TheAlkaizer
Game Designer
Hi!
I don't see many threads about DMing, asking for feedback or ideas, but I thought why not!
I'm designing a short dungeon for my group for next weekend. They'll make their way into the demiplane hideout of a reclusive wizard that's now made from solitude. I've put in several different type of rooms, things to find. I think it'll be a great time.
But one room leaves me unsatisfied. There's a large room that's an alchemical workshop. So long tables, stack of books, brewing ichors, stacks of weird ingredients. And obviously, several potions laying around. There's the possibility for an encounter against a large unfinished clay golem to be triggered here. If it's not, the players will most likely pocket and take the time to identify many of these potions. But, I'd really like to give my player the opportunities to either drink random potions, or throw random potions if the encounter gets triggered. It would be a fun scenario.
I've scoured the list of 5E spells looking for fun effects. I'll build a short table and let them roll on it.
My issue is the following: some effects are more fitting for a scenario where the potion is drank (ex: you get haste for 1 minute) and others are more fitting for a potion being thrown (spiked growth appears where the potion landed). I'm looking for a way to communicate to my players diegetically what the potion is for: drinking or throwing. I've thought about the shape of the bottle or the corkscrew. But I'm now thinking that maybe I should focus on one of the two modes of operation and have all the potions have area of effects or personal effects.
Also, effect that are more fitting if drank, like being blinded or getting haste for an hour, should these effects also work if the potion if thrown on someone? I've thought of maybe reducing to half or quarter duration. I'm trying to avoid scenarios where the players use the potions in a wrong way and it either doesn't work or doesn't make sense.
I'm hardly the first to do a scenario of the sort and I was curious as to how anyone would approach this, if a previous adventure did some similar, if it was fun, etc.
Note: Example of effects I find interesting: amnesia for a fixed duration, being blinded or deafened, getting drunk for a fixed duration, reduce, enlarge, spider climb, barkskin, dragon's breath, invisibility, haste, polymorph, summon lesser demons, etc.
Note 2: The party is four players of fourth level.
I don't see many threads about DMing, asking for feedback or ideas, but I thought why not!
I'm designing a short dungeon for my group for next weekend. They'll make their way into the demiplane hideout of a reclusive wizard that's now made from solitude. I've put in several different type of rooms, things to find. I think it'll be a great time.
But one room leaves me unsatisfied. There's a large room that's an alchemical workshop. So long tables, stack of books, brewing ichors, stacks of weird ingredients. And obviously, several potions laying around. There's the possibility for an encounter against a large unfinished clay golem to be triggered here. If it's not, the players will most likely pocket and take the time to identify many of these potions. But, I'd really like to give my player the opportunities to either drink random potions, or throw random potions if the encounter gets triggered. It would be a fun scenario.
I've scoured the list of 5E spells looking for fun effects. I'll build a short table and let them roll on it.
My issue is the following: some effects are more fitting for a scenario where the potion is drank (ex: you get haste for 1 minute) and others are more fitting for a potion being thrown (spiked growth appears where the potion landed). I'm looking for a way to communicate to my players diegetically what the potion is for: drinking or throwing. I've thought about the shape of the bottle or the corkscrew. But I'm now thinking that maybe I should focus on one of the two modes of operation and have all the potions have area of effects or personal effects.
Also, effect that are more fitting if drank, like being blinded or getting haste for an hour, should these effects also work if the potion if thrown on someone? I've thought of maybe reducing to half or quarter duration. I'm trying to avoid scenarios where the players use the potions in a wrong way and it either doesn't work or doesn't make sense.
I'm hardly the first to do a scenario of the sort and I was curious as to how anyone would approach this, if a previous adventure did some similar, if it was fun, etc.
Note: Example of effects I find interesting: amnesia for a fixed duration, being blinded or deafened, getting drunk for a fixed duration, reduce, enlarge, spider climb, barkskin, dragon's breath, invisibility, haste, polymorph, summon lesser demons, etc.
Note 2: The party is four players of fourth level.