OSR: Tomb of the Serpent Kings: Session 12

Last session, the party descended into uncharted depths of the dungeon, lost a hireling to an acid trap, and discovered a series of complicated portal rooms. In this session, they create the Doom Chicken, test wild theories, and get lost.

The Party
A nameless human Paladin of the Word. Very faithful, very dumb. Recently mauled by an alkalion, now wearing its skin as a lion-cloth.
Franklin, the Iron Frog. A frogling knight and master of the feudal hierarchy.
Antonia Barracuda, a fishling thief, illegal wizard, and creator of sensible plans. Doesn't want to die in a dungeon.
Annie, an antling Wizard of the White Hand. Likes her new friends, does not like lasers.
Reginald, a human Animist Wizard and servant of the Baron of Bayle. Ambitious, competent, but very impulsive.

Side Note: of the five PCs only three have survived since Session 1. The Paladin is level 4. Antonia and Franklin, thanks to a shabby trick of accounting while dividing the loot, are level 6.
The Lair, karezoid
After throwing rocks at the ooze to see if it could be deterred, and scooping a sample of its clear jelly-like flesh into a vial, the party returned to the surface. The long stone stairs up the chasm were as perilous as ever, but the party ascended without difficulty. Franklin and Antonia began work on a ladder-like siege-contraption to cross the acid-filled room. Annie and Reginald went off to do wizard business - feeding the ooze sample to a chicken. The Paladin took a bath.

The chicken seemed to be a little more gelatinous than usual. On closer inspection, it seemed that the ooze had dissolved the chicken's innards and formed a sort of symbiotic relationship with its nerves and skin. It still behaved like a chicken, but Reginald swore it looked more intelligent.

The next day, as the sun was setting, the party's ladder contraption was ready. Four 10' ladders had been lashed together with a series of pulley, wheels, and cranks. Franklin and Annie carried it cautiously to the edge of the acid pit room (10) and extended it across the gap. Reginald, for reasons unknown, brought the gelatinous chicken. The ladders creaked and bent, but, with their centre resting on the lip of the raised acid pool (9), they formed a passable bridge.

The Paladin went first... and fell off almost immediately. Luckily, he was able to grab onto the edge of the acid pool. Unluckily, the gelatinous cube roaming the room spotted him, lumbered over, and gave him a hearty protoplasmic slap. He fell into the acid, but the combined herculean effort of the rest of the party hauled him out by the rope tied around his waist. They doused him in holy water.

The acid had scorched the Paladin's arm, face, and leg, but only the first few layers of skin had been harmed. Unfortunately, his lion-cloth had been eaten away, leaving him completely naked. He didn't seem to mind. The rest of the party did.

After more debate, the party very carefully crossed the ladder bridge one by one, crawled through the laser trap (11) and emerged in the first of the portal rooms (B). The now-familiar statue of a snake-man sage with its hands making an inverted triangle stood before them. The blue-white flicker of light between its hands was a still steady.

Cautiously, the party explored the other rooms (A-F). They discovered the glass wall on the south side of room E, with a glowing red ruby in the centre. On the other side of the wall they could see a floating crown-helmet-thing. It was absolutely encrusted in gems and looked very valuable. 

They also discovered the giant war-automaton in room 13. The discovery of the statue completed the puzzle in Reginald's mind.

"The light!", he said, rubbing his hands together. "The creature spits light! All we need to do is correctly align the statues and mirrors. The light will pass from one to the other until it strikes the ruby and opens the glass door! Yes, I see it now."

The party was skeptical, but Reginald tested his theory by throwing pebbles through each portal, then a rope, and finally having Franklin fire an arrow. Impressed, the party worked to align the statues. Despite his misgivings, Franklin agreed to taunt the giant snake-man war engine into firing at him as he cowered behind the statue in room 12.

And so, without further incident, the party executed their plan. The war-engine roared and spat a beam of light directly into the statue in front of it. The light passed from statue to statue, bounced off the mirror on statue E, and was carefully steered into position by the Paladin and Antonia. The moment the light struck the ruby, the glass door melted like ice.

The crown still floated serenely on its plinth. The party debated who should try it on, or if anyone should. In the end, they decided to use the gelatinous chicken.

When the crown was placed on the chicken's head (or, more accurately, its entire body), the confused fowl began to float through the air, tumbling like a seed on the wind, clucking in consternation. The party followed it into the hallway with increasing alarm.

"We should get that crown back," Antonia said. "Annie, go grab it." The antling stepped forward and reached out, but forked lightning bolts from the crown's gems shot back and scorched her fingers. She howled in pain. The chicken clucked in what could only be interpreted as triumph.

Franklin drew his bow and loosed a few arrows at the tumbling bird. Some sort of invisible shield deflected a few shots, but the final arrow pierced the chicken through the heart. It fell to the ground with a thump. The crown also fell and broke slightly. One of the gems on the side shattered. With a final cluck, the chicken dissolved into feathered jelly.

"Feh," Reginald said, examining the broken-off bits of gemstone. "I think I can put this back together." His attempt to force the shards of sapphire together was met with another blast of magical lightning. The shattered gem went dark for good. The other gems on the crown glowed invitingly.

"In for a penny..." Reginald said, and set the crown on his head. The rest of the party shouted abuse at him and backed away. Nothing seemed to happen at first, but Reginald soon found he could hover slightly with just a thought. He could also see vague after-images of spells and magical effects.

"It seems these gems contain trapped spells," the drifting wizard mused. "They are activated by the merest thought. The chicken wanted to escape; the spell of levitation was activated. It was angered; lightning bolts. How interesting."

"Great, now take off the crown please," Antonia said,

"I wonder if there's a healing spell?" 
"No!" the party shouted, but in vain. Reginald thought very hard about healing his lighting-induced wounds. He envisioned himself in perfect health. The crown, after a few moments, obliged. With a burst of magical light it transformed him into a snake-man.

"Thissss is great!" Reginald said, examining his new body.
"Are you... you know. Evil now?" Franklin said, holding his sword out. The Paladin nodded furiously in the background.

"I don't feel evil," the wizard said. "Cold, but not evil."
This seemed to satisfy everyone. 

The Paladin, who had been rooting through two chests in the room, held out a silver tunic and a silver fabric sleeve sized for a snake-man's body. The fabric, if it was fabric, was somehow made of thin metal plates, but it weighed no more than silk. The party insisted the Paladin wear it to conceal his shame.

The second chest in the room contained only a pair of silver gloves with metal plates on the palms. By striking the plates together and pulling them apart, a sword made of glass appeared in the air, as if the plates were hollow tubes somehow. The sword could be concealed again just as easily. Franklin took the gloves.

"Great," Antonia said, "now let's get out of here before any more of us are turned into snake-people or chickens or whatever."

Once again, the party crossed the acid pit. Reginald found, to his delight, that he could simply hover over the pit, buoyed up by his better-fitting crown. He could also give vague directions to the ooze by concentrating his will on it through the gems in the crown. The party wasn't willing to let him take the ooze home by building it a ramp to escape, so they left it behind and climbed the ancient stone stairs to the top of the chasm.

After a good dinner, a few hours of entertainment watching Reginald try to use his new snake-like lower half, and a solid sleep, the party reconvened in the morning for their next expedition. Lulled into complacency by the relative ease of their recent smash-and-grab trips, they waltzed through the dungeon and began descending into the chasm.

The ancient stone stairs shattered as they descended. An entire section of the chasm's wall peeled away as cracks, previously ignored by the party, widened into fissures. The party screamed, tumbled, ran from rock to rock, and stair to stair, and tried to find any solid ground. Antonia, the Paladin, and Reginald made it safely into the mouth of a large cave. Franklin made a heroic last-second leap from a falling stair block and, just as a second wave of rocks began to fall, reached back and hauled Annie to safety as well.

When the dust settled, the party had no idea how far down they'd fallen. Their lanterns didn't reach very far in the darkness, and even Reginald's improved vision couldn't see the top of the chasm. Annie, who had grown up in an underground colony, estimated they were at least 400' down. "Which isn't too bad," she said.

Reginald put on his gem-encrusted helmet and considered trying to fly out of the cave, but looking at the drop and considering the crown's damaged condition, he decided not to risk it. He'd never hovered more than 10' off a solid surface. Flight might be out of the question.

Meanwhile, Annie had explored the mouth of the cave and decided it was safe to proceed. She hadn't informed the party that the cave sloped downwards...

1. The party explored the cave entrance and squeezed through into the caves beyond.
2. The obvious exit from the cave chamber sloped downwards. The party decided to ignore it for now.

3. A hole in the ceiling allowed them to get a little higher. Annie assisted. "It's just like home," the Antling said cheerfully.
4. The passage lead to a large circular room containing dozens of silver metal flowers. No sunlight, just flowers. The party found a few strange metal bees floating through the air. Annie remembered seeing one of them in her queen's curiosity cabinet, but didn't know anything else.

The Paladin grabbed one, shook it, and was stung. He died in a shocking flesh-scouring blast, like a time-lapse film of a statue being sandblasted. His death was so violent and explosive it left an ash-shadow on the wall. The party was stunned. They agreed not to touch the bees. After looting the body and saying a few hasty prayers they retreated from the room. Antonia and Franklin were shaken; the Paladin had been their constant companion for months.

A passage down, filled with more bees, was left alone.

5. Antonia spotted a hole in the ceiling, but the party couldn't reach it with their equipment. They wandered through a segmented, spine-like cave.

6. While following the sound of water, the party found a very strange red-orange-glass creature. It smelled awful, like a tanner's workshop had fallen into a forge. It was standing in a stream of water, looking carefully at the cave walls, like a painter examining a canvas.

The party debated approaching it. They made a list of pros and cons:

+It looks like a person: two arms, two legs, a head... sort of.
+It doesn't seem to notice us.
+We can retreat a considerable distance.
+We might even be able to fight it.
+It's not magical.

-It's not a person. It's... wearing some sort of suit of armour? Or is made of metal and glass and fire?
-It smells awful. Not rotten, but poisonous.
-It might be in charge of the bees.
-It's not magical but it should be.

After more debate, the four survivors agreed to approach it, weapons readied and hearts full of fear.

The creature stared at them once they were within 20'. It had no eyes, no head even, but they could see it was thinking. It started to make noises. Hissing, wailing. Bits of music. Words.

Franklin tried talking to it. 

After a few minutes, it started to talk back. Its voice was a hiss of steam and a crackle of lightning. It spoke in fragments of Franklin's words mixed in with other voices, as if it had to assemble sentences from other sources. The party lowered their weapons.

What are you units?" it asked.
"Uh, Franklin, Antonia, Annie, and Reginald," the knight said, carefully pointing to the other members of the party. "We are lost."
"Can you help us?" Antonia asked.
"Lost from where?
"The surface," Franklin said carefully.
"Surface units are lost. Surface units will die soon."
"Uh... " Antonia said worriedly, trying to determine if the creature was threatening them or stating a fact.
"Surface units need a surface unit path. Exchange?" it burbled.
"Exchange... uh, what do you need?"
"Surface art."
"Excuse me?" Antonia said, astonished.
"Surface art of surface units or surface unit actions."

The party rummaged through their packs for anything that could pass as "surface unit art". Franklin tried to hand over a spare sword, but it was politely handed back. Since the creature was partially on fire, paper seemed out of the question. Eventually, Reginald handed over a ruby he'd looted several days earlier.

This is art?" the creature asked, holding up the gem.
"Yup," Reginald said confidently, "definitely art."
"Why twenty facets?"
"It's, uh, symbolic of the, uh, the..." the wizard stammered.
"The interplay between societal forces on the.... the..." Antonia interjected.
"Ever changing surface world," Reginald finished with a gasp.
"Yes," the strange being said, as the party slumped in relief. With as much ceremony as someone storing food in a cupboard, the creature reached into the rock face and deposited the gem inside. It began walking away, very, very slowly.

After more debate, the party followed.

7. The creature cut a path through solid rock simply by walking towards it, opening a new passage into a cave beyond. The party followed at a safe distance. 

8. The creature lead them to the base of a carved stone staircase. It spiraled up. But at the base, nearly unrecognizable after centuries of rot, were four snake-man skeletons with armour and weapons. They had died violently, possibly fleeing something. 

The metal-glass-fire creature began walking away as the party debated their next move. Would they risk the stairs? Find another path? Or would it be their fate to die in the Veins of the Earth, deep below the Tomb of the Serpent Kings.

Things Encountered:

Atomic Bees


OSR: Meddling with Magic Cannons

In the previous post, I wrote up my rules for cannons and a class that uses them.

Cannons are rare in my games. They aren't mass produced. Each one is unique. Black powder is still uncommon. Handguns are just tiny cannons on sticks.

Anyone with the Cannoneer skill, 300gp in raw materials (iron, clay, wax, etc.), and access to a forge can make a cannon in 2 weeks. Limited tools, distractions, or modifications may add 1d4 weeks.

These rules are intended for replacement cannons. Cannoneers aren't sitting around churning out cannons because the startup costs are very high and there's no market without a trained crew. A cannon by itself is just a metal tube. A belligerent noble won't pay for the tube; they want a crew as well, ready for deployment to the latest war. And since no sensible noble would accept a novice cannoneer when the master is available...

Bad Decisions and Bad Alloys

So you've looted a tomb and filled your pockets and packs with magical treasures. Some of them are useful. Some of them... less so. Normally you'd sell the chaff in town for extra gold. But the Cannoneer in your group is eyeing that chainmail of lubricity with eager eyes. They've got a horrible, cunning plan.

Magical Cannons don't exist in my setting... yet. I know my players. They're going to be the first ones to make them. I'm going to be prepared.

Mixing Metals
As a general rule, most metals can be alloyed, but not all metals should be alloyed. Mix two incompatible metals and your cannon could turn green, fall apart, shatter, grow long spiny hairs, or rust into fragments in days. On the other hand, you could be completely fine. Metallurgy is a fiendishly complicated art.

There are only 2 types of cannons we need to worry about and a limited number of other metals.

Iron No
Iron Yes
Copper Yes
Copper No
Tin Yes
Tin No
Lead Yes
Lead No
Zinc Yes
Zinc Yes
Silver Yes
Silver No
Gold Yes
Gold No
Glass No
Glass Yes
Mercury No
Mercury No
Carbon No
Carbon Yes
Mithril Yes
Mithril No
Adamant No
Adamant Yes

Carbon in this case refers to anything organic (scrolls, wands, devoted followers, etc.)
Values for mithril and adamant are made up, obviously.

3 lb experimental gun. Caliber 80 x 230 mm; length 156 cm; weight 492 kg. Cast 1722 in Olonitz. Carriage 2nd half 18th century.

Casting Cannons

First, buy your raw ingredients, make your clay cannon mould, and heat your metal (bronze or iron). Once it's melted and as hot as you care to make it, add your spare magic items. Each time you add an item, roll on the table below. Add +1 to the roll for each magic item added previously. It's a good idea to put your most potent enchanted item in first and add minor items later.

1d10 Result
1-7 No Effect
8 Negation
9 Burp
10 Explosion

The item's enchantment does not survive the alloying process.

The item's enchantment triggers briefly. This could spoil the process, scatter metal everywhere, or do nothing of value. If you can't think of an effect, the item just spits out a blob of magical energy instead (1d6 damage, 30' radius, breaks windows, frightens neighbors, and sets dogs howling).

The item's enchantment detonates and releases its stored magical energy, enhanced and concentrated by the molten metal. [Level]d6 damage, [Level]x10' radius, Save for half, other effects based on the enchantment as needed. If total damage rolled is <10, the molten metal can still be recovered and used.

Proper Precautions
If the cannoneer takes suitable magical precautions, they may reroll on the table once per casting. Add rerolls if their precautions are particularly interesting. They should be mythic, illogical, or alchemical. Examples: heating the forge on dryad wood, using a witch's cauldron as the iron base metal, carving prayers into the forge's clay, etc. Say "yes" to anything they suggest. This is a new art; some things will work, others won't, but the players have no way of knowing.

The Result

Once the cannon is cast, roll to determine the cannon's quality. Add +1 per metal added that is incompatible (see the charts above).

1d10 Result
1 Brilliant. Cannon is harder and sturdier than expected. Reroll "Spiked" Misfire results.
2 Light. Cannon takes up 12 inventory slots instead of 14.
3 Blessed. Subtract -1 to any rolls on the Misfire table.
4 Sturdy. Any critical hits inflicted deal an extra 1d6 damage.
5 Beautiful. Cannon has a pleasant finish and an unusual colour.
6 Shiny. Cannon has a pleasant finish.
7 Lumpen. Cannon has an unusual finish.
8 Warped. Half range for all range brackets.
9 Cursed. Add +1 to any rolls on the Misfire table.
10 Brittle. Add +4 to any rolls on the Misfire table. 
11 Shoddy. Cannon collapses after 1d6 uses (as Spiked result)
12+ Disaster. Cannon rots and falls apart in hours.

E.g. Thormund cast a bronze cannon and added the toe of Vecna (carbon), a steel (iron) +1 helmet, and a silver ring of protection from creditors. He rolls on the table with a +2 bonus (from the iron in the steel helmet and the carbon in the toe of Vecna). The silver is compatible with bronze.
Hellcannon, GamesWorkshop

Things to Smelt

The effects of enchantments on a cannon will need to be adjudicated on a case-by-case basis. I tend to use unqiue magic items in my games. What happens when the PCs smelt:
- a gold ring that lets the bearer see smells
-an electrum plate that contains a lightning bolt spell
-a shrunken head that detects lies but also whispers your darkest secrets
-a half-invisible cat

I have no idea how I'd build a table that could possibly encompass these options. But I'm sure you can think of a few ways these materials could affect a cannon.

Weird synergies are ideal. Here are a few ideas.

+X Weapons and Armour: Generally make the cannon sturdier. +X to Attack and Damage.
Ring of Feather Fall. Cannon's weight and inventory slot requirements reduced. Recoil becomes slightly trickier to manage.
Ring of Elemental Resistance (fire). Reduced severity on the Misfire table.
Ring of Shooting Stars, Magic Missile, Fireball, etc. Spells have a chance of firing along with the cannon, or they add extra damage or range, or the cannon just explodes the first time it's used.

Stick them on the surface of the cannon instead of melting them down.

Rods and Staves
Mount them along the top of the cannon like a sight.

Put them inside cannonballs and add a fuse (if the scroll can be activated by burning it). Alternatively, toss it into the molten metal (as carbon).

Unholy Items
Classic demon horns, iron shackles, phylacteries, vampire teeth, soulsteel, etc. Can use holy water or relics as gunpowder.

Party Synergy
Elementalist Wizards can carve stone cannonballs into little curled-up  homonculi or biting faces, then convince them to attack on arrival. They could also pacify the fire elementals inside the cannon. Exorcists could carve warding runes into the cannonballs to let them strike ghosts, or somehow build a spectral cannonball that strikes the soul but ignores the flesh.

Johann Hartlieb's Kriegsbuch, 1411, Cod.vind. 3069, Austrian National Library Vienna

Bonus Table: Cannon Names

As suggested by G+, with some adaptations and real-life names.

1d50 Cannon Name
1 Wrath
2 River of Mercy
3 Miss Morningstar
4 The Password
5 Wicked Wind
6 Terminus 
7 The Belcher
8 Act of God
9 Judgement
10 Last Measure
11 Viper
12 Big Mean Bastard
13 Brunhild's Kiss
14 Armor Eater
15 Pickling's Shot
16 The Noisy Killer
17 Hullo There!
18 Madame Pepperpot
19 The Son of Ruin and Contempt
20 Kingfucker
21 Herald's Bane
22 Perforator
23 Huckleberry
24 The Last Word
25 Fever and Flame
26 Militant Mind
27 The Cudgel
28 Knightsbane
29 The Brass Kettle
30 Strong Drink
31 The Mule
32 Sufficient
33 A Fresh Plague
34 Armistice Wallace
35 Firebrand
36 All the King's Men
37 No Subtlety
38 Unseater
39 Sweet Dreams
40 Adder
41 Answer
42 In Wroth Adorned
43 Giant's Whisper
44 The Weeviler
45 Hunger
46 Hecate's Cauldron
47 Blue Brandisher
48 The Iron Hare
49 Creaking Old Otto
50 Sharp Fart


1d100 Seduction Side Effects

If your character successfully seduces someone, roll on the table below to see what happens. The table below is system-less, setting-less, and timeless. If you play a Goliard, you can avoid skill tests and other impediments and skip straight to the seduction bit. It's one of the major perks of the class.
Seduction of Lancelot Le livre de Lancelot du Lac, 1401-1425

1 Duel. At dawn. To the death, or at least the maiming. Could be fair, could be mob justice.
2 A Horrible Scheme. You were somehow drawn into a criminal act. You are complicit. There is a conspiracy.
3 Things Got Out of Hand. Roll again twice on this table with a -20 penalty.
4 Eternal Shame. The family of your target wants you dead and disgraced. They have surprising resources.
5 Dire Revelation. You accidentally said something that puts you, your friends, or your target in danger.
6 Major Lie. You made a promise you can't keep. If you fail it, people might die.
7 Regret. Save vs. Fear (Shame) if you ever see your target again. 
8 Robbed Blind. Lose all but 1d6 of each type of coin you were carrying, plus any other obvious valuables.
9 Caught in the Act. By someone embarrassing; your parents, the bishop, the entire village, etc.
10 Stalker. The person you seduced won't leave you alone. They keep staring at you.
11 Inconvenienced. You are trapped, tied up, or otherwise stuck somewhere. You might need help.
12 Deception. Target was not who they seemed to be. They are important, supernatural, married, etc.
13 Wrung Out. You exhausted yourself and your target. You are both at half HP for 1d4 days.
14 Traitor! Your target's partner or former lover discovers you. They want revenge on everyone involved.
15 Embarrassing Revelation. The secret you revealed will hurt your pride and reputation if it gets out.
16 Lost Something. An important item you own goes missing. It wasn't stolen by your target.
17 Accidental Injury. Something went wrong. Everyone involved takes 1d4 damage and breaks furniture.
18 Unfortunate Rash. It will clear up in 1d10 weeks. It itches and keeps you up at night. It is contagious.
19 Framed. A jealous partner or friend of your target has accused you of a serious crime.
20 Illegitimate Pregnancy. Either you're pregnant or they're pregnant. You won't find out for months.
21 Minor Lie. You'll need to maintain an accent or a harmless habit around your target from now on.
22 Lost Pants. Can't find your underwear or pants/skirt/dress. Armour is not affected but will chafe.
23 Chain Reaction. You taught the target a new technique; they want to try it out on someone new (not you).
24 Bruises and Scratches. Nothing serious, but they are obvious and hard to cover up.
25 Lovelorn. You are expected to pine and sigh. Target is pleased if you do, very offended if you don't.
26 Emotional Baggage. You and your target fill 1d6 inventory slots with Emotional Baggage. Removed by crying.
27 A Pleasant Memory. Target will always think of you fondly provided they never see you again.
28 Perfection. One part of the target's body becomes the new standard by which you judge all others.
29 I Did The Butler? By a trick of the light, a disguise, or magic you harmlessly seduced the wrong target.
30 Gird Your Soul. Target refuses to see you again. If they do, they instantly give in to temptation.
31 Hasty Packing. You accidentally took an item (Unlabeled Package worth 1sp) from your target.
32 All Is Revealed. Target learns 1 of your shameful secrets; you learn one of the target's. Yours must be worse.
33 My Dear Friend… You will not remember your target's name unless you write it down.
34 Mysterious Reputation. In 1d10 days, everyone in the social circle of your target knows your name.
35 Fluster. Save. Passed: target must Save or be flustered if you make eye contact. Failed: they may target you.
36 New Thing. You tried something new and liked it: whips, carrots, the smell of butter, etc.
37 Pillow Talk. Name 1 skill the target probably has. You can roll that skill once.
38 Next! You may roll again on this table with a +5 bonus if you immediately seduce another target.
39 Amusing. You can attract and maintain an audience by telling the story. Your target may not like this.
40 Whirl of Passion. All breakable objects and clothing in the area is destroyed, dented, or knocked around.
41 Uncertainty. You've never been entirely sure what your preferences are. Go from Straight -> Bi -> Gay ->…
42 New Venue. Target will try and lead you (and only you, probably) to a new area (an attic, a shed, a lane, etc.)
43 Food. Your target provides you with a decent meal.
44 Quick! In the Closet! Your target will conceal you (and only you, probably) if asked.
45 Cuddly. For the next 24hrs you smile a lot and want to snuggle people. Your hugs last a little too long.
46 Wardrobe Upgrade. You steal, borrow, or are given a mundane item of clothing that belongs to your target.
47 Have You Met My Friend? Target's friend will meet with you and ask to be seduced at a future date.
48 Pleasant Haze. Target forget the details of the 1d6 hours before they were seduced. Save or you do too.
49 Inspired. You write a poem to your lover. Roll a d100. On a 100, it becomes popular. Otherwise, obscurity.
50 Bamboozled. Target's family or lover is taken in by whatever lies you tell; they suspect nothing.
51 Wardrobe Swap. You accidentally put on one of your target's items of clothing; they have one of yours.
52 Funny Walk. You'll need to sit down very carefully for the next 2 days.
53 Queasy. For the next 24hrs, Save vs Nausea against disgusting smells/sights, but gain +2 to Save vs Fear.
54 Changing Tastes. The next target you seduce must be unusual if this target was normal, or vice-versa.
55 Love Token. Gain a lock of hair, an old shirt, a letter sealed with a kiss, etc.
56 Oh Madeline… A particular food item will cause you to drift into pleasant memories of your target.
57 Drink! Somehow, no matter how improbable it might be, you ended up with a full wineskin.
58 Bed Hair. You just can't get it to comb flat. It sticks out at all angles for 24hrs.
59 Good Reputation. In 1d10 days, everyone in the intimate social circle of your target knows your name.
60 Hey There Gorgeous. Target will flatter your appearance at every opportunity. May cause jealousy.
61 Shouting and Tears. You have an excellent argument afterwards and both, happily, think you've won.
62 Passion. The next time you see the target, Save or meet them behind the nearest bush, in a closet, etc.
63 Shivers. If you touch the target they must Save or go all shivvery. They can do the same to you.
64 What A Night. You remember nothing of your time with the target unless you are drunk.
65 Misdirection. You can frame your target for a minor crime (theft, vandalism, blasphemy).
66 Effective But Alarming Costume. Either your outfit or your target's outfit will be forever exciting to you.
67 Pinches. At some point when you least expect it, target will sneak up on you and pinch your bottom/cheek/arm.
68 Hope and Charity. Target's morals become more strict and more chaste due to your (accidental) influence.
69 Panic. You think you've caught a rash. Turns out it was just a pimple. It fades in 24hrs.
70 A Scheme. You and your target have created a risky plan to meet again in 1d6 days, no matter where you end up.
71 Lavender and Cheese Rind. You can identify your target by just smell and/or touch, at any point in the future.
72 Cleanliness. You and your target bathed, or if implausible, beat the dust from your clothes and scrubbed.
73 Foul Language. Target taught you a new word, curse or euphemism. 
74 My Little Cabbage. Target gives you a demeaning yet endearing nickname. They will use it in public. 
75 A Head For Crime. Target's morals become less strict due to your (accidental) influence. 
76 Soiled! One item the target has on their person or could feasibly reach is forever tainted with strange memories.
77 Our Mutual Friend. Someone else you know gains +4 on their next skill check or roll made to seduce a target.
78 Careless Whispers. If you tell someone who knows the target the details of your seduction, they must Save vs Fear.
79 Lie Back And Relax. You and your target heal 1d6 HP.
80 Heh, Turnips. Pick a word. Whenever you say the chosen word to your target, you both must Save or giggle.
81 Fixed Your Back. Gain +1d6 temporary HP (it does not return if lost). You stand slightly taller.
82 Cash In Hand. Target loans you an appropriate amount for their station. Failure to repay will break their heart.
83 On Top of the World. You feel good! You feel great! Gain +2 to Save for 24hrs.
84 But Didn't You Say… Target gives you a hint regarding a current problem.
85 Tutoring. Name 1 skill the target probably has. You can roll that skill for the next 24hrs.
86 Minor Gift. 1d10sp in jewlery, coins, or other trinkets.
87 With Figs! Target teaches you something new. Gain a +5 bonus the next time you roll on this table.
88 Eureka! Struck by a sudden insight, you now pass a previously failed notice or discovery test.
89 Spring in Your Step. It went very well. You gain a +4 bonus to your next Save against anything.
90 Lie for Me. Target will tell and maintain one useful, complicated lie for you.
91 Significant Gift. 3d10gp in jewelry, coins, or other trinkets.
92 Useful Introduction. Your target introduces you to a helpful, learned, or important person.
93 Lust. Target tries to arrange 1 meeting every day. Target must Save or give up after a week without contact.
94 Permanent Friendship. Even if you move on you will always have a trusting friend.
95 Major Favour. Smuggle you out of a city, adopt an orphan, give you a key, etc.
96 Companion. Target wants to follow you on your adventures. 
97 Marriage. If possible, even if unlikely. You might need to push a few people out of windows first…
98 Valuable Secret. A treasure map, blackmail material, the location of a vitally important clue.
99 Improve Yourself. The experience changed you for the better. Gain +1 to a random Stat.
100 True Love. Oh dear. It's mutual (because it's capital-T-True capital-L-Love).
Marginal miniature of a couple embracing. (British Library Stowe 17 f. 143)
Side Note: Sex in D&D
My thoughts on the topic closely mirror this post from Paper & Pencils. Sex is described in as much detail as food and for the same reasons; local colour, immersion, and plot relevance.

In short, if you're playing D&D for the food descriptions, you should probably read a Redwall book or watch some Food Network instead.

Side Note: Consent

I tend to run medieval-ish games. Historically, the best case option for consent is close to "[employee] - [employer-who can fire you at any time]" in terms of power dynamic. The worst options tend towards the "war crime" end of the spectrum. Modern sensibilities run into medieval stories and go "yeeesh," in dismay. You should probably consider the acceptable standard of consent in your game or setting.

The Goliard class specifies that a seduction target must be
"a willing, interested, or corruptible person". Some people should just be straight-up immune. If their gender/species preferences don't match yours, you probably can't convince them otherwise.

If in doubt, err on the side of caution. You can't seduce someone who doesn't want to be seduced.

Side Note: Targets
I couldn't think of a better, shorter word. "Target" has some unfortunate connotations. So it goes.

Side Note: So you said "person..."
Generally, you can seduce any creature with an erogenous zone, a palatable degree of worldliness, and the ability to carry on a conversation. Dragons, living statues, Beholders, whatever - if you want to roll to seduce, roll to seduce. The table doesn't change.  There is only 1 option that assumes the gender of any of the participants (20: Illegitimate Pregnancy). If biology makes that option impossible, roll again.