Poisons and venoms in T&T
Poisons and venoms in T&T by
Revised and updated for both 5th and 7th edition.
A brief intro
I wrote the first incarnation of this essay on the use of poisons in T&T back in 2003. It was primarily inspired by the lack of venoms available in 5th edition rulebook (which offered only four types of poisons, used to imbue weapons with greater damaging capabilities). Other forms of venoms were totally left to the imagination and inventive of the Game Masters, and having enjoyed the game myself for now over 20 years (both as GM and avid "solo" player) I thought about expanding the list, introducing an assortment of poisons and venoms developed during the years to add a bit of variety to my campaigns.
When T&T 7th edition (and 7.5 later) was made available by Ken St. Andre and the guys at Fiery Dragon, I dropped many of my homebrew rules created for earlier editions of the game (mainly 5th edition, the only available in Italian language back in 1988, and I must complain about the very poor translation…). Now I am gradually updating some of these rules to edition 7.5, and the poison chart was one of the most popular requests from my players. I must admit that Ken made an exquisite work updating and expanding the poison list in the new rules, nevertheless I thought that some of the substances I developed during the years can still be a quite interesting alternative to play with.
So here it is the poisons & venoms chart fully updated to 7.5 rules, I hope you will find it useful in your games. The list is now shorter than before, because I have removed several uninteresting (or too similar) venoms, and I have also changed the names to better suit the new list in the rulebook. All poisons in the chart were fully play-tested by me and my players over a decade of T&T games. So if you need to add a few entries below your "poisons list", you are encouraged to give a chance to those you'll find in the following pages.
Categories of poisons
The first great difference between this system and that in the rulebook is the distinction made between various types of poisons and venoms. While in the 7.5 rules all poisons falls into the "weapon" category, I've divided the venoms available to delvers (and monsters too) in some other groups, as described below:
- Blade (or weapon) poisons are those that can be applied to arms and weapons, and take effect when a creature is damaged by the poisoned weapon. All poisons listed in the 7.5 rulebook fall into this category.
- Contact poisons take effect when a creature enters in direct contact with them. Just touching them with bare skin will be sufficient; it is not needed to inject them with swords, daggers or other weapons.
- Inhalation poisons take effect when a creature inhales, sniff or breathe them. These powders can be thrown directly in the face of the enemy, can be burned to produce toxic smokes or the foul fumes are already contained in a hermetically sealed vial, to be released when it is broken.
- Ingestion poisons take effect when ingested or swallowed by a creature.
- Injection poisons take effect when are injected or inserted into the skin of a creature, mainly via blowpipe darts or syringes.
Blade poisons are the only that can be applied to weapons, but other types of venoms can be used more subtlety to obtain effects potentially more devastating, and can even permanently impair a victim or have lethal consequences.
IMPORTANT: Always remember that all poisons listed in 7.5 rulebook are completely legalized and should be considered blade poisons with instantaneous onset time.
Poisons and the law
In my T&T campaigns all poisons included in the chart are illegal to use and sold only at black market. This also explains the higher prices, if compared to blade poisons. You can find them by visiting the local Thieves' Guild or the Assassins' Guild, and often they are offered under the counter by the Mercenaries' Guild, but it should be extremely difficult to obtain any illegal venom, especially if the delvers aren't notorious assassins, professional killers or prominent member of the aforementioned Guilds. The GM may even decide to plan a mini-adventure during which the delvers try to buy these poisons.
Selling, buying, using, preparing, and even possessing these venoms is against the law. There are monetary fines for the transgressors, and using these poisons could bring to imprisonment. Killing someone with them is a crime harshly punished, sometimes even with a death sentence.
Blade poisons are the only ones officially "approved" by the law and can be freely traded and utilized. This can seem quite nonsense, because these venoms are lethal as many as any other type, but their employ is so much common that it will be impossible to stop delvers from buying and using them. Moreover, the Guilds trading in legitimate blade poisons would never forgo the great profits that they make by selling them to the delvers. (Always remember that economics counts even in a fantasy world; if not, why delvers would risk their lives to retrieve ancient treasures from trap-filled tunnels full of scary monsters?!)
Creating poisons
If the GM allows for it, poisons can be prepared by delvers that are skilled in Poison Lore (or similar Talent), working in a properly equipped laboratory and having at disposal the suitable ingredients. The approximate cost for preparing one dose of poison is about 1/2 of the price indicated in the chart and needed to buy the ready-made venom.
To make one dose of any poison it takes a number of days equal to the level of the Saving Roll needed to resist its effects. At the end of preparation period, the character must make a saving Roll on his Poison Lore (or equivalent) Talent at the level indicated in the "Saving Roll" entry of the chart. If the Saving Roll is successful, one dose of the desired poison is prepared. Otherwise, the character has wasted time and money, spoiling the ingredients to achieve nothing. Furthermore, it result of the Saving Roll is a fumble the delver will be poisoned by his experiment.
Blade poisons always require 5 days of work and a successful L5SR to be properly prepared.
(E.g. Farlocco the Mad Alchemist has a Poison Lore Talent of 18 and wants to create a dose of dumb-chalk, a contact poison costing 260 gp which effects can be avoided making a L2SR. Farlocco finds/buys the appropriate ingredients spending 130 gp and goes to his laboratory. He will need about 2 days of work to create one dose of the toxin, and at the end of the second day he should make a L2SR on Poison Lore to see if the poison was correctly prepared. If he succeeds - he needs to roll a 7 or better with the dice - he will have one dose of dumb-chalk. If he fails the SR, he will have lost both time and money spent for the ingredients. If he rolls a fumble (a 1 and a 2) on his SR, he will not only spoil the toxin, but will be poisoned himself and must make another Saving Roll to avoid the noxious effects of the venom being prepared!)
Using poisons
Using a poison isn't too difficult. However, if for any reason the GM thinks that the delver could have some problem in correctly administrating the toxin to his victim, he may require that the adventurer makes some sort of Saving Roll (normally on INT, DEX or LK depending on the circumstances) at an appropriate level. If the SR fails, the venom isn't correctly administrated and it could have lesser effects (or no effects at all). If the result of the Saving Roll is a fumble, the character using the venom could even accidentally poison himself instead of the intended victim (e.g. by inadvertently touching with bare skin a contact poison or puncturing himself with the poisoned dart while handling it, or accidentally breathing the foul fumes of a inhalation venom). That's why only professional assassins or alchemists usually use venoms; this is not a "Do It Yourself" hobby for amateurs!
Poisons and weapons
Only blade poisons can be applied to weapons (but there is an exception, as explained at the end of this paragraph…). One application (dose) can cover a large weapon, 24 arrows or bolts, or 2 daggers. Poisoned weapons must penetrate the foe's armor to be effective. When used on weapon, blade poisons last for 3 combat turns before wearing off, even if they don't take effect because you don't score hits with the poisoned weapon.
I always wondered on how a blade poison is applied to a weapon. Some time ago I found some info on a reliable publication, so I can try to unveil this little mystery. Poison is applied using a small fire to soften it, then it's applied to the blade of the weapon (or to tip of arrows, bolts and darts). When it gets cold, it forms a sticky layer over the weapon. Unless it is wiped off in some way (for example, if the blade is cleaned with a rag or immersed into water) it will remain here for several hours, or even days, but once combat begins it will remain effective for only 3 turns before being completely removed.
Some injection poisons can also be administrated to the victim by applying them on a sharp or puncturing weapon (daggers, arrows, and darts are perfect). However, their effects will last for just one combat turn, so if the target does not take any hits on CON during the first round of battle the venom is wasted. Furthermore the victim is entitled to make his usual Saving Roll to resist the effects of the toxin.
Poison effectiveness by category
As a general rule, all poisons lose their effectiveness after a certain number of combat turns, depending upon the category in which they fall in. This reflects the progressive enfeeblement of the toxins after they are exposed to air and other external factors. The "efficacy time" is the time during which the poison must be applied to the victim after having removed it from its container.
While the venom is sealed into its container - a vial, a bottle, an urn, an amphora, a jug, a decanter or similar - it will not lose its efficacy, unless many years have passed between its preparation and its utilization. But when the seal is broken and/or the poison is removed from its storage place, its efficacy will quickly fade away.
The "efficacy time" depends upon the poison category, as stated below:
| Poison category | Efficacy time |
|---|---|
| Contact | 2D6 days |
| Inhalation | 1D6 combat turns* |
| Ingestion | 1D6 hours |
| Injection | 2D6 days** |
| Blade | 3 combat turns |
* If a 1 is rolled with the die, the poison must be used in the same combat turn in which the container is opened.
** Or just 1 combat turn if used as blade poison (see "using poisons" above).
Some types of poisons, like those normally applied on locks, traps, etc., can have a longer "efficacy time" than those presented in this article. This simulates the fact that those venoms are especially made for long-duration purposes and will maintain their efficiency even for years before wading off. In this category fall the ever popular poisons commonly used by GMs to prepare traps for their tunnels and labyrinths.
Poisons & venoms chart
The effects of all poisons in this chart (except blade poisons) can be avoided if the victim makes a Constitution Saving Roll at the level indicated in the "Saving Roll" entry of the chart; the highest the level of the SR, the strongest the venom. Some toxins are so powerful that they can take some effects even if the SR is successful; this is indicated in the description of each poison. The effects of blade poisons can never be avoided.
"Onset" indicates the amount of time that passes between the administration of the poison and the beginning of its effects. "Instantaneous" means that effects are immediately applied to the victim.
IMPORTANT: All damage caused by poisons is usually considered Spite Damage.
Blade Poisons
| Bloodbath | Cost/Dose (GP): 115 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: Not allowed |
Bloodbath is a brownish paste created by alchemically altering the slime of giant leeches. It does no extra damage, but slows down the blood's coagulation, causing minor hemorrhage to the victim. For the next 1D6 combat turns after taking any damage from a weapon poisoned with bloodbath, the victim will take another 1D6 hits due to extreme blood loss. This loss is cumulative each time you take hits (if you take hits twice, let's say both in first and second turn, you will lose 1D6 extra hits on 2nd round, and 2D6 extra hits on the 3rd, and so on).
| Wyvern venom | Cost/Dose (GP): 160 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: Not allowed |
Wyvern venom is a less powerful version of dragon venom found in the 7.5 rulebook. It is an acid that does extra damage to living flesh. For each hit point of damage taken from a weapon treated with wyvern's venom, do an additional 2 hits of damage to the victim.
Contact Poisons
(GM's Note: All these venoms are fully effective even if ingested by or injected to the victim. They cannot be used as blade poisons because they are not tacky enough to stick to weapons.)
| Bang-bang | Cost/Dose (GP): 460 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L4 |
This is a dark green powder with golden and silver sparkles, created mixing several noxious minerals with alchemical substances. It burns the skin of the victim, inflicting 1D6+1 hits of damage per 10 consecutive turns. If the victim has a natural armor, it will normally soak off the hits caused by this venom.
| Demon's cider | Cost/Dose (GP): 850 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L1 |
This black liquid obtained from the skin of demons halves the Combat Adds of the victim for one entire month. It is usually splashed all over the victim at the beginning of a combat.
| Dumb-chalk | Cost/Dose (GP): 260 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
A white powder similar to chalk that inflicts 2D6 hits to the victim, and causes permanent loss of 1D6 points of Dexterity. It is sold in a small pouch made from the bladder of a pig, which tore apart upon hitting the intended target, inundating him with the toxic powder.
| Fool's gold | Cost/Dose (GP): 310 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L4 |
Golden dust very similar to gold inflicts 8D6 hits on contact with bare skin. Should be blown against the target for maximum effect.
| Juice of feebleness | Cost/Dose (GP): 320 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
A dark blue liquid obtained refining the ink of giant squids. When splashed against the target, it will halve the Strength of the victim for the next 1D6 hours. Even if the Saving Roll is successful, the juice will subtract 2D6 points from STR. If Strength falls to zero or less for the effects of this venom, the victim will die.
Ingestion Poisons
(GM's Note: All these venoms can be administrated to the victim also as injection poisons, but in this case they will halve their efficacy.)
| Amber death | Cost/Dose (GP): 1,600 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L5 |
This toxin is obtained from the pistil of the amber orchid, rather uncommon specie to be found. It can be reduced to a powder or distilled as a liquid. In both cases, ingestion is fatal for the victim, which will die after 2D6 turns of excruciating agony. If the Saving Roll is successful, the victim vomit the poison and is safe, but will remain sick and must halve his STR (lost points can be recovered as normal).
| Bleeding heart | Cost/Dose (GP): 500 | Weight/Dose (w.u.): 1 |
| Onset: 2D6 x 10 minutes | Saving Roll: L1 |
The perfect poison, the preferred choice by assassins in all Trollworld. It is a transparent gelatine completely odorless and tasteless that can be easily mixed with food or wine and other drinks. It will kill the victim in a maximum of 2 hours, as if stroke by heart failure, and without leaving any tracks of the toxin. If the Saving Roll is successful, the victim will not suffer any consequences at all.
| Blindjuice | Cost/Dose (GP): 800 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L5 |
A transparent and odorless liquid which burns nerve endings, causing to the victim an agonizing pain worth 10D6 hits and permanent blindness (the latter only if Saving Roll is failed, but hits will be applied even if the SR is made).
| Brainleecher | Cost/Dose (GP): 920 | Weight/Dose (w.u.): 1 |
| Onset: 2D6 hours | Saving Roll: L2 |
When ingested, this black powder (similar to pepper) will permanently reduce the Intelligence of the victim by 2D6 points. If the INT rating falls below 3, the victim is forever mad.
| Death thorn | Cost/Dose (GP): 500 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L3 |
This venom rivals with bleeding heart for the title of ultimate poison. It is a transparent and odorless liquid and causes death in 1D6 turns after ingestion. However if the Saving Roll is made the victim will experience nausea and daze for the next 1D6 hours, alerting him about the fact that he was (probably) poisoned.
| Devil's honey | Cost/Dose (GP): 1,820 | Weight/Dose (w.u.): 1 |
| Onset: 2D6 minutes | Saving Roll: L1 |
This golden jelly is identical to normal honey but when ingested will cause coma for 2D6 days. If the victim makes his Saving Roll he will wake up after this period, otherwise he will die without coming round.
| Flaming blood | Cost/Dose (GP): 280 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
A red liquid distilled from the blood of naga, a dragon or other reptilian monster. It will halve the movement rating and Personal Adds of the victim. It has a foul taste that can be hardly disguised, even mixing it with strong liquors.
| Silencer | Cost/Dose (GP): 100 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
After ingesting this colorless liquid, very similar to pure water, the victim cannot speak nor emit sounds for 2D6 turns. A rather unusual and peculiar toxin often used to silence sentinels or wizards, if they can be fooled in drinking the poison.
| Slavemaker | Cost/Dose (GP): 750 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L3 |
After drinking this purple liquid (which incidentally taste like and has the aroma of fresh strawberries) the victim must obey to all not suicidal commands for 1D6 turns. This can lead to interesting situations, if more than one people try to give orders to the intoxicated creature. If the Saving Roll is successful, the victim will lose the next 1D6 turns vomiting this foul liquid (he will also take lose 1 hit per round while he's sick).
| Truth serum | Cost/Dose (GP): 640 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L1 |
A strange toxin of uncertain origin often used by police force during interrogation instead of torture (if you are lucky enough…), even if they will never admit it. After ingesting this orange liquid, often mixed with orange juice to hide it, the victim cannot lie for the next 1D6 hours.
| Thought-eater | Cost/Dose (GP): 570 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L1 |
Obtained by the dead brains of ghouls, this toxin is mixed with wine or other alcoholic beverage to obtain maximum effects and to hide its disgusting taste. It reduces the victim's INT to 3 for 1D6 days, after that it will return at the rate of 1 point per hour. If the Saving Roll is failed, the INT rating of the victim will also be permanently reduced by 1D6 points (if the INT rating falls below 3, the victim will be forever mad).
| Wizardbane salt | Cost/Dose (GP): 720 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L1 |
After ingesting this poison, similar to cooking salt and very bitter, the victim cannot cast spells for 1D6+1 hour. Even if the Saving Roll is successful, the victim must double the level of any SR needed to cast spells for the next 1D6+1 hours. Quite obviously this venom hasn't any effect on a character unable to use magic (like a Warrior).
Inhalation Poisons
(GM's Note: All these venoms can be administrated to the victim also as ingestion poisons, but in this case they will halve their efficacy.)
| Dreamflower | Cost/Dose (GP): 820 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
A yellow and violet dust obtained from the petals of the strange dreamflower. All victims ingesting or even just inhaling this poison will fall asleep for a number of combat turns equal to the total by which they missed the Saving Roll. Even if the SR is successful, the victims will be dazed and confused for 1 turn (halve movement and Combat Adds, no spell casting permitted). One dose of poison is enough to fill a 9 9 9 feet area.
| Lotus, Black | Cost/Dose (GP): 3,200 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
The powder of black lotus causes coma for 1D6 days, after this period the victim will die if he fails a L1SR on CON.
| Lotus, Emerald | Cost/Dose (GP): 2,040 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L3 |
The powder of green lotus paralyzes the victim for 2D6 hours. Even if the Saving Roll is successful, the victim must halve his activity rate (as per Glue You spell) for the next 2D6 combat turns.
| Lotus, Golden | Cost/Dose (GP): 2,800 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L1 |
The powder of golden lotus damages the brain of the victim. The target cannot cast spells for 1D6 weeks and permanently loses 1D3 points of Intelligence. Even if the Saving Roll is successful, the INT loss cannot be avoided.
| Lotus, Ochre | Cost/Dose (GP): 1,340 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
The powder of ochre lotus halves the victim's STR, DEX, and SPD for 1D6 weeks. Even if the Saving Roll is successful, the above attributes are halved for the next 1D6 combat turns.
| Lotus, Purple | Cost/Dose (GP): 2,940 | Weight/Dose (w.u.): 1 |
| Onset: 2D6 hours | Saving Roll: L3 |
The powder of purple lotus causes coma for 1D6 days, and the victim permanently loses 1D6 points from STR, DEX, CON, and SPD. The latter effect cannot be avoided even if the Saving Roll is successful.
| Lotus, Scarlet | Cost/Dose (GP): 2,800 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L1 |
The powder of scarlet lotus causes coma for 1D6 hours, and the victim permanently loses 1D6 points from INT and 3D6 points from WIZ. The latter effects cannot be avoided even if the Saving Roll is successful.
| Lotus, Silver | Cost/Dose (GP): 1,620 | Weight/Dose (w.u.): 1 |
| Onset: 2D6 combat turns | Saving Roll: L1 |
The powder of silver lotus permanently halves the Constitution of the victim. Even if the Saving Roll is made, the poison will cause to the victim a number of hits equal to ˝ of his actual CON (but this damage can be healed as normal and is not permanent in any way).
A final note about Lotus: Being a fan of Conan the Cimmerian by R.E. Howard, I wanted to add to my list some venoms based on the infamous lotus flowers. In my campaign the poisons based on lotus are extremely rare and expensive, because the several species of flowers from which they are obtained are very hard to find. A delver trying to prepare these venoms must double the difficulty of the Saving Roll needed to successfully complete the process, because it is very complex to properly treat these strange and mystical flowers. (And finding them should be even more difficult, the GM is encouraged to prepare a suitable adventure if the players want to begin their search for lotus flowers.) All toxins based on lotus are exceptionally strong and there are no known antidotes or immunity potions available for them, only magic heal will be useful to neutralize their effects.
Injection Poisons
(GM's Note: Some of these venoms can also be used as blade poison for certain weapons; see "poisons and weapons" above for details.)
| Basilisk's tears | Cost/Dose (GP): 840 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
Just a few drops of this crystalline liquid will petrify the victim (as per the Medusa spell). Can also be used as ingestion poison at full efficacy, but has a foul smell and taste that cannot be disguised by mixing it with food or beverages. This toxin cannot be used as blade poison.
| Death whisper | Cost/Dose (GP): 1,950 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L1 |
This toxin has the consistency of honey and a very clear color, and it is created using a base made with the ectoplasmatic essence of incorporeal undead. The victim will fall in a stupor for 1D6 days followed by 1D6 months of coma. However, if the Saving Roll is made, the toxin will increase the metabolism of the target, permanently adding +1 to his SPD rating. Cannot be used as blade poison.
| Devilish spit | Cost/Dose (GP): 290 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L3 |
Paralyzes the victim for the next 1D6 10 minutes. The poisoned creature will remain aware of what is happening around him and will experience physical sensations (e.g. pain, cold, hot, etc.) This poison is often used by kidnappers to make innocuous the victim. When employed as blade poison, it is usually used in combination with blowgun darts.
| Dumbmaker | Cost/Dose (GP): 370 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L1 |
This pale pink liquid is obtained by alchemically refining the tentacles of giant jellyfishes. The toxin will numb the victim, reducing his DEX to 3 for the next 1D6 hours. The mild acid contained into the jellyfish will also cause 1D6 point of damage as soon as the poison is applied. Dumbmaker can also be used as blade or contact poison, but will reduce target's DEX only for 1D6 combat turns instead of hours.
| Dwarfbane | Cost/Dose (GP): 510 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L1 |
It is rumored that this black gelatin, which stinks of rotten corpses, is made with the magically altered carcasses of death Dwarves. Maybe this explains why this toxin is effective only against Dwarves (and Gnomes, Dwelfs or other dwarven hybrids). Any Dwarf poisoned with dwarfbane will instantly die, bleeding from all his orifices, if he fails his Saving Roll. Gnomes and dwarven hybrid may halve the difficulty of the SR. This nasty venom is fully effective only when injected to the victim and can be used also as blade poison. When administered as contact poison or ingestion poison, it halves its efficacy.
| Elfbane | Cost/Dose (GP): 340 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L1 |
The elvish counterpart of dwarfbane, made by grinding and boiling ears of Elves and Faerie's wings, plus other secret ingredients. It is a dark grey jelly effective only against Elves, Faeries, Leprechauns and other similar creatures, included elven hybrids as Trelfs and Half-Elves. When one of these creatures is poisoned with elfbane, he will instantly die, bleeding from all orifices, it he fails his Saving Roll. This toxin is fully effective even if used as blade, contact or ingestion poison.
| Essence of Golden Poppy | Cost/Dose (GP): 1,930 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 combat turns | Saving Roll: L2 |
Extracted by the exotic specie of poppy with golden petals, this venom inflicts 2D6 points of damage to the victim for 1D6 turns (i.e. during the onset time), and then the poisoned creature passes out for 3D6 hours. As a side effect, as soon as the victim fall unconscious, he will instantly experience the always popular loss of bladder control - a little add to the effect of the toxin. The essence is usually prepared in the form of a very pale golden paste (which cannot be used as blade or contact poison), but it is possible to prepare it also as fine golden powder. In this case it will cost a little more (about 2,300 gp per dose) and can be used only as inhalation poison, with similar effects as above, but it will not cause any damage to the victim during onset time.
| Harmjelly | Cost/Dose (GP): 2,400 | Weight/Dose (w.u.): 1 |
| Onset: 1D6 days | Saving Roll: L2 |
This gelatinous paste is similar to rancid milk, both in color and odor. It is obtained by the corrosive saliva of a chimera or similar beast - manticore, dragon, wyvern, etc. - magically enhanced to maximize its deleterious effects. If the victim fails the Saving Roll, he must permanently halve all his Physical Attributes: STR, CON, DEX, and SPD! Harmjelly can be used only as injection poison (sorry, it cannot be applied to weapons or as contact poison).
| Silent end | Cost/Dose (GP): 1,080 | Weight/Dose (w.u.): 1 |
| Onset: Instantaneous | Saving Roll: L2 |
This dark blue paste is created by enhancing via alchemical processes the defiling properties of the bones of liches, vampires and other powerful spell-casting undead. If the victim fails the Saving Roll, his skin will turn to a dark blue hue and decay, his eyes and all internal organs will pop up, and he will die without a death rattle. Silent end can also be used as contact, blade and ingestion poison, with halved efficacy.
Antidotes
| Antidotes | Cost/Dose (GP): x 0.75 | Weight/Dose (w.u.): 1 |
There is a specific antidote available for each of the poisons listed above, except for "lotus" venoms. If taken a short time before the poison affects the character, the poison does no damage. If it is taken directly after the poison affects the character, the poison is nullified and does only its initial damage. Antidotes lose their effectiveness about one day after being taken.
| Immunity potion | Cost/Dose (GP): x 10 | Weight/Dose (w.u.): 1 |
There is a specific magical immunity potion for each of the poisons listed above, except for "lotus" venoms, dwarfbane and elfbane. If the user takes it, he is permanently immune to that particular poison.
| Generic antidotes | Cost/Dose (GP): see below | Weight/Dose (w.u.): 1 |
I have devised a series of generic antidotes to poisons. They are handier to take around when you go adventuring, especially now that so many poisons are available and is not practical to equip you with a bunch of different antidotes. They can be freely bought at any decent Healers' Guild, and often other Guilds make them available to their affiliates (at slightly higher prices than those listed below). These generic antidotes cannot be used to counteract the effects of "lotus" venoms.
If taken a short time before the poison affects the character, the poison does no damage. If it is taken directly after the poison affects the character, the poison is nullified and does only its initial damage. Antidotes lose their effectiveness about one day after being taken.
These antidotes are ineffective when used to counter the effects of blade poisons, must be drunk by the poisoned creature (or poured into his mouth) and have an instantaneous onset time.
IMPORTANT: Each generic antidote can nullify the effects of poisons with the exact "grade" listed in its description. (E.g. a dose of celestial syrup will be effective against bang-bang - or any other poison which effects can be avoided by making a L4 Saving Roll - but will be totally useless to counter the effects of any other poison that requires a Saving Roll of different level, even if the difficulty is lower.)
GM's Note: I have introduced this limitation to avoid making these generic antidotes too powerful. Anyone rich enough to buy many vials of tear of the gods will be virtually immune to any poison, so I used this little trick to avoid such situations.
| Brew of purity | Cost/Dose (GP): 1,000 | Weight/Dose (w.u.): 1 |
A liquid similar to yellowish water, which strongly stinks of sulfur (i.e. rotten eggs). Acts as a generic antidote for all "grade 1" poisons.
| Infuse of remedy | Cost/Dose (GP): 2,000 | Weight/Dose (w.u.): 1 |
A ruby red liquid with a very sweet (almost nauseating) cherry flavor. Acts as a generic antidote for all "grade 2" poisons.
| Drop of life | Cost/Dose (GP): 3,000 | Weight/Dose (w.u.): 1 |
A milky white liquid tasting like barley syrup (a sweet drink made from almonds, sugar and rose water or orange-flower water). Acts as a generic antidote for all "grade 3" poisons.
| Celestial syrup | Cost/Dose (GP): 4,000 | Weight/Dose (w.u.): 1 |
Golden liquid containing tiny particles of alchemical gold. Acts as a generic antidote for all "grade 4" poisons.
| Tear of the gods | Cost/Dose (GP): 5,000 | Weight/Dose (w.u.): 1 |
This dark blue liquid smell like roses but it's very salty and bitter to the taste (as if you were drinking a gulp of sea water). Acts as a generic antidote for all "grade 5" poisons.
Copyright © 2003-2011 Gianmatteo Tonci
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