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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > Out of the Box D&D Encounters, Series 2, #27 – “Water Slide”

Out of the Box D&D Encounters, Series 2, #27 – “Water Slide”

Out of the Box D&D Encounters, Series 2, #26 - "Resident Echo"
Out of the Box D&D Encounters, Series 2, #28 - "Crackpot"

Out of the Box introduction

I cannot speak for every Dungeon Master, but I can admit some of my favorite references in D&D are the Wild Magic Surge table, the Wand of Wonder table, and the Potion Miscibility table. Why? Players do not accept the endangerment of their characters at most times unless, it seems, it is by one of these tables. This random fun seems to delight both the player it affects and the DM who witnesses it, regardless of who rolls for it.

Out of the Box D&D potionsPlacing one of these moments in a game can take a bit of setup unless you have a Wild Mage sorcerer in the party. Some players may not be open to this sort of chaos as well, so it’s important to know your group. If they are indeed open to this, feel free to interject these sorts of events in weird and unusual ways. They might be through environmental effects, the actions of others, or a simple trap. The combinations are practically endless.
In this particular situation, I am drawing from a situation at my own table. In the very first adventure I DM’ed for my daughter, the characters were charged with investigating a hag’s tower that sunk into the ground for mysterious reasons. The hag in question was a master alchemist and infamous potion maker. The terrain would occasionally be affected by her mysterious mixtures as they seeped through the soil and gathered in pools, affected wildlife, or animated deep roots. The circumstance below became a challenge to the characters as they had to deal with an unknown terrain feature, negotiate a trap, and concern themselves with the repercussions of what failure meant. As this encounter begins, the player characters will be in transit in some sort of subterranean feature – be it a dungeon, ruin, or cave complex.

Environment

Dungeon/Ruins/Caverns

Level

Any

Description

The rough hewn path before you twists and turns. It’s a 10 foot wide and tall roughly circular passageway with a rounded ceiling speckled with tangled roots projecting randomly from above. The surfaces around you are damp and reek of a mixture of wet earth, the sharp odours of metallic compounds, the funk of rotted organics, and strange exotic notes.
d&d potionHere and there grow tiny mushrooms of various colours, all glowing in bright greens, blues, pinks and yellows. The combination of the smells and the bioluminescence make for an alien atmosphere.
PCs so willing to make and succeed on a DC 15 Intelligence (Arcana) check or who have proficiency in alchemist’s tools will divulge the area has been bio-organically altered through long term alchemical seepage. A successful DC 12 Intelligence (Nature) check may also add the mushrooms may have been natural at one time, but their bioluminescence in these shades is not through natural means.
Ahead, the passage turns sharply 90 degrees to the left and appears even more slick with seepage. Those who turn the passage without care will have to deal with a downward slope in the passage of a steep 30 degrees for about 20 feet. The dripping is greater over this slop, and it has exposed a slick, smooth, stony surface. The walls and ceiling are still earthen and rough, and strange roots of varying sizes and twisted shapes poke from the ceiling above.
Traversing this slope is tricky at best, as the surface is not only slick, but has a constant slight dripping of fluids of varying colours. Anyone wishing to walk unassisted (by any reasonable means the DM agrees with) will have to succeed on DC 15 Dexterity check or fall prone and slide down the length of the slope and into the pool of fluid at the base.
This pool is filled with iridescent water fed by the constant drip from above. It is roughly 15 feet in diameter, only 1 foot deep, and is surrounded by a “faerie ring” of tiny bioluminescent mushrooms of varying colours. Anyone who lands in this pool or walks through it willingly will have been considered to have taken one dose of a random potion (consult Magic Item Table C, page 145 of the Dungeon Masters Guide, ignoring all results that are not a potion). This potion will not take effect until the second half of this “trap” takes effect. If that second half is never encountered, then the original effect will evaporate off the PC in question after 1 hour.
The passage below this slope hooks back toward the right again, and widens out to 20 feet wide. This lower passage possesses a 10 foot high ceiling as well, and is roughly 30 feet long, sharply ending in a tapering of the room down to another 10 foot exit. This exit is ringed with another thick batch of bioluminescent mushrooms. These are larger and more mature, but do not impede the access to this exit.
The floor below this exit is carpeted in tiny bioluminescent mushrooms in roughly a 10 foot diameter circle centred on the exit. If a PC steps upon this tiny mushrooms, they will puff out a tiny cloud of spores. If the larger mushrooms above or around the door are damaged, they will spray out a mixture of spores and absorbed fluid. The effect of either the spores or the fluid spray are the same as the pool – a random potion result. Like the pool before, if these spores or mushroom fluid will become inert within an hour if not activated.
The “trap” of this room will only be sprung if a PC is exposed to both the pool and either mushroom effect. The trap is essentially the two alchemical byproducts intermingling on the PC causing its own alchemical misadventure…or possibly boon.
Note each separate character who enters the pool or is exposed to the mushrooms gets their own secret potion(s) roll. Roll separately for each PC so exposed. This may result in a lot of rolling on charts. If the DM so desires, they can predetermine a list of possible potion results from these tables and simply write them down on slips of paper, then have affected characters draw from a hat.
The real roll – the trap – will be when a character gains two random results combining the pool and the mushrooms. That roll will be on the Variant: Mixing Potions/Potion Miscibility table (Dungeon Masters Guide, page 140). Each PC has a chance to explode, have no effect, gain one or more potion effects, or gain the effect of one of the potions as a permanent effect.
This room’s pool/mushroom mixture can only affect any one given PC once ever, so there’s no “double dipping” into this room to see if a PC can try again. The mushrooms and the pool have their own nature preventing such an occurrence
The exit to the room leads to another earthen passage further into the adventure. This is but one room.

Monsters

None, except a possible trap.

Treasure

Possible free potion effects.

Complications

D&D potion

With a little (un)luck you too can transform into a sentient fart cloud permanently! Thank the Potion Miscibility table for that one.

This room might eat up a lot of time. When I sprung this one on my own players, they took a long time to work out a way down the slope and negotiate around the pool without touching it. Expect and plan on this. Allow for that kind of time. I have DM’ed tables where players would intentionally roll about in such pools hoping for something to happen. Each table is different.

The second challenge the DM might face is the concept of one PC either exploding, having their potions become a poison, or a PC gaining a permanent power. If the power is permanent “gaseous form”, then the complications get more intense. Dealing with the balancing of permanent giant strength is something to watch for as well. It would be advisable to expect and plan for this as well.
The fun of this room is the chance to watch the PCs problem solve, as well as injecting the randomness RPGs can hold. If this sort of “live by the dice” room would create dynamics the DM or the players are not comfortable with, then the DM can either avoid this room or replace the random effect with a more predictable “potion of healing” or other easily accepted result. The intention is random fun. Sometimes that’s not for everyone.
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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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