Sealed Glass Vials, 9 (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 with a label on it stating, “The ashes of the vampire Moren d’Grenouille, executed for the crime of 247 years of tax evasion.” The vial is indeed filled with ashes.

2

A sealed glass vial containing a dozen magically preserved seeds taken from an apple treant.

3

A sealed glass vial filled with a smooth, creamy balm that has an overpowering sweet and heady flowery scent that masks the slight whiff of rot. Medically knowledgeable PC’s can deduce that the soothing ointment is a false antidote for plague and pox ridden skin and is made from a variety of herbs, flowers and the rendered fat of those that have contracted said diseases and died in agony. Religiously educated PC’s are aware that fanatic cultists of the plague God Nurgle will sell these fake cures at a bargain price in areas ravaged by plagues. The balm completely eliminates all pain and negative symptoms of the disease for one week but does not prevent the contagious nature of the sickness in any way, as the unknowing victim spreads the illness to all those who they come into contact with.

4

A sealed glass vial filled with ground oyster shells.

5

A sealed glass vial containing a physical glimpse of the concept of affection. The vial pulses with desire and through the clear glass one can see the forms of two lovers take shape and embrace. The vision fills the viewer with the warmth of remembered passion. Such fleeting reveries are easy to get lost in.

6

A sealed glass vial filled with a black oily liquid. If consumed, the drinker is wracked with a vivid and specific Random Nightmare the next time he sleeps.

7

A sealed glass vial containing emerald fragments, green in colour, like molten envy.

8

A sealed glass vial filled with a swirling green liquid that smells like musty books. When consumed the drinker is instantly filled with the knowledge of a Random Book as if they had read it themselves cover to cover. The drinker remembers the contents of the book with total mental recall for a period of one month before the memories begin to fade as normal.

9

A sealed glass vial filled with equal amounts of gold dust and fresh blood.

10

A sealed glass vial filled with a glowing purple liquid swirling with black flecks. If consumed, the drinker feels a momentary flare of agonizing pain somewhere on his person and a ten foot long tentacle bursts forth from the site, bypassing armor and clothing. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and areas of perfectly smooth or heavily calloused skin. The abnormal limb is prehensile and can stretch out to ten feet allowing the creature to grab and hold (But not wield) objects, initiate grapples, shoves or other combat maneuvers and deliver touch attacks or spells that have a range of touch, all with the increased reach. The limb can even be swung with force as an unarmed attack the drinker is considered proficient with that deals as much damage as a club with a reach of ten feet. The tentacle last for 1d4 hours before retracting back into the creature’s body.

11

A sealed glass vial filled with magically preserved giant-spider webbing.

12

A sealed glass vial containing magically preserved bark taken from a living treant.

13

A sealed glass vial filled with humanoid urine.

14

A sealed glass vial containing an industrial strength adhesive. If it makes contact with organic material, including flesh or scales, the material will start to melt and turn black.

15

A sealed glass vial filled with a sky-blue liquid that sparkles in the light.

16

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker immediately foresees his death in a cryptic and disjointed vision.

17

A sealed glass vial containing an uncut, Roll on "Random Colour Table" gemstone. According to the vial’s label, the gem is the crystalized soul of the first human to have been seduced by the God of Lust. A creature holding the vial is filled with a sublime energy and enters a euphoric state similar to orgasmic bliss.

18

A sealed glass vial containing the pickled eye of black cat that crossed a witch’s path under a full moon.

19

A sealed glass vial filled with preserved pumpkin juice.

20

A sealed glass vial filled with sand from a wizard’s left boot.

21

A sealed glass vial containing preserved umbilical cord blood from a newborn born out of wedlock.

22

A sealed glass vial containing plucked mole hairs off of a giant’s back.

23

A sealed glass vial filled with an amber fluid in which is suspended a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating.

24

A sealed glass vial filled with a cloudy, crimson coloured liquid. The vial is wrapped in linen and bears a skull symbol etched onto the glass. Investigation will reveal the liquid to be the magically preserved blood of a legendary assassin.

25

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker begins to see apparitions and specters in his periphery vision. These hallucinations resemble enemies he has dealt with in his past and the drinker develops a growing sense of paranoia as they seem to be attempting to reach out to him in a hostile manner. The visions last until the drinker is able to receive a full night’s rest. A difficult thing to come by for the paranoid…

26

A sealed glass vial containing the magically preserved tongue of a mute.

27

A sealed glass vial containing a glowing green liquid. If consumed, the drinker feels a strange tingling sensation under his shoulders and a secondary pair of arms burst out of his sides, bypassing armor and clothing. The extra arms lack the refined muscle memory of the drinker’s normal limbs and are considered non-dominate or off-hands which are capable of holding objects (But not wielding them) and performing very basic tasks but nothing that requires finesse or skill. The additional limbs are as well muscled their counterparts, allowing the creature’s to excel at tasks that simply require overwhelming strength or sheer brute force. The drinker is able to give himself a couple of helping hands and gains advantage on all strength checks and any rolls made to grapple or wrestle. The arms last for 1d4 hours before retracting back into the creature’s body.

28

A sealed glass vial containing the magically preserved ears of a deaf man.

29

A sealed glass vial filled with a Roll on "Random Colour Table" liquid. If consumed, the drinker becomes horribly disfigured and unsightly to all who can perceive him and his voice is heard as a hoarse and painful croak. To the drinker, nothing has changed and he feels completely normal. This is an illusionary effect and lasts for 1d4 hours before fading away.

30

A sealed glass vial containing a single tear of a wailing banshee.

31

A sealed glass vial containing small fragments of a meteoroid. These shifting shards reflect indescribable hues from beyond time and space.

32

A sealed glass vial containing citrine fragments, yellow in colour like fading hope.

33

A sealed glass vial filled with a mixture of spices and salt that would taste fantastic if rubbed on pork before cooking.

34

A sealed glass vial filled with dog urine.

35

A sealed glass vial containing a physical glimpse of the concept of oblivion. The dim, perplexing contents are locked in a constant cycle of reincarnation, breaking apart as easily as it reforms. The viewer is filled with a sense of emptiness. Their surroundings transfigured into a muted, joyless place. The mind slows, limbs grow heavy, as stillness seeps into every tissue.

36

A sealed glass vial filled with vanilla extract.

37

A sealed glass vial filled with the saliva of a living, two headed cat.

38

A sealed glass vial filled with acid derived from humanoid digestive juices.

39

A sealed glass vial containing a pristine white, angel’s feather. It gives of a soft glow and a feeling of safety.

40

A sealed glass vial containing a willingly given, sphinx feather.

41

A sealed glass vial containing a physical glimpse of the concept of courage. The glass gleams with revolve and determination envelops the viewer. By some unseen force, it feels as if one’s own two feet are anchored more surely to the earth. When observed, the contents swirl with vague promise as the image of an innocent child comes to mind. The child charges unafraid into the dark. The vision granted by this essence reminds the observer of their bravery.

42

A sealed glass vial containing a potent, blue astringent that some elves use as soap.

43

A sealed glass vial containing the powdered bone of a shapeshifter.

44

A sealed glass vial containing a physical glimpse of the concept of annihilation. Smoke billows within the glass from its seething contents. Anguished screams emanate from within the vial’s burning core. Faces of the dead form in the haze of smoke and ash that pours forth. In time, their faces look more and more like that of the beholder.

45

A sealed glass vial containing a sparkling pink liquid that smells musky. If consumed, for the next 1d4 months, the drinker’s sweat becomes a very lovely smelling perfume, reminiscent of the favorite memory of anyone who smells it.

46

A sealed glass vial filled with a dense yellowish powder. Knowledgeable PC’s will be able to identify it as powdered half-orc tusk and are aware that it is a highly illegal substance to transport or sell. Some people believe in a backwards superstition that consuming the substance can improve the physical strength, virility and constitution or the user, however there is no evidence of this being true. Regardless there is a sizeable black market community involved with “harvesting” the tusk, processing it and selling it to individuals who are wealthy in gold but morally bankrupt.

47

A sealed glass vial filled with aboleth mucus.

48

A sealed glass vial filled with thin slivers of a dried, black fungus. Knowledgeable PC’s will be able to recognize it as a drug known as “dream flake” and when placed between cheek and gum, it induces hallucinations and euphoria. When smoked, the user enters an extremely vivid waking dream, which can last for hours. Extended use of this addictive substance blackens the teeth and makes ‘bad trips’ more common.

49

A sealed glass vial filled with a pale blue liquid with a texture reminiscent of butterflies’ wings. When consumed, it tastes of cotton and a sound like the flapping of wings fills the drinker’s ears.

50

A sealed glass vial containing a physical glimpse of the concept of insignificance. A fractured vestige of a true object, the brittle contents forms new cracks at the slightest touch. Its surface glints and glimmers like a mirror. Yet no matter how one searches, they will never find their reflection on its surface.

51

A sealed glass vial filled with succubus sweat, infused with the demon’s intoxicating pheromones.

52

A sealed glass vial filled with the tears of a beholder.

53

A sealed glass vial containing a hand-sized bundle of rishi (An herb resembling lavender, though with blossoms of pale grey) tied with a blood-stained white ribbon. Attached is a small scroll with instructions for using the herb to combat an illness referred to only as “The Crawling Death”.

54

A sealed glass vial containing a Roll on "Random Colour Table" liquid that bubbles vigorously wherever fingers touch the glass. The vial’s contents smells fresh and clean like new springtime growth. If consumed, the next time the drinker sleeps they will painlessly shed all of the skin, hair and nails which will be replaced by perfectly healthy new growth of the same kind. When the drinker awakes they will feel cleansed and refreshed and be cured of skin blemishes, chipped weak nails and dried, split or fried hair.

55

A sealed glass vial containing small, cut rubies, red in colour, like blazing lust.

56

A sealed glass vial filled with sea water collected from the inside of a kraken.

57

A sealed glass vial containing the preserved vocal cords and tongue of a bard executed for heresy.

58

A sealed glass vial containing a white spell-rune glows within oozing red liquid. Knowledgeable PC’s will be able to identify the crimson fluid as the blood of a sorcerer and the magical glyph as a spell sigil that the mage cast into his own blood, preserving it within the vial. It is theorized that if done properly, another creature could drink the contents and be able to cast the spell themselves either temporarily or permanently.

59

A sealed glass vial containing a physical glimpse of the concept of reverie. A resplendent object rippling with potential, within the vial one sees their own visage staring back bright and clear. Peering deeply, one notices their face is lined with rivers of intertwined light. As one tributary wanes, another swells, ever-shifting, ever flowing.

60

A sealed glass vial filled with dead lice plucked off of a dying orphan’s head.

61

A sealed glass vial containing the preserved blood of a sorcerer who belonged to a powerful magical lineage. The lineage is extinct, but the vial is still incandescent with eldritch power.

62

A sealed glass vial containing a Roll on "Random Colour Table" flower in full bloom. The magically preserved plant is recognizable to Knowledgeable PC’s as a Soul Rose, a mysterious flower that grows only from the skulls of those with powerful magical ability who are decayed by nature rather than buried. It blooms for only two hours during a full moon around a year after their death.

63

A sealed glass vial containing an acorn that fell from a tree that has been struck by lightning 13 times.

64

A sealed glass vial containing a number of inky black mushrooms that are bleeding a black tarry substance. The magically preserved fungus is recognizable to knowledgeable PC’s as Void Caps, a rare mushroom that can be distilled to create the darkest, most concentrated black pigment known.

65

A sealed glass vial filled with black mud dredged up from the nethermost trench of the deepest ocean. If opened, the salty smell of the tar of the earthly abyss makes the bearer feel cold and hungry.

66

A sealed glass vial filled with shimmering ashes. Knowledgeable PC’s will recognize it as Conjurer’s Ash and that it is the residue taken from creatures stricken by conjuration burns. Generated from backfiring spells of summoning rituals that sear the body and souls of the casters with planar energies. It is sometimes used as a flux or additive that imbues objects with enhanced, albeit somewhat unstable, planar properties.

67

A sealed glass vial containing a preserved daisy petal plucked by a novice witch.

68

A sealed glass vial containing a crumpled note on which is written the following: “Place the ingredients into the vial on the eve of a solstice for a prize beyond your imagining: The tears of a mime, the last beam of moonlight, and tomorrow’s broken promise.”

69

A sealed glass vial filled with ash from a witch’s hut that was burned down by holy fire.

70

A sealed glass vial filled with a black liquid with eight, small, glowing red spheres within it. If consumed, the drinker feels a painful itching sensation along his spine and four spider legs each twice as long as an arm burst out of his back, bypassing armor and clothing. The creature has complete control over the legs and can use them to move up, down and across vertical surfaces and upside down along ceilings, while leaving his hands free. The drinker’s climb speed using the arachnid legs is equal to his normal walking speed. The legs last for 1d4 hours before retracting back into the creature’s body.

71

A sealed glass vial filled with the magically preserved blood collected from the blister of a mad king.

72

A sealed glass vial filled with a rich, iridescent, pearly syrup that smells and tastes of copper, salt and iron. It coats the throat as it goes down, burning like whisky and suffusing limbs with warm energy. If consumed, the drinker experiences hallucinations and suffers disadvantage on perception checks for 1d4 hours.

73

A sealed glass vial filled with pinky nails plucked from plague survivors.

74

A sealed glass vial containing a physical glimpse of the concept of futility. In the dense fog there’s little visible, but if the viewer stares long enough they’ll find the vague impression of beggar. His hands out in supplication. The vision leaves one with a profound sense of emptiness, but such feelings are not always unwanted.

75

A sealed glass vial containing a physical glimpse of the concept of cowardice. An unsettling object full of malignant shadows, the longer it’s held the heavier it feels. Despite its size, the burden grows with each day until it becomes intolerable.

76

A sealed glass vial covered in a label that reads “Do not read the scrap of parchment within!” Within the vial rests a thrice-folded parchment that says, “The true name of the Dread Assassin is Greta Fireflicker. Knowing this makes you her next target.”

77

A sealed glass vial containing an incredible hot, greasy, yellowish liquid-plasma-like substance. The material has a glassy shimmer, like it is constantly shifting state. While dangerously hot, the vial itself is immune to damage caused by the heat. Knowledgeable PC’s are able to identify it as Liquid Starfire. The material is super-rich in energy, and addictive to those who can metabolize it. It is the metaphysical embodiment of mania, unstable states, transformation, hunger, addiction and wanting.

78

A sealed glass vial containing jade shards, dull green in colour, like rotting flesh.

79

A sealed glass vial filled with clay-colored sand, of both small and large grains. A faint glowing, warped pattern like a sky both starry and cloudy arises from within the grains under pressure; a pattern made permanent when glassed.

80

A sealed glass vial filled with viscous red fluid that has a shimmer of gold to it. If the vial is opened, the liquid boils over onto the one who opened it, then sinks into the skin of that being.

81

A sealed glass vial containing a black femur of a cursed pixie.

82

A sealed glass vial filled fine white sand, with what looks to be one rounded blue pearl sitting on top of it. If the vial is unstoppered, the blue pearl dissolves into the sand, tinting it blue. Everyone in the area hears a loud chime that makes them long for their childhoods.

83

A sealed glass vial containing bits of amber with tiny insects trapped within. Should someone open the vial, the insects eat their way out of the amber and form a swarm of stinging, tiny midges. Those bit by the swarm feel weak and feverish for 1d4 days.

84

A sealed glass vial containing a brilliant purple feather. If the vial is opened, the feather flies off, leaving a purple glowing trail in its wake.

85

A sealed glass vial containing a physical glimpse of the concept of wisdom. Within the clear glass and observer can see the form curiously curl inwards before the silhouette of a tree briefly coalesces. The branches blossom, bear fruit, and eventually grow bare. The momentary vision stirs the viewer’s memories and restores lost insights.

86

A sealed glass vial filled with a Roll on "Bright Colour Table" hued dye. The liquid has a faint luminescence to it and the liquid can be applied to a creature or object (Up the three square feet of surface area) over the course of a minute. The contents quickly reacts to air and the object begins to glow as bright as a candle in that colour for the next 2d4 days.

87

A sealed glass vial filled water melted from snow gathered in hell.

88

A sealed glass vial filled with pure liquefied lightning, gathered from the deepest depths of an elemental plane. It has a luminous glow and crackles with energy.

89

A sealed glass vial containing pieces of onyz, black in colour, like and endless night.

90

A sealed glass vial filled with pure liquefied fire, collected from the furthest reaches of an elemental plane. It emanates a fierce glow and is hot to the touch.

91

A sealed glass vial filled with a shimmering bright blue liquid that gleams and glitters in sunlight. If consumed, the drinker has his spirits briefly lifted, as if a wave of happiness flowed through them.

92

A sealed glass vial containing a swirling cloud of angry smoke in which can be seen half-formed images of monsters and agonized faces.

93

A sealed glass vial containing a physical glimpse of the concept of disdain. The vial throbs with contempt and when the contents are observed, the vision of a tyrant floods the mind. The tyrant descends from a throne and brings a sword down upon the neck of a prostrated prisoner. The momentary image summons forth all manner of doubts and feelings of unworthiness.

94

A sealed glass vial filled with alchemically preserved, humanoid brain fluid.

95

A sealed glass vial containing a thick yellow potion that twists and moves of its own accord. The fluid inside will actively try to avoid being drunk, clinging to the inside of the bottle. Knowledgeable PC’s can determine that it’s actually a tiny, Ochre Jelly.

96

A sealed glass vial containing a physical glimpse of the concept of fallacy. Thin oily fluid drips within the vial, oozing from the malformed idea. Through the clear glass one can observe a sinew of tangled sensations within. A newborn’s wings flutter as ancient roots stretch deep below the earth. The sky stretches out, a vast pool of light and color, daring the beholder to drink deeply, endlessly

97

A sealed glass vial containing a dozens of toothpicks made of birch wood.

98

A sealed glass vial containing large sapphire chips, blue in colour, like strangled dreams.

99

A sealed glass vial containing a physical glimpse of the concept of hope. The contents almost twinkles as an observer finds the image of a midwife comes to mind. In her arms, a newborn reaches toward her shrouded face. The sight reminds the bearer of the strangers who’ve aided and guided them.

100

A sealed glass vial containing a dark violet liquid. If consumed, the drinker is wracked with pain as their blood burns as if it’s been replaced with acid. The drinker’s veins seem to swell and rise to the top of his body briefly. They leave dark purple and blue markings across the drinker’s skin which will remain as permanent tattoos.