The Elixir
The elixir was discovered 252 and was the first step to ending the dark ages. Discovered by a lowly Kenku alchemist by the name of Stamper.
While it generally has little to no immediate effects, if someone was to ingest it and die within 1 hour of consumption they will be brought back to life, and the side effects will happen. Most common side effects are Vampirism, Lycanthropy, Hex-bloodism, and partial-resurrection. In rare cases, some return appearing the same as when they died, but are afflicted with a "curse of the frenzy" which leads them into an incontrollable rage.
Once returned, those who consumed the elixir will slowly lose their minds. Some become like zombies, while other will give in to their transformed desires. Depending on their affliction re-dosing will occur as quickly as once per day, and as long as once per week.
Vampirism is the most dangerous, and least visable beastly transformation so for those afflicted the elixir is provided for free on a daily basis.
In recent years, there has been rumors of a shortage of the elixir production. As a result, in 726 the government started charging for the elixir with an elevated price for those who did not require them yet.
Mechanics & Inner Workings
Provides no healing, but upon death within 1 hour of consumption a player is returned with 1hp and must roll on the returned table.
Beyond that, Lycanthropes show a small variety of abilities specific to their curse. Many increase Strength and one increases Dexterity abilities. If a player’s original stat is higher than their cursed stat, the ability score remains the same.
| Roll | Effect | Discription |
|---|---|---|
| 1 | Vampirism - Beastly | Your race is now vampire - Use dhamphir with the Monstrosity creature type. You have disadvantage on all charisma checks and have disadvantage on any ability checks in full sunlight. |
| 2 | Vampirism - Day Walker | Your race is now vampire - Use dhamphir with the creature type of your choosing. |
| 3 | Vampirism - Day Walker | Your race is now vampire - Use dhamphir with the creature type of your choosing. |
| 4 | Lycanthropy | You are now affected with lycanthropy, the DM chooses which type you turn into |
| 5 | Lycanthropy | You are now affected with lycanthropy, the DM chooses which type you turn into |
| 6 | Lycanthropy | You are now affected with lycanthropy, Roll on the random table to see what you turn into |
| 7 | Lycanthropy | You are now affected with lycanthropy, Roll on the random table to see what you turn into |
| 8 | Lycanthropy | You are now affected with lycanthropy, you get to choose which type you turn into (Except for Dire Wolf) |
| 9 | Hexbloodism | Your race is now hexblood. |
| 10 | Hexbloodism | Your race is now hexblood. |
| 11 | Partial Resurrection | Your race is now reborn. DM discrection for any additional side effects |
| 12 | Partial Resurrection | Your race is now reborn. DM discrection for any additional side effects |
| 13 | Partial Resurrection | Your race is now reborn. DM discrection for any additional side effects |
| 14 | Partial Resurrection | Your race is now reborn. DM discrection for any additional side effects |
| 15 | Partial Resurrection | Your race is now reborn. DM discrection for any additional side effects |
| 16 | Partial Resurrection | Your race is now reborn. DM discrection for any additional side effects |
| 17 | Blood Frenzy | You now suffer from Blood Frenzy. |
| 18 | Blood Frenzy | You now suffer from Blood Frenzy. |
| 19 | Stable Resurrection | No additional side effects. |
| 20 | Stable Resurrection | No additional side effects. |
Item type
Consumable, Food / Drink
Base Price
5s for those afflicted, 100g for those not.

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