Sealed Glass Vials, 8: 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, enchanterâs workshops, witchâs hovels, alchemistâs pocketâs, wizardâs 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 vialâs label is correct but only in a general sense. For example, a vial of powdered unicorn horn could be labeled âHornâ or âUnicornâ. 4, The vial has a clear and accurate label describing exactly what it contains.
A sealed glass vial filled with a thick red liquid that appears to be blood. If consumed, the drinker becomes instantly certain that it was indeed blood.
A sealed glass vial filled with raw licorice powder.
A sealed glass vial containing a memory of darkness.
A sealed glass vial containing the magically preserved, blood-like sap of the Gulthias tree. Knowledgeable PCâs will know that the immense, twisted, black tree sprouted from the greenwood stake that was used to kill a vampire of terrible power.
A sealed glass vial filled with dozens of expertly amputated pixie fingers.
A sealed glass vial containing three magically preserved acorns taken from an oak treant.
A sealed glass vial filled with a pale blue, milky, potion. If consumed, during the drinkerâs next restful sleep they receive a vision from their deity. The vision takes the form of a dream, in which they will be imparted with instruction or advice that their god requires them to know. The message can last for hours or be as brief as a single sentence depending on the deityâs personality and the length of the instruction. The deity may be less than pleased to be sought out in this manner and their instruction may simply be a warning never to do this again. The creature will wake normally, remember the dream perfectly and their sleep is otherwise unaffected.
A sealed glass vial filled with slug slime.
A sealed glass vial containing a single wart from monkeyâs finger.
A sealed glass vial filled with a black oily liquid. If consumed, the drinker is wracked with a vivid and specific nightmare the next time he sleeps. As the nightmare begins, the dreamer finds himself in a dark forest. In the corner of his eye, the dreamer see something is following him. Turning back, he sees a menacingly large wolf, standing on its hind legs. Eyes adjusting to the darkness, the dreamer sees the monsterâs throat has been slit cleanly. The gaping wound opens and closes noisily with itâs the creature ragged breathing. As the dreamerâs gaze drifts downwards, he can see a large silver dagger covered in blood, clutched in one of his hands. The dreamerâs heart pound in his chest as both he and the wounded werewolf settle into fighting stances and sprint towards each other. Both parties crash into each other and grapple for dominance. The silver dagger plunges into the wolfâs furry hide as itâs monstrous claws flay the dreamerâs skin straight down to the bone. The dreamer manages to sink the blade between the creatureâs thick ribs and into its heart but the dream ends as the the monster clamps its toothy maw onto the dreamerâs neck causing his lifeâs blood to spurt out onto the forest floor.
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