Potion Shop Pandemonium
Something’s gone awry at the local potions shop—either the proprietor mixed something incorrectly or a clumsy adventurer dropped a dangerous vial, and now the vicinity is subjected to wild and deleterious effects.
Chaotic Outcomes. The sheer volume of magic concentrated in this area makes some arcane forces unstable. A successful Arcana check reveals that the magic will run its course in 24 hours, and on a success by 5 or more an adventurer learns that if a spell of 3rd level or lower is cast in this area, strange effects may occur. In this case, roll a d8 and consult the table below. If a creature has already been affected by the rolled result, roll again.
Stronger Spell. Casting dispel magic with a 4th-level spell slot or higher produces the expected effect without issue, triggering a success for that adventurer. Casting dispel magic in this way can also dispel one effect from the Unstable Magic Effects table.
1D8 | EFFECT |
1 | A thunderous boom results. The caster and each creature within 10 feet of them must make a Constitution saving throw or suffer the deafened condition for 1 hour. |
2 | Up to 3 (1d6) randomly determined creatures within 30 feet of the caster begin to float into the air, rising upwards at the rate of 10 feet per round. The effect ends abruptly after 3 (1d6) rounds and the creature takes falling damage as normal. |
3 | Up to 2 (1d4) randomly determined adventurers are now accompanied by the music of a string quartet for the next 2 (1d4) days. The music matches an adventurer’s actions, such as playing suspenseful music during a chase scene. This effect does not impair sleep or taking a short or long rest. The adventurer also suffers disadvantage on all Stealth spells for the duration. |
4 | The caster is followed by Tiny beasts common to the area, such as cats, rats, or small birds, for the next 2 (1d4) days. Attacking the creatures disperses them, but results in the caster being affected as the bestow curse spell cast at 9th-level, while being friendly or affectionate towards them for the duration grants the caster a blessing. Roll on the Boons and Discoveries table. Ignoring them has no effect. |
5 | The caster’s tongue swells for the next 6 (2d6) hours. They suffer disadvantage on on ability checks that require speaking for the duration, can’t use spells with verbal components, and must communicate through telepathy or miming to effectively communicate. |
6 | One randomly determined adventurer takes on the appearance of the caster for the next 24 hours as though targeted by disguise self. This resemblance is not exact, with the target having some striking differentiating feature, such as a suave goatee, an outfit of an entirely different style, or dramatic make up or tattoos. |
7 | A randomly determined adventurer is swept up in a sparkling wind that leaves them with a glamorous makeover in line with their taste and grants them an expertise die to Deception and Persuasion checks. This effect lasts until midnight. Afterwards, their hair, clothing, and equipment look poor and shabby for the next 24 hours (though they function as normal), causing them to suffer disadvantage on the same checks. |
8 | The environment within a 120 foot radius around the caster changes drastically. Consult Example Environments in Chapter 8: Combat & Turn-Based Action of Adventurer’s Guide and roll a d4. 1—fiery; 2—frigid; 3—forested; 4—swampy. The area gains the traits and world actions of that environment for the next 12 (2d12) hours. |
A group check is required to mitigate the damage caused by this magical mishap. Adventurers can choose from the following, though at least one must choose an option other than Persuasion or Intimidation:
- Acrobatics or Athletics to smother a potential explosion or other danger before it can take effect.
- Engineering to create a means to corral and confine the magical energies in the shop.
- Persuasion or Intimidation to keep civilians from getting too close or making the situation worse.
- Arcana or alchemist’s supplies to determine how to best neutralize the magical effects.
POTENTIAL OUTCOMES
Critical Failure. The magical energy overwhelms the party. The adventurers each suffer two levels of strife and a short-term mental stress effect. The mental stress effect persists for 2 (1d4) days or until magically treated. .
Failure. The magic is too strong to be contained or dispelled. The adventurers each suffer one level of strife and a shortterm mental stress effect. The mental stress effect persists for 24 hours or until magically treated.
Success. The magic is successfully contained or removed.
Critical Success. The magic is thoroughly dispelled or contained, and the city rewards the adventurers for their heroic efforts. Roll on the Boons and Discoveries table.
LEAVE IT BE
Adventurers may decide that this sort of fiasco is someone else’s problem. In this case, they lose 2 (1d4) hours of travel time, but the ultimate repercussions of ignoring the magical mayhem are best decided by the Narrator.