small, substance, containers. Labels might be cryptic words, pictures, or entirely missing.
0:Container:
Label:
Substance description: Magical? Aligned? Color? Texture? Smell? Taste on tongue?
Effect:

1:Container: Small bottle, corked
Label: “Potion of Uselessness” in common
Substance description: Clear liquid. Non-magical. No poison or alignment.
Effect: Pure water.

2:Container: Small bottle, corked
Label: Drawing of the Sun
Substance description: Clear liquid, detects as good, tastes slightly salty
Effect: 5 doses of holy water(Sarenrae)

3:Container: Jar
Label: Drawing of a droplet or tear
Substance description: Grey powder. About 50 pinches
Effect: Instant water. Each pinch becomes a gallon of water when it comes in contact with even the smallest droplet.

4:Container: Small bottle, corked
Label: Red Plus Sign
Substance description: Opaque pink liquid. Tastes of peppermint.
Effect: 3 doses of cure light wounds.

5:Container: Ceramic jar with ceramic, screw on lid
Label: Drawing of a gorilla holding a broken teacup together
Substance description: Thick, royal purple, liquid. Radiates magic.
Effect: 3 doses of sovereign glue in a jar with all inner surfaces permanently enchanted with oil of slipperiness.

6:Container: Glass Vial Corked, on a wooden stand.
Label: Shoe with wings
Substance description: Translucent, mirror like, liquid. Radiates magic.
Effect: Potion of haste.

7:Container: Small bottle, corked
Label: Red drawing of a flame
Substance description: Red, oily, liquid
Effect: Greek fire, equal to a flask. When uncorked or thrown against an enemy will burst into flame.

8:Container: Small bottle, corked
Label: Drawing of a dark cloud
Substance description: 20 small, clay, pellets.
Effect: Smoke pellets aid ninjas and magicians in appearing and disappearing.

9:Container: Small bottle, corked
Label: Drawing of an egg with wavy lines coming off of it.
Substance description: A revolting, green, bubbling, liquid
Effect: Stinking cloud for 7 minutes. Best when thrown.
10:Container: Small bottle, corked
Label: Drawing of a human face with an afro and a bushy beard.
Substance description: Brown opaque liquid. Radiates magic.
Effect: Grows hair on anything. If someone tastes it they will get hair on their tongue. Hair falls out after 12 hours.

11:Container: Small bottle, corked
Label: Drawing of a human face with a bald head.
Substance description: Tan liquid. Radiates magic.
Effect: Makes hair fall out. It grows back normally.

12:Container: Small bottle, corked
Label: Drawing of a face, the left side is stripped down to a skull
Substance description: Clear liquid Non magical
Effect: Concentrated acid. Same effect as a flask.

13:Container: Small bottle, corked
Label: Drawing of an ameba with a red line drawn through it.
Substance description: Green, translucent, liquid
Effect: Concentrated alkali. Same effect as a flask

14:Container: Small bottle, corked
Label: Abadar’s Holy Symbol
Substance description: A clear oil, detects as magical and mythic.
Effect: When applied to forehead the being loses one mundane level but gains one mythic tier. They also become confused for a half hour as visions become more real to them. If they were not mythic before they can choose a path now. As the temporary madness is the trial, extend the madness by a half hour for every additional trial necessary. Legend lore or knowledge religion is necessary to identify it completely. That holy anointing oil is applied to the forehead is common knowledge. 3 doses at 100,000GP a dose.

15:Container: Small bottle, corked
Label: missing
Substance description: Green, translucent, oil
Effect: Green blood oil. 5 doses

16: Container: Small bottle, corked
Label: missing
Substance description: Green, translucent, liquid
Effect: Anisette Strong alcohol

17:Container: Small bottle, corked
Label: Nose surrounded by lightning
Substance description: Grey crystals
Effect: Smelling salts

18:Container: Small bottle, corked
Label: Blue ocean wave
Substance description: Grey crystals
Effect: Sea salt


19:Container: Small bottle, corked
Label: Drawing of a log
Substance description: Clear liquid
Effect: Wood Alcohol. 80%. Good for cleaning or fuel, but undrinkable.


20:Container: tiny, oval-shaped ceramic tub
Label: Image of a young human woman's face and the word Renuyu
Substance description: oily clay, perpetually wet to the touch; reacts oddly to electricity, as if alive
Effect: 3 uses: Instant Disguise but only applies to the face; substance is highly addictive and creates a psychic link which draws the user to the laboratory of the merchant/alchemist Dagget who is the supplier of the substance


21) Container: Leather flask, corked and sealed with wax.
Label: a coil of rope.
Substance description: none, can't be seen, sloshes a little if shaken.
Effect: if opened and poured out, forms into spider-silk rope as poured, fifty feet. If not poured solidifies and is useless. Only weighs one pound until opened.


20:Container: clear glass vial embedded in the center of a light crossbow with no string made of gray metal; a curious dial has been installed in the handle
Label: Several glowing red numbers just above the dial
Substance description: a neon green fluid of unknown origin and viscosity sloshing constantly inside the vial, regardless of the motion of the device to which it's attached
Effect: firing the device drains the last of the green fluid but creates a similarly glowing circular portal to a random destination; the destination can be controlled by proper alignment of the dial; the label displays the coordinates of the destination


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Mark Hoover 330 wrote:

22:Container: clear glass jar screwed into the center of a hand crossbow with no string made of gray metal; a curious dial has been installed in the handle

Label: Several glowing red numbers just above the dial
Substance description: a neon green fluid of unknown origin and viscosity sloshing constantly inside the vial, regardless of the motion of the device to which it's attached
Effect: firing the device drains the last of the green fluid but creates a similarly glowing circular portal to a random destination; the destination can be controlled by proper alignment of the dial; the label displays the coordinates of the destination

OP notes: There is a tiny aberration in the jar. It is currently in hibernation, but if water and fish flakes are added it will wake up and produce more neon green fluid. One dose per hour. Knowledge the planes 20 to figure this out.

23:Container: Small shaker canister.
Label: A fish eating dots near the water's surface.
Substance description :Tiny flakes of something
Effect: It's a shaker of fish food.


24:Container: Glass vial with a cork.
Label:Blank.
Substance Description:Hard to see clear liquid.
Effect:1 dose of potion of invisibility.

OP notes: If you are using this chart for a fountain of potions, ignore the container. Skip over things like smoke pellets or instant water.

If you use the side effect chart, you choose between containers in a case of conflicts.


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25. Container: Peculiar glass bottle with a stopper. Inside, a tiny piece of lead is suspended pendulum-like from the stopper.
Label: None, or a dead person's name or nickname.
Effect: Unknown. The bottle's creator can address the dead person by name and receive answers in the form of vibrations in the string. Other occult effects may be possible using the bottle as a focus.

(From the Lovecraft story "The Terrible Old Man.")

Dark Archive

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26. Container: Lead flask, vibrates slightly when held, which is actually a little bit painful in your bones. Skitters around when left on a solid surface, so it usually stored in a padded container.
Label: Warning, do not open!
Effect: When opened, a colorful rainbow of light emerges and arcs across the sky for 1 round, causing all within 30 ft. of the opened flask to save or be blinded (as per the Blindness spell, so, potentially forever!). Someone spent a lot of effort capturing a rainbow in a bottle, for use in some epic crafting of some artifact, and they're gonna be pissed that you let it out and wasted all their effort...

27: Container: A small clear glass bottle, apparently empty, sealed with a cork. It is strangely heavy, for it's size, until opened.
Label: Part two.
Effect: When opened, a message spell enumerates certain provisions and territorial concessions as part of an offer of alliance in the dwarven tongue. Who exactly is speaking, and who exactly is being addressed is unclear, as if this is only part of a longer accord.
(Yes, it's a message in a bottle. This was actually a magical recording of an agreement to be handed out as commemorative items to those who attended a legendary conference of dwarven kings, and is worth some serious gold to a dwarven historian.)


28. Grass Inducer
Container: Tin hip flask, stoppered.
Label: Bears a childish engraved design of a flower, like a stick-figure sunflower.
Substance: A greenish swirl of liquid that smells of compost.
Effect: Grows a small carpet of grass in a 5-foot area when poured out. The grass will take root on dirt and soil, but will otherwise wither away normally on rock or other surfaces. If imbibed, turns the user's lips and tongue green (tastes like Miracle-Gro) and they'll occasionally cough a dandelion puff, sneeze a few flower petals, or find bees and other insects inordinately attracted to them for a day or so.

29. Answer in a Bottle
Container: An opaque, green glass bottle with a cork in it.
Label: A stylized design of a man's head with a question mark on the forehead.
Substance: Bottle feels empty. If the opaque glass can be seen through, the interior appears filled with cloudy smoke.
Effect: When opened or broken, a wisp of smoke puffs out and the last question the user or breaker asked is answered (in the same language). There is no indication that it is an answer, it might just seem to be a word and the user might not realize its relation to a question they might have asked 10 minutes or more earlier. The answer will be as simple and basic as needed (unless the GM wants to reveal more). For example, if the user has earlier asked what was behind a certain door leading to a kitchen with a bugbear cook (even if they ended up opening it and now know the answer), the answer might be 'Kitchen' or 'Bugbear'. The answer cannot predict the future or account for future actions (such questions will be ignored and a different question answered, again with no indication of the question being answered). Once opened, the opaque green glass bottle becomes clear glass and is clearly empty.


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30:Container:Glass bottle with a cork
Label:A cartoon cloud blowing out a wind
Substance Description:looks to be empty
Effect:Standard bottle of air

Dark Archive

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31.Recursive Bottle
Container: A glass flask that is heavy for it's size, and smooth like a test tube, with a screw on metal cap.
Label: Recursive Bottle
Substance: Appears to be empty, but it is hard to look through, as if the image on the other side is strangely distorted.
Effect: Inside this vial is a slightly smaller vial of identical appearance that slides free smoothly as if oiled. Inside that slightly smaller vial is an even smaller vial. Repeat until your brain bleeds. (You'll need eyes of minute seeing fairly soon, 'though, and tweezers or something to manipulate the tiny vials.)


32. Fluff shaker
Container: Smooth white cylinder, polished bone or similar.
Label: Stylised cloud
Substance: Soft white slightly fuzzy fabric
Effect: Shaking the cylinder vigorously will cause it to release the contents which expand out into a nice pillow. It can be repacked into the cylinder given a few minutes.

Dark Archive

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33. Alchemist's Friend.
Container: This glass container comes in a plethora of shapes, and contains about sixteen ounces of fluid, or would, if it were not empty at the moment. It has a plug made of cork.
Label: Wrap securely before transport!
Substance: This bottle is currently empty.
Effect: When tapped against another surface firmly, a second bottle appears on that surface. If anything is placed within that bottle and it is sealed, the bottle remains indefinitely, but if one of the created bottles is every empty for an hour (or broken), it vanishes. A new (empty) vial can be created every round, through this method.

Alchemists tend to fill these created bottles with bombs, mutagens, elixirs and various alchemical concoctions meant to be thrown at opponents (alchemist's fire, acid, etc.), and save money on the dozens of glass vials and bottles they would go through every day of adventuring as they fling them at enemies.

Due to a quirk in the magic contained within the bottle, if anything is every stored within it, it does not replicate. And so, typically, such a bottle is found empty (and swaddled in cloth, so that it does not rattle around in a pack and unintentionally create more bottles!).


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34:Container:Glass bottle with a cork
Label: Front, Dr. Beetleman's amazing cure all. Back Label, A long list of mostly imaginary conditions, above a fine print list of ingredients that begins with beetle juice, 3 times.
Substance Description:Dark, oily liquid.
Effect:3 doses of snake oil. Applied as a liniment or even drank, user makes a DC 12 fort save. On a failed save they take one point of nonlethal damage and can save again next round, for up to 5 rounds. If successful, they heal 1D6 points of non lethal damage and the substance has no further effect.
GM notes: It detects as poison very weakly, but may be haunted.


35:Container:Glass bottle with a cork
Label: N3O9 Handle with care.
Substance Description:Clear, thick, oily liquid.
Effect:Nitroglycerin is highly explosive. Impact causes a 40 foot wide hemisphere of destruction(2D100) so don't drop it. It has to be highly diluted to aid patients with heart trouble. You should wrap it in rags and carefully place it in an extra dimensional space. If someone makes their reflex save, they take half or no damage and are blown clear.

Dark Archive

36. Container: large glass bottle with a metal cap, flat on one side and resting on that side.
Label: none
Substance description: this bottle appears to contain a miniature sailing ship, and a quantity of water.
Effect: the bottle is too light to contain either, and can be upended or turned over without affecting the disposition of either ship or water (they are an illusion). The sails flutter and the ship turns, the tiny crew running about to do various duties on-board. Sometimes it is night, other times day. Sometimes the ship appears to be docked, and the crew are onloarding or offloading cargo via a ramp that extends to the glass and then vanishes.

This bottle was commissioned and gifted to a wife by her ship-captain husband, so that she could always see that his ship was safe, as long as the image of the ship in the bottle appeared so, but either he was scammed, or he was too cheap to shell out for a powerful bit of permanent scrying magic, and after about a week of watching, the scenes begin to repeat, as the bottle merely contains a prerecorded permanent image of about one week's worth of the ship's activities... The bottle is quite old, and the ship (and captain) in question has been missing for decades.


37. Doctor Repellant
Container: A small bottle or vial of brown glass.
Label: Front: 'Apple-A-Day Health Supplement and Doctor Repellant' Has a picture of a healthy, delicious looking apple on it. Possibly also an obvious quack-like doctor flinching or shying away.
Back: 'Choking hazard.'
Substance: An amber-colored liquid that looks, smells and tastes like apple juice. Magical; Detects as Conjuration magic.
Effect: If poured out of the bottle, the liquid actually forms into a delicious, healthy-looking apple. The apple is not only delicious, but filling, similar to a goodberry effect. It also grants a new saving throw against any natural, non-magical poison or diseases currently afflicting the character.

If imbibed straight from the bottle, it's delicious, but it attempts to form into an apple in the drinker's throat, causing instant choking. The imbiber cannot breathe and must hold their breath (see rules for Suffocation). In addition, the forming apple is very painful and each round, the imbiber must make a DC 10 Fortitude save or receive one-third their max hit points in subdual damage. The DC for this check increases by +1 for each previous check.

Allies may attempt a DC 20 Heal check to dislodge the obstruction (it's much larger than a normal piece of food being choked upon). If the Heimlich Maneuver (or a similar, specific method in your world) is known (and used), the healer may add their Strength modifier to the Heal roll (This method obviously precludes using Healing Kits or receiving equipment bonuses from such tools in most cases). The imbiber themselves may also attempt to dislodge the obstruction with a similar Healing check. They can't use a Heimlich maneuver on themselves, but can attempt to improvise by slamming into a counter, table, or other object. They add +2 to their Healing check result in this case, but also receive 1d4 subdual damage.

If successful, the imbiber regurgitates up the apple, which comes out as chunks and applesauce (no longer has any beneficial properties or magic).


38:Beaker with layers
Container:Tall, narrow, beaker with a rubber stopper in the top.
Label: none
Substance description: 4 different appearing liquids
Effect: Yes it's a beaker of bountiful potions. The top level is a zero level potion, the second is 1st level, ect. Determine them randomly or just include what you think they will need. It is enchanted so you can refill it from a potion fountain and it will automatically separate the potions in layers.


From the cauldron of a level 1 NPC witch:

39: Marking dabber
Container: Opaque glass or crystal bottle, bulbous at the bottom tapering to a long neck; under the screw-on cap the lip of the bottle is stoppered with a piece of sponge
Label: Markings both seen and unseen; only the trained shall know what they mean
Substance Description: there is some kind of liquid inside the bottle and if smelled or the bottle can be seen through by magic it appears to be multiple colors of ink
Effect: when the bottle is tipped sponge-down and a bit of liquid is absorbed into the dapper an indelible mark can be made upon an object or a creature's corporeal form. The mark appears in a random color unless specified by the user and appears as an inscrutable rune of some eldritch or arcane tradition. The mark however can be made to be invisible by a command word; invisible marks can only be seen by the possessor of the bottle whereupon they faintly glow to the viewer. Each dabber possesses enough liquid to perform this function 10 times.

40: Leechspit Oil
Container: an opaque green ampule approximately the size of a closed fist with a wax-sealed stopper
Label: The grave yawns yet they wont go, make your enemy's blood to flow
Substance Description: the oil inside the ampule is a foul-smelling black ichor the consistency of molasses that causes irritation when touched and causes blood to rise visibly beneath the skin
Effect: if used to douse the wounds of a creature below 0 HP this oil causes those wounds to hemorrhage; if the creature is Stabilized it gains the Dying condition; if already Dying the creature takes 1 additional HP of Bleed damage; Will (DC 10) negates; can be hurled up to 30' to target Touch AC but only affects a single victim

41: Numbskull Juice
Container: a fragile glass perfume bottle with aerator attached
Label: Dull their senses, cloud their mind, the will to act they cannot find
Substance Description: the glistening purple substance behind the glass sloshes like a sugary pulp and indeed a faint hint of honeysuckle and lavender emanate from the aerator
Effect: as the liquid is propelled from the aerator or if the vial itself is hurled at a target up to 30' away (only affects a single target) the substance becomes a translucent purple haze around the victim; their mind is befuddled if they are of weak character (4HD or less; Will save DC 10 to negate); upon inhaling the purple cloud created by the substance the victim loses all will to act and gains the Dazed condition for 1 round

42: Patron's Whisper
Container: a shallow, opaque glass tub which may come in a variety of colors or designs, dependent upon the Patron of the creator. These bottles posses a screw-top for multiple uses
Label: whether quandary, threat or test, the voice will lead to choices best
Substance Description: though color and smell will vary by Patron, the cream inside the container is always a thick, tacky paste which rubs into the skin to dissolve quickly; for best results it is applied directly to the temple of the intended recipient
Effect: a disembodied voice, indescribable yet insistent, urges the recipient towards the best execution in a single course of action. This takes the effect in game of providing a +1 on a single Attack roll, Saving Throw or Skill check made within one minute of the application, after which point the effect subsides

43: Lardercurdle
Container: a heavy ceramic vial with a stoppered end. The smooth, ovular container is usually cool to the touch and kept stored out of direct heat
Label: Spoil, sour, ruin and rot; potables shall nourish not
Substance Description: the unctuous liquid inside has the consistency of runny eggs and smells vaguely of Sulphur but has a decidedly russet color with visible flecks of some kind of mold infused throughout
Effect: upon contact with up to one cubic foot of edible foodstuffs or potable liquid the mold activates and immediately putrefaction sets in. Within moments food is rotted and ruined; liquid becomes brown and brackish. The vial can be unstopped and the rotting substance inside splashed up to 10' but will still only affect up to 1 cubic foot of food and drink. The substance will also spoil holy water or food of such significance though it has no effect on unholy water. Finally if the entire vial is emptied into a potion or even splashed upon the container of one such device, the potion can similarly be ruined (Will DC 10 negates)


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44. Brownish glass vial shaped like an hourglass with lead base and top.

Where a label would normally be, instead there is a polished little mirror.

Opening the vial requires a DC 23 strength check, and success requires a DC 23 Will save or you are magically sucked into the bottle, and the stopper closes.

This otherwise functions as a Mirror of Life Trapping.


Continuing from yesterday...

45: Cinderspittle
Container: a Fine glass phial, approximately the size of a shot glass, with a long, stoppered neck
Label: Taste but do now swallow this, fine tinder shall feel fire's kiss
Substance Description: the liquid inside is thin and watery with an almost glowing reddish hue. The substance smells strongly of cinnamon and peppermint but the smell of it is so strong it singes the senses and makes your eyes water. There is a faint heat that rises off the liquid in the bottle
Effect: the potion, once placed in the mouth of the user, begins to sizzle and pop. Keeping this substance inside the mouth for more than one round or swallowing it will evaporate the liquid but also deal 1 point of non-lethal damage to the victim in the form of minor blistering inside their body. Instead the potion is to be immediately spit back out, up to a distance of 30'. Any single Fine sized flammable object targeted by the user with this spittle immediately ignites in a brilliant explosion of red-orange flame. This ignition will take place under any conditions, though once ignited the potion evaporates so there is no guarantee that existing conditions allow the fire to remain lit.

46: Catbearfox Oil
Container: a Fine sized, beveled glass tincture bottle with a wax-sealed stopper
Label: Wisdom's will and constitution's resolve, reflexes of grace shall all evolve
Substance Description: a swirling mix of blue, red and green oil mingles inside the bottle. The substance smells faintly of ginger and spices with an undercurrent of sage. The oil is smooth and inoffensive
Effect: the oil is massaged into the skin of the corporeal recipient where it creates a warming effect through the recipient's whole body. This warmth lasts approximately 1 minute. During this time this inner heat does not actually provide direct resilience to external cold; rather it serves to bolster the recipient's resilience to toxins, diseases, attacks on their will or their reaction time to external threats. In game terms this provides a +1 Resistance bonus to the recipient for 1 minute after application


47. The talking jar
Container: A small ceramic flask, unremarkable in appearance.
Label: None. However, if the flask is disturbed, a high-pitched voice will likely comment. Said comments will either be of the 'stop that' or 'let me out' type. Occasionally other odd noises such as snoring might be heard if the flask is left untouched.
Substance: The flask rattles when shaken. Inside is a rather old and cranky dragon (blue dragon, aged ancient or greater). This dragon, Aetherumthyx, was caught in a binding spell, minimus containment variation, centuries ago. The circumstances are something Aether doesn't want to discuss, as it involves being tricked (by other dragons? a wizard? a halfling?). If spoken with, Aether will request his freedom. Mind, depending what he was doing, he may be cranky from being woken up (he may not need sleep, but he's bored out of his mind) or from being jostled.
Effect: To break the spell, all that must be done is the flask must be thrown against a hard surface (the ground will suffice usually) hard enough to break it. This will release Aether back to his full-sized and magnificent self.

Congratulations, you have a dragon grenade.


48:Container:Glass bottle with a cork.
Label:A drawing of a fly, much larger than life. At the bottom of the label in fine print,"From the Eris Zona Apothecaries".
Substance Description:A translucent blue liquid.
Effect:3 doses of a standard potion of fly.

49:Container:Glass bottle with a cork.
Label:Lotion of Speak with Dead. At the bottom of the label in fine print,"From the Eris Zona Apothecaries".
Substance Description:A translucent black liquid.
Effect:3 doses of a raise dead lotion.
Notes: If the body is not complete it will scream and die again.

50:Container:Glass bottle with a cork.
Label:Make a Hole Paint. At the bottom of the label in fine print,"From the Eris Zona Apothecaries".
Substance Description:An opaque grey lotion.
Effect:3 doses of Make Whole lotion.


51:Container:Ink well with cork stopper, 6 writing quills wrapped in 6 sheets of parchment.
Label:Pentagram with a smiling goat's head in the middle. Beneath that are all the details of using this in very fine print.
Substance description: Dark, Blood red ink. Radiates evil and magic.
Effect: You can draw up a contract and get someone to sign it. Lucifer(Whose blood this is) will show up and see to it that the terms are met. When the signer dies, both must go to the lower planes. The ink, quills(Eriness feathers), and parchment are somehow replenished every 7th day at midnight.


52:Container:Jar with a metal screw on lid.
Label:I of Newt
Substance description: Full of tiny eyeballs that seem to be staring at you. Some kind of clear liquid.
Effect:Eye of newt is an important ingredient in many potions. The liquid is 100proof grain alcohol.


53:Container: Glass, bumpy thing. Shaped like a WW2 grenade. Metal pin does not activate it.
Label: Attached to the ring at the end of the pin. Alchemical Wonder Grenade. Another fine Tetrad product.
Substance description: Swirling, trans lucid, liquids in various changing colors.
Effect: Random magical effect centering on the point of impact. To keep it from going off prematurely it will be in a small box padded with rags. See Alchemical Wonder Grenade Topic.

Dark Archive

54. Container: Clear glass bottle, shaped like a cylinder, sealed with a cork and wax.
Label: Valossan 2nd dynasty? Check Perquin's for references.
Substance description: clear fluid with a thick oil-like consistency surrounds a small rolled up piece of yellowed parchment.
Effect: The liquid is oil of timelessness. The parchment is hella old, and if you remove it from the liquid, it crumbles away. To read the parchment, you must open the flask and use tweezers to move the parchment around while it remains in the flask, reading it as you do. The parchment contains [important adventure information].


Set wrote:

54. ...

Substance description: clear fluid with a thick oil-like consistency surrounds a small rolled up piece of yellowed parchment.
Effect: The liquid is oil of timelessness. The parchment is hella old, and if you remove it from the liquid, it crumbles away.

Kinda seems like the opposite effect of what should happen when something is soaked in oil of timelessness...

55. Inhaled Sedative
Container: A thin, glass vial designed to be cracked under someone's nose like smelling salts.
Label: 'Inhalant sedative. Use only with medical supervision.'
Effect: If broken beneath the nostrils of a creature, which requires a standard action, two free hands, and provokes an Attack of Opportunity, the target must make a DC 16 Fortitude save or become sedated as though under a calm emotions effect. This is an alchemical effect not a magical effect and has a 10 minute duration.


56:Oil of restoration
Container:A flask with a cork stopper.
Label:Apply to skin near affected area. May be hazardous to living impaired.
Substance description:4 doses of glowing blue liquid.
Effect:Oil of restoration. Note that 2 doses can be used to restore 2 lost levels, but only if used at the same time. Contact with undead will actually cause them to lose a level per dose.


Pizza Lord wrote:
Set wrote:

54. ...

Substance description: clear fluid with a thick oil-like consistency surrounds a small rolled up piece of yellowed parchment.
Effect: The liquid is oil of timelessness. The parchment is hella old, and if you remove it from the liquid, it crumbles away.

Kinda seems like the opposite effect of what should happen when something is soaked in oil of timelessness...

55. Inhaled Sedative
Container: A thin, glass vial designed to be cracked under someone's nose like smelling salts.
Label: 'Inhalant sedative. Use only with medical supervision.'
Effect: If broken beneath the nostrils of a creature, which requires a standard action, two free hands, and provokes an Attack of Opportunity, the target must make a DC 16 Fortitude save or become sedated as though under a calm emotions effect. This is an alchemical effect not a magical effect and has a 10 minute duration.

From an episode of Community:

Janitor - I don't understand... why is SHE here... and why is she holding that rag... MMMFFF!

Annie Edison - (chloroforms the Janitor a second time) Ok, can we just run now guys?


0:Container:Wooden cylindrical canister. Has a lid and a cork in pour hole.
Label:Danger
Substance description: Grainy black powder
Effect:Gunpowder. Used to load guns.


58. Pudding Mix
Container: A small, square glass bottle with a wax-sealed cork.
Label: 'Pudding mix. Sprinkle contents into milk, water, or other liquid.
Substance: Brown, dusty powder. Smells of chocolate.
Effect: Inert, dehydrated, medium-sized, black pudding. If mixed into at least a quart of liquid, becomes fully active within the next round. Smells of chocolate.


Goth Guru wrote:

56:Black Powder

Container:Wooden cylindrical canister. Has a lid and a cork in pour hole.
Label:Danger
Substance description: Grainy black powder
Effect:Gunpowder. Used to load guns.

59:Bad Medicine.

Container:Dark glass bottle with a cork.
Label:Bad Medicine. It's what you need.
Substance description:This oily black liquid tastes slightly rancid.
Effect:50 sips. Each one makes the user deliriously happy, immune to pain, for one hour. Their touch transfers anything they suffer from, one condition at a time. This includes lost levels, even permanent. The victim gets a 20 fort save to resist the transfer.

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