Don’t sniff the Damn Chemicals

As a D&D adventure and a rogue player, I can be the epitome of chaos and doing stuff the DM didn’t think they would have to worry about. Like having a character making a death save because I egged them to eat a part of a deadly mushroom we had to deliver to a noble. Or like when the whole part of the mission was to save someone’s life, only for PVP to be turned on and the table to suddenly destroy the adventure plot.

#NoRegerts

But a while back me and a friend who was a DM made our own campaign which we still work on . . . periodically. I was working on mine recently and found a fun part which I remebered adding just because players like myself would exsist and be like:

We are in a strange facility, hearing weird noises and just found a closet filled with heavy duty cleaning agents strong enough to clean up crime scenes.

. . . Can I drink the chemicals?


Sugar cookie in shape of an elder god, yes!

You might think I’m joking but I’m not. Things tend to happen in D&D that most don’t realiaze is unscripted, like doing the conga while a flock of murderous bird cult members try to kill you.

BECAUSE WHY THE FRICK_FRACK_SHOVE_A_TICK_TACK SHOULDN’T IT HAPPEN?

So, in response, I decided to add this little table. It’s real fun.

IF FOR ANY DUMB REASON, a character pops one open a bottle (it’s easy) and sniffs it, make them roll a d4.
1 – Deafened – They hear a sharp siren in their ears and they can’t hear anything for an hour.
2 – Petrified – A single sniff is all that it took for the chemical to stone the person from the inside out, starting with the heart. Unless the party has water to pour, there is nothing that character can do. They are stuck there, and the DM will usher the party to go on suggesting that the player will be back but not until the next encounter. (88*****88).
If they do have water and pour on them, they will come back to life with a clause. Within the first three encounters,  there is a chance they will become paralyzed for a minute. 50/50. DM decides before PC rolls a percentile which 50 is good and which isn’t.
3 – Frightened/ Paranoid – Unknown voices plague the character and the next time they have battle they have disadvantage for attack rolls and ability checks.
4 – Blinded – Who told them to look inside of it. Now they need someone to guide them until the next battle, their eyes white as stars in the night sky. At that battle, they have an initiative of zero and will go last. Then their eyesight will be restored.

Poor DMs. I love trying to break their
games. XD

In D&D, everyone truely wins, unless DM breaks. Then almost everyone wins, but that’s okay. The DM’s usually are out for blood. XD

Have fun Playing!