Few household sounds inspire as much immediate dread as the ominous gurgle of a toilet that refuses to flush. It is a moment of pure, primal panic, followed by the grim realization that the porcelain throne has become a problem. The natural instinct is to reach for a heavy-duty chemical cleaner or a plunger, but often, the most effective and least aggressive solution is already sitting by the kitchen sink: washing up liquid. While it may seem counterintuitive to pour dish soap into a lavatory, the science behind this common household hack is surprisingly sound, turning a moment of domestic crisis into a lesson in applied chemistry.
In an age of specialized, expensive, and often environmentally harsh plumbing products, the humble washing up liquid stands as a testament to simple, elegant problem-solving. It is a solution that prioritizes physics over force, and lubrication over corrosion. While it will never replace the raw mechanical power of a plumber’s snake for serious blockages, for the standard, everyday clog—the kind born of over-enthusiastic toilet paper use or a particularly heavy deposit—it offers a cheap, safe, and remarkably effective first line of defense. So, the next time the toilet refuses to flush, do not reach for the bleach. Instead, walk to the kitchen, grab the green bottle of soap, and let science do the dirty work.
The mechanics of a blocked toilet are typically simple: a dense mass of organic matter, toilet paper, or foreign objects has created a plug that traps air and water. The primary challenge is not dissolving this mass, but overcoming the friction that holds it in place against the pipes. This is where washing up liquid proves its worth. Unlike caustic chemical drain cleaners, which generate heat to corrode blockages (and can damage porcelain or PVC pipes), washing up liquid is a surfactant. Surfactants work by reducing the surface tension of water, essentially making it "wetter." When introduced into a toilet bowl, the soapy water can more easily seep into the tiny crevices between the clog and the pipe walls.
Finally, the coup de grâce is administered with a bucket of hot (but not boiling) water. Pouring this water from waist height creates a surge of hydraulic pressure. Because the washing up liquid has reduced friction, the force of the falling water can now push the lubricated clog through the pipe and into the main sewer line with relative ease. What was once a stuck, dry, high-friction plug becomes a slippery, mobile mass that slides away. The plunger, if still needed, will then find its suction vastly more effective against a soapy, low-tension surface.
However, this method is not without its limitations and failures. It works best on soft clogs composed of organic waste and paper. It is almost entirely useless against solid foreign objects, such as a child’s toy, a broken toothbrush, or a mass of "flushable" wipes (which are notoriously non-biodegradable). In those cases, the washing up liquid will merely create a clean, fragrant, but still hopelessly blocked toilet. Furthermore, using water that is too hot can crack the porcelain of the toilet bowl, turning a minor plumbing nuisance into a catastrophic flood. The water should be hot tap water, never boiling.
The classic "washing up liquid method" is deceptively simple. One begins by squeezing a generous amount—typically a quarter to a half cup—of standard dish soap into the toilet bowl. The next step is crucial: patience. The soap needs time to work, usually anywhere from 20 minutes to a few hours. During this period, the surfactant molecules are busy attaching themselves to the hydrophobic surfaces of the grease, fat, and paper that constitute the clog. As the soap lowers the water's surface tension, the liquid begins to lubricate the entire system, coating both the blockage and the porcelain with a slippery film.
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| Viral: A Modern Call of Cthulhu Scenario |
$12.95 $7.77 |
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Publisher: Chaosium
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| by Taylor D. [Verified Purchaser]
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Date Added: 01/24/2023 10:51:36 |
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My players are loving it, and I love running it! I'm literally in the middle of running it, but I just had to write this review while it was fresh in my mind. Here's what I have to say after 1 of 2 sessions!
The Book: Really well organized, sucinct, and an awesome narrative. It's very tight and logically structured with some pretty awesome artwork all over! The updated content found in the Unredacted version (you get both PDFs) is very logical and a natural prologue AND ending. As a DM who runs pretty much exclusively online, the PDF version is perfect. Hyperlinked, annotatable, and with all of the handouts and pre-gen sheets listed seperately. Very nice!
The Game: The first session I ran started from Perla and ended at the hospital, running for about 4 hours with a 5-10 minute break every hour and a half. Like most Call of Cthulhu scenarios, there is little (I would honestly say "no") combat, which has been fine for my players. I run for a really diverse group of players, from folks who have been playing for decades to folks who only started playing a few months ago, and each of them said SEPERATELY that this first session was the most fun AND fear they've ever experienced in a TTRPG session EVER. I would say that I set the tone at more comedy-leaning than serious, but as we've spent more time on the island, it's suddenly not all "just a prank" anymore. I didn't anticipate this, not going to lie, so I would like to emphasize the importance of a session 0, even for a oneshot, even with players you run for regularly, as I had a few moments with my players that I'm glad we hashed out before the session because it only allowed them to have even more fun.
Some themes/concepts I would warn the players about are: Loss of player agency (BEYOND the usual insanity mechanics of Call of Cthulhu), possible player in-fighting or betrayal, bugs (so many bugs.....), close encounters with the dead...And if you're thinking to yourself, "Duh, those things are just in CoC games!" I'd like to remind you that no one is too cool to learn the rules and boundaries. Have the "no-brainer" talk now so they can enjoy the game to its fullest later. You won't regret it.
The Handouts/Pre-Gens: My players LOVE the Spektral Krew. They're simultaneously people my players would never create AND people we've all definitely met in person. I think everyone puts their own unexpected "flavor" on their version of the Krew, so you'll end up with a unique experience for everyone you run it for! My one and only complaint is that I think the concept of "the taint" is amazing, but could be even MORE amazing if it was, to some degree, hidden from the players (with their consent--see above). From what I'm noticing, their exposure is rising pretty slowly, but as they all slowly get sicker and sicker, that fear of like, "oh my god what's happening to us" is continuing to grow, and I can't wait for them to hit the climax. I'd love a version of the character sheets without the exposure tracker
Overall, this is honestly my favorite scenario I've run so far, and I look forward to finishing it out! Am eagerly awaiting the sequel--keep up the amazing work!
Rating: [5 of 5 Stars!] |
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