Came up with a quick one for all those intensely interesting situations where a Brave or Foolish Player decides they are really willing to interact with the environment in the time-honored tradition. So, here’s a list of potential effects when they decide they want to “drink the goo,” “kiss the statue,” “deface the altar,” “whet one’s whistle with this strange pool,” or otherwise meddle with things where a high degree of Risk and Reward might lie.
These Players are sometimes affectionately referred to as "Goo Drinkers” and they often manage to really enrich an experience for all participants with their desire to “Drive that Character like a Stolen Car.”
For those who want a bit more weighing than one in one hundred, I’ve endeavored to keep the more beneficial effects to the first 30 or so, while the baleful ones could be generated with a d30+33. The rest are more “neutral” for the most part (and could be determined with d30+66 I suppose). But as always there’s sometimes something of a Curate’s Egg in most of the malevolent ones, if you squint. I have never been much of a fan of Dungeon Features that consistently punish Player Interactions, so having a few quite Wonderful Outcomes alongside the Woeful Ones can definitely keep that experimental drive alive.
