Random Tables

Black Market (Potions/Poisins)

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Steve's Ale- This bottle of mead might have had a label, once, but it appears to have been torn off. In its place, painted directly on the bottle, are the words "STEVE'S MEAD" in blocky, crude letters. Clearly, Steve is not around to claim his mead, but in his absence the cork appears to be permanently and irrevocably stuck in the mouth of the bottle. DC 20 Ath, healing potion

Entries

1:
A six-pack of potions tied together. A note on one of the potions reads "This One Isn't Poisoned!" The note magically moves between bottles when unexamined. The potions refill every evening at dusk
2:
Winter's Tooth- A light, minty blue shot that stings going down. Instead of a burning sensation, the drinker's throat feels frozen and icy. Great for hot days. Grants resistance to fire damage for 10 min
3:
Bloodsoup- The stable of Orcish "cuisine" this bitter vegetable soup apparently tastes like nothing to their palette. Experiments with Half-Orcs have thus far been inconclusive. The main ingredient is bloodgrass and other herbs, along with small amounts of meat. A single waterskin's worth of Bloodsoup can feed an Orc for two days. Restores 1 hit die HP, add a dice per level. 2 uses
4:
High-Elf Pipeweed- Commonly burned in the forest courts High Elf Pipeweed is a type of hemp impregnated with the deep magic of the Feywild. When the smoke from burning it in a magical fire is inhaled it may give magical visions of the future or the past, and as such is favored by oracles and soothsayers. Under the effects of antimagic it merely produces a light-headed feeling and a desire to eat apples.
5:
Meddling Mucus- This stuff coats rocks that lay under the willow trees in the feywild. If it touches the bare skin, however, it gives the party member a stuffy nose and makes them irritable for 1d4 minutes. After the time expires, they left out a sneeze that clears out the mucus. Disadvantage on saving throws/skill checks
6:
Cobbler's Cream- Wooden shoe filled with strong alcohol. Goblins who drink it get advantage on skill checks. Others roll DC 15 Con, if fail they are temp blinded
7:
Ogre's Punch- No one is really sure what this stuff is, but it's brewed by Ogres, and can sometimes be found on them while looting their corpses. It's has a consistency of syrup, and smells like an Ass's back end, but is one of the strongest brews you will ever find. It's strong enough for Ogre's, which means it's way too strong for anyone else. Just a sip of this stuff is enough to knock even a dwarf on her read end. Although supposedly it is favored by Dragons, due to it's potency. DC 15 Con or get knocked prone
8:
Okayberries- Collected from large shrubberies in the deep woods where little light penetrates the canopy, these slightly unripe, purple berries are hard and mostly flavorless. A creature can use its action to eat an Okayberry. Eating a berry restores 0.5 hitpoints (rounded down), and the berry provides enough nourishment to sustain a creature for 15 minutes. Up to 6d4 berries are found at a time, and spoil after 2 weeks. They never fully ripen or taste any better.
9:
Fireye Brew- Brewed by gnomes using various fungi, this spirit gives the imbiber eyes that glow orange. A couple minutes after drinking a shot, the imbibers eyes start glowing, and the imbiber gains Darkvision for 10 minutes or so. But, while it helps those normally without darkvision navigate the Underdark, the glow stands out as a bright beacon to it's denizens.
10:
GO! Juice- A spirit much like vodka brewed from potatoes and a mysterious chile pepper grown in the depths of an insane asylum . The drink is known for its use as a way to pump and excite before a battle, with many drinkers reportedly being run through with a sword and still fight till their buzz wears off. It is also known for the heat and spicy of its flavour. The drink comes in many irregular bottles and containers, but they always have "GO JUICE" written in an almost illegible scrawl. Advantage on attack rolls for 1 minute
11:
Elixir of Immortality- When ingested, this liquid causes one's alignment to shift to Evil (the L/C axis is unaffected) for the next 1d6x10 minutes.
12:
Elixir of Feign Death- It is said that many millennium ago there lived a priestess whose beauty surpassed the god's. Men fell quickly at her feet, but none so much as an old wretched king. To avoid her fate in his harem, she concocted a vial that could bring death temporarily, only long enough to escape her peril. It is now sold as a prayer item, immortalizing innocence and occasionally used to get out of a bind.
13:
Potion of social Tabula Rasa- A rare potion commissioned by a diplomat centuries ago to wipe clean his relationship with a foreign King who he had accidentally gravely insulted. After consuming the potion all past social encounters with the first person he or she sees will magically seem hazy and forgotten, essentially treating the first person seen as someone they just met for the first time. The drinker does not forget past interactions, but the events seem faint and no longer hold any away on the opinion of the person. Useful as a reset button in relations with someone else, but also has mischievous possibilities. The drink looks, smells, and tastes exactly like red wine.
14:
Forkroot- This odd herb has a bothersome effect on magic users. When ingested, generally through an infusion in a drink, it prevents spellcasting for the next 3d10 minutes, or until the target succeeds a Constitution (or equivalent) saving throw.
15:
Old Nothic Knuckle- Very potent ale imbued with Nothic blood. DC 15 Con or go insane/frightened
16:
Ginger Ale- turns you ginger
17:
Steve's Ale- This bottle of mead might have had a label, once, but it appears to have been torn off. In its place, painted directly on the bottle, are the words "STEVE'S MEAD" in blocky, crude letters. Clearly, Steve is not around to claim his mead, but in his absence the cork appears to be permanently and irrevocably stuck in the mouth of the bottle. DC 20 Ath, healing potion
18:
Bezoar Red- This fantastically expensive wine is fermented with a bezoar in every single bottle. This makes it a reliable anti-toxin as well as giving the drink a rich, earthy taste, making it popular with paranoid nobles and cautious rulers. Mechanics wise, it functions as an anti-toxin vial from the Adventuring Gear, as once imbibed, it gives Advantage on saving throws against poison for one hour. A nice treasure for your players- lots of gold if sold to a noble, or a useful resource if needed.
19:
Sugar Rush Rum- The Halflings are often unfairly compared to children, but when it comes to their choice of drink, the comparison isn't totally wrong. Sugar Rush Rum is one of the better examples of that. It's a golden drink that somehow produces sky blue foam and tastes more like candy than alcohol. In fact, it's common practice in some areas to put sprinkles in the brew. There are reasons to drink the stuff other than a sweet tooth though. The rum isn't called Sugar Rush for nothing, as it triggers a mystic rush of energy after drinking it, making the imbiber faster and increasing their reflexes, but making it much harder to focus on anything for more than a few seconds. Adv on Dex, dis on Wis
20:
Boulderhead Bock- Malty lager with thick and creamy froth. Resistance to bludgeoning, cannot be critically hit. Duration: 1 hour.
21:
Bawler's Brew- Most of those who order this drink do so by accident. Most mishear the name and believe it will make them more tenacious in battle and savage in the ring. However, they find that the watery drink they are handed will have them filled with heartache and breaking down into tears halfway through their fight.