Players had a copy of my secret setting notes from here by accident, kinda exposing some stuff, but it's manageable. When I make a setting book, I will have lore split for players and dms to aid this. The party has two more steps to circumnavigate the island. Mostly, they managed to get along with the last few cult towns. This time, they arrived at town, picked fights with mutant-hating bigots, set freak show critters free and burned the building with the corpse of the owner inside in hours. The mayor caught them and said he would not tell as he hated the freakshow. The next evening in next village, they visited a possible wolf witch and on way home by saw a cult ritual in the nice district and attacked, killing the village's hierarchy in one go. I guess they will get its a folk horror Ravenloft domain full of imprisoned jerks.
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Potions Potions Potions
Old dmg and 2014 have the FX table for mixing potions
Besides d100 so uncommon in dnd5 even more true for players
Maybe dnd and rq evolving away from each other more
One problem is that tables have lots of nothing happens, a waste of time...
d12 Potion Mixing
1 Undrinkable causes vomiting and d4 round helpless
2 Flatulence for d4 hours makes sneaking hard
3 Diarrhoea for d4 hours, stinky and slippery -4 all rolls
Armour Design: Many suits of plate armour were not fully enclosed at the crotch, often protected only by a "mail skirt" or "faulds" that could be lifted. Later 15th-16th century armor featured removable "codpieces" or "maille brayettes" (underpants).
Daily Life: Knights typically used toilets (garderobes) before putting on armour, as they rarely wore full plate for long periods.
Hygiene: While urinating was manageable, defecating was more difficult. However, the rear, or "arse" area, was frequently designed to be accessible (using faulds or a "rear culet") for easier movement and to facilitate bathroom needs
Sounds like expensive hitech armour is helpful.
Lots of plate armour was crotchless for ease of horse riding for longer than a joust
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Potions Potions Potions
Old dmg and 2014 have the FX table for mixing potions
Besides d100 so uncommon in dnd5 even more true for players
Maybe dnd and rq evolving away from each other more
One problem is that tables have lots of nothing happens, a waste of time...
d12 Potion Mixing
1 Undrinkable causes vomiting and d4 round helpless
2 Flatulence for d4 hours makes sneaking hard
3 Diarrhoea for d4 hours, stinky and slippery -4 all rolls
4 Hyper acidic melts through the vessel into the earth
5 Lose sense of smell and taste for d4 hours, everything tastes like vomit
6 Causes deafness, if save its temporary for d4 days (bats and other beasts may be blinded)
7 Causes blindness, if save its temporary for d4 days
8 Poison causes painful death or if save loss of half hp and d4 round helpless
9 Explodes 6d6 fireball or 12d6 to the drinker, save for half. If the drinker dies, then the body erupts into chunks and burns others in the area as a 6d6 fireball
10 Mutations d4 minor and one major
11 Polymorphing if you save its temporary for d4 hours and you have your own mind. d6 1=humanoid type or other living species 2=change biological sex 3=slime monster 4=undead 5=shrink to 30cm, not your gear 6=dinosaur
12 Permanant magical property and cosmetic effect, making the drinker a unique being. Might be linked to potion types or something else.
d6 Cosmetic 1=unatural skin and eye colour 2=glows especially during excercise 3=unatural blood and waste colour 4=body has unatural flavour and scent 5= Lose hair or super rapid growth coloured hair 6=semi transperant flesh
d6 Property 1=use one potion power once per day 2=use each potion power once per day 3=no longer age naturally, slows by half 4=no longer require food, water, or to breathe (pick one) 5=regeneration 1hp per round, save each month or cancerous repair error turns you into a shoggoth over a month 6=gain a level
d6 Cosmetic 1=unatural skin and eye colour 2=glows especially during excercise 3=unatural blood and waste colour 4=body has unatural flavour and scent 5= Lose hair or super rapid growth coloured hair 6=semi transperant flesh
d6 Property 1=use one potion power once per day 2=use each potion power once per day 3=no longer age naturally, slows by half 4=no longer require food, water, or to breathe (pick one) 5=regeneration 1hp per round, save each month or cancerous repair error turns you into a shoggoth over a month 6=gain a level
But what if I buttchug one potion and drink the other?
Buttchugging potions and alchemical supositories take extra d4 rounds to work, so timing hard and bad effects of mixing slower also. It's a bit of a skill; some say it's more potent or lasts longer, but others say it causes liver failure and death if you get it wrong. Best ask old murder hobo experts in a quiet voice. Some say it's just preferred by weirdos.
Obviously, drinking-based healing potions can accidentally drown unconscious patients, so suppositories are safer if you dont have a skilled healer to force-feed healing items. Even a good berry is a choking hazard. Always ask permission before performing first aid. Armour might be a problem for some first aid or applications.
d12 Potion Types
1 Liquid, drinkable, 1 pint or 500ml bottle, dose per bottle, like chugging a beer bottle, round to drink
Buttchugging potions and alchemical supositories take extra d4 rounds to work, so timing hard and bad effects of mixing slower also. It's a bit of a skill; some say it's more potent or lasts longer, but others say it causes liver failure and death if you get it wrong. Best ask old murder hobo experts in a quiet voice. Some say it's just preferred by weirdos.
Obviously, drinking-based healing potions can accidentally drown unconscious patients, so suppositories are safer if you dont have a skilled healer to force-feed healing items. Even a good berry is a choking hazard. Always ask permission before performing first aid. Armour might be a problem for some first aid or applications.
d12 Potion Types
1 Liquid, drinkable, 1 pint or 500ml bottle, dose per bottle, like chugging a beer bottle, round to drink
2 Liquid, drinkable cordial, teaspoon amount in bottle, often with d6 doses, instant if held, easier to give slowly to an unconscious person without drowning them
3 Liquid, splashed on the recipient, some use a holy water sprinkler and can be good vs enemies with some potions. half pint or 250ml bottle
4 Plaster, stick a square of sticky fragrant material on the chest, takes d3 rounds to apply and work. Their are rarer small ones in a small dressing come in a box of 2d4 that can be applied anywhere in one round
5 Pill, swallow, may be in a jar, box or hollow tooth etc. From pea size to unpleasantly large and choking, they taste nasty, instant if held
6 Sweet, soft, tasty candied morsels with some gold or silver foil, instant if held. Sweetmeats,
7 Lozenge, fruit or aniseed popular flavours, though some weird ones exist, hard lolly takes d4 rounds to suck to activate. Some goblins place in gums before a fight and sometimes recover from unconsciousness a bit better. In jars or paper bags with 2d4. Some with powdered sugar
8 Cake or cookie, delicious and takes a round to use. Often in a paper bag or luxurious box with several pieces or a whole cake with 6 servings. Tend to go stale, and they take d4 rounds of chewing to work
9 Syringe, may come with a 1-dose loaded syringe or a refillable syringe with a vial with 2d4 doses. Requires a healer or medical skill to rush in a round, not in combat
10 Supository, greasy rectally inserted pellet. Come in jar of box with d3+1, hard to use in combat, takes a d4 rounds to use, best in private on conscious, consensual patients
11 Ointment, applied to skin, takes d3 rounds, dose per jar, 1in6 chance of more concentrated and use less with a d6+1 doses. Takes d3 rounds to apply to work. Some versions are instant, but burn often used in contact poisons or traps. Blade venom might be included too - tales a round to apply and is instant on a hit. A dozen arrows can be applied instead
12 Vapour in a jar to inhale, common ones are 1 pint or 500ml glass bottle, better ones are crystals in a tiny jar you huff with d4+1 doses. Some are used in traps
Can I pee in armour? Google said this:
Active Battles: If desperate, knights would pee in their armour. The urine would drain through gaps in the leg armour, leaving the squire to clean the suit later. Adrenaline often suppressed the need to go.
Can I pee in armour? Google said this:
Active Battles: If desperate, knights would pee in their armour. The urine would drain through gaps in the leg armour, leaving the squire to clean the suit later. Adrenaline often suppressed the need to go.
Armour Design: Many suits of plate armour were not fully enclosed at the crotch, often protected only by a "mail skirt" or "faulds" that could be lifted. Later 15th-16th century armor featured removable "codpieces" or "maille brayettes" (underpants).
Daily Life: Knights typically used toilets (garderobes) before putting on armour, as they rarely wore full plate for long periods.
Hygiene: While urinating was manageable, defecating was more difficult. However, the rear, or "arse" area, was frequently designed to be accessible (using faulds or a "rear culet") for easier movement and to facilitate bathroom needs
Sounds like expensive hitech armour is helpful.
Lots of plate armour was crotchless for ease of horse riding for longer than a joust

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