Assassin's Use of Poison-
- | - | Poison Types | - | - |
Character Classes | - | - | - | DMG |
Assassins
use poison iust as any other character does, according to the dictates
of the DM.
That is, they use the normal
tables for poison types (q.v.).
When an assassin reaches
9th level (Assassin),
he or she may opt to make
a study of poisons.
This decision should come
from the player in the case of a PC,
i.e. do not suggest it or
even intimate that such a study can be undertaken.
The study will require many
weeks and cost from 2,000 to 8,000 g.p. per week.
The assassin must find a
mentor --
an assassin who has already
made such a study and actually has put the techniques into practice.
In most cases this will
be a NPC assassin of 12th or higher level,
who will charge the variable
amount.
The cost reflects both time
and the poisons used in the training.
If a player character is
involved,
he or she must actually
have a wide variety of animal, vegetable, and mineral poisons on hand for
the training;
but he or she can also set
the fee as he or she sees fit.
It is not the place of this
work to actually serve as a manual for poisons and poisoning.
Not only is such a subject
distasteful, but it would not properly mesh with the standard poison system
used herein.
Therefore, the assassin
must spend 5-8 weeks to learn each of the following poison skills:
- proper
use of all poisons effective in the blood stream only
- proper
use of poisons effective through ingestion only
- proper
use of contact poisons and poisons effective when in the blood stream or
ingested
- the
manufacture of poisons and their antidotes
Thus, after 20-32 weeks of
study, the assassin will have complete knowledge of 90% of all poisons
known.
He or she can then use poisons
at full normal effect and have the following options as well:
- choose
to assassinate by an instantaneous poison
- elect
to use a slow acting poison which will not begin to affect the victim for
1-4 hours after ingestion
- elect
to use a poison which gradually builds up after repeated doses and kills
1-10 days after the final dose
The assassin must compound
the poison, of course.
The DM will have to adjudicate
this manufacture as he or she deems best.
To simulate such manufacture,
it is suggested that a week of time and a relatively small outlay
(200-1,200 g.p. for materials,
bribes, etc.)
suffice for any poison.
Instantaneous and very slow,
undetectable poisons should be more time-consuming and costly, but not
greatly so.
This does not guarantee the
assassin success, naturally,
for he or she must still
manage the poisoning ond then escape.
However, it will give a
far better chance and also provide leverage with regard to a slow poison
by knowing the antidote.
Note that the assassin can
stop his or her study at any point,
knowing only the knowledge
gained in the completed course of study.
Also during any course of
study,
the assassin may not engage
in any other activity,
or he or she must begin
studying again from the beginning of the course.
This means that during from
5-8 game weeks the assassin character will be out of play.
One type of poison which
assassins can learn to compound is blade venom.
Blade venom (always an insinuative
poison; see Poison Types) evaporates quickly.
For the first day after
its application it does full damage, the second day half, and by the third
day none.
It is likewise removed by
use: on the first hit it will do full damage, on the second hit half damage,
and by the third it will be gone.
Partially evaporated or
used death poisons allow the victim a +4 on his or her save.
The poison of monsters,
regardless of its pluses or minuses to the victim's saving
throw, is an all-or-nothing affair.
That is, either they do
no damage,
or they kill the victim
within a minute or so.
Poison
potions generally do the same,
although you may optionally
elect to have any given one be slow-acting,
so that the victim will
notice nothing for 1-10 hours after quaffing it.
Monster poisons are all
effective by either ingestion or insinuotion into the body and blood stream
of the victim.
Poison potions must be ingested.
If you allow poison use
by characters in your campaign,
users can purchase ingestive
or insinuative poisons only,
having to obtain dual-use
poisons from monsters.
Purchased poisons are classified and priced as follows:
Poison | Cost/Dose | Onset Time | Damage if Save | Damage if No Save |
A* | 5 g.p. | 2-8 rounds | 10 h.p. | 20 h.p. |
B** | 30 g.p. | 2-5 rounds | 15 h.p. | 30 h.p. |
C*** | 200 g.p. | 1-2 rounds | 20 h.p. | 40 h.p. |
D**** | 500 g.p. | 1 segment | 25 h.p. | death |
E | 1,000 g.p. | 1-4 turns | 30 h.p. | death |
Poison | Cost/Dose | Onset Time | Damage if Save | Damage if No Save |
A* | 10 g.p. | 2-5 rounds | 0 h.p. | 15 h.p. |
B** | 75 g.p. | 1-3 rounds | 0 h.p. | 25 h.p. |
C*** | 600 g.p. | 1 round | 0 h.p. | 35 h.p. |
D**** | 1,500 g.p. | 1 segment | 0 h.p. | death |
* Saving throw at +4, chance
of tasting/smelling/seeing poison 80%.
** Saving throw at +3, chance
of tasting/smelling/seeing poison 65%.
*** Saving throw at +2,
chance of tasting/smelling/seeing poison 40%.
**** Saving throw at + 1,
chance of tasting/smelling/seeing poison 15%.
Assassins use all forms of
poison, other than those listed above,
at an efficiency which gives
the victim + 1 on the saving throw;
all other character types
use them at an efficiency level which allows the victim +2 on saves (in
all cases).
Assassins who have studied
poisoning have no penalty. (See ASSASSINS' USE OF POISONS.)
Question: The Assassins’
Guild in my D&D town is after me
because my henchman
bought some poison, but not from the
guild. He also pocketed
the extra money he made from the
deal. Is there any way I
can talk to them without being killed?
Answer: This is an
interesting problem. However, since I don’t know
the mythoi that your DM
plays with and I don’t know the henchman,
etc., all I can say is,
send them a message first explaining what happened
and hope for the best. What
happens next will be up to your DM.
Good luck.
Q: Your "all or nothing"
system for poison
is unrealistic and overly
deadly. Why
don't you use some other
system?
A: The DMG
offers an optional system
(pg. 20) with poisons classified
as ingestive
or insinuative (the former
applicable
to potions and food, the
latter to traps),
and further subdivided by
onset time,
damage, and so forth. It's
for "purchased
poisons," but there's no
ill effect if applied
generally.
(Polyhedron #9)
Poisons
of the Forgotten Realms
The poison recipes have
not been
made known by Elminster;
in his
words, "They are largely
simple to
make, and recipes will undoubtedly
fall
into the wrong hands, given
your sometimes
too efficient communications."
For adventurers, however,
he has provided
the means of identifying
the substances.
Lhurdas
(also known as "the yellow
death"
and "Beltyn's Last Drink") is a
wine-based
poison. It has a sharp, dry
white-grape
wine taste, and will readily
mix
with such wine. It reacts with the
digestive
acids in the stomach (and is
effective
in human, orc, and elvish body
chemistry)
to eat away internal organ
tissues.
Ingestion produces rapid (within
two
rounds) nausea, convulsions,
and
terrific internal cramps and burning
pain,
doing 1-6 points of damage in
its
first effective round, 2-12 in the second,
and
1-4 in the third. Thereafter it
will
do no more damage, regardless of
dose,
and further exposure to lhurdas
will
cause discomfort and inhibit healing,
but
cause no greater damage to the
body
for a period of 3-24 days. It is ineffective
if
applied externally. (Save for
half
damage.)
Varrakas
is a black, thick syrup. To
avoid detection, single
drops are usually
added to gravy or dark sauces,
but
the effects increase with
the dose
ingested. Varrakas has a
slightly oily
taste, but no strong flavor.
Every drop
of varrakas does 1-4 points
of damage
when it enters the bloodstream
(it
passes the digestive system
masquerading
as a nutrient), and does
not act for a
period of 18-24 turns after
ingestion.
Varrakas is harmless if
applied externally,
and is effective in all
mammals.
(Save for half damage.)
Prespra
(also known as "Mother"s
Bane") is an odorless, colorless
liquid
that mixes readily with
all drinkables
except milks and products
made from
them, from which it separates.
Effective
only in humans
and only when
ingested, it causes sudden
dizzy spells
and visual distortion, beginning
1-3
rounds after contact and
lasting for 1-
12 rounds. During this time
the victim
moves unsteadily and fights
at -2 to
hit, +2 (worse) on AC if
having only
normal (distorted) vision,
or - 1 to hit
and + 2 on AC if endowed
with infravision
or heightened visual senses.
At the
same time the victim endures
1-2 points
of damage per round as surface
blood
vessels burst all over the
body (giving a
blotched, reddened appearance
to the
skin). Each round a successful
saving
throw will avoid such damage,
but if
the victim suffers an injury
through
combat or misadventure during
the
round, no saving throw is
allowed (the
cause and shock of the injury
aggravates
the sudden fluctuations
in blood
flow and pressure prespra
causes; it
works by alternately and
erratically
constricting and expanding
blood vessels
throughout the victim?s
body).
Belpren
is a luminescent blue, acidic
substance
that does 1-12 points of damage
instantly
upon contact with skin or
internal
tissues. (No save.) Further
applications
of belpren to affected
areas
will not cause any further harm,
but
the damage given above is for a
roughly
hand-sized area of body exposure;
for
each additional such area of
skin
affected, an additional 1-12 points
of
damage will be suffered. However,
no
additional damage from ingestion is
possible;
immediate and involuntary
vomiting
will be induced by any further
belpren
applied to affected internal
areas.
Belpren will not corrode metal,
nor
will it harm cloth or cured leather.
It
dries and becomes ineffective in just
over
one round when exposed to air,
and
so cannot be used on weapons.
Belpren
can be neutralized by the application
of
lamp oil. It is effective on all
creatures.
Orvas
is a translucent liquid with a
green cast and a bittersweet
taste. It
does 1-6 points of damage
upon entering
the bloodstream (immediately
if by
insinuation, which must
be through a
scrape or wound, or in 18-24
turns if by
ingestion), and 1-4 points
of damage
each round for the following
two
rounds. A successful saving
throw
means that orvas is ineffective
against
the target creature. Orvas
is an antidote
to varrakas (see above)
if introduced
into the bloodstream before
varrakas
has run its course. Orvas
works in all
mammals.
Huld
(also called "Leap" or "Deathdance") is an odorless oil that is effective
on non-humanoid creatures--except
for
demi-humans and humans--and
works
only by insinuation. Its
effects are the
same regardless of dosage,
and appear 1-
4 rounds after the application.
(Save for
no damage.) Huld causes
severe muscle
spasms involving nausea
and the loss of
motor control, balance,
and speech, lasting
for 1-6 rounds. During this
time a victim
is helpless but by no means
an easy
target for physical attack,
since he or she
is usually thrashing and
moving about
rapidly and wildly. Mental
processes are
entirely unaffected (i.e.,
psionic or other
communication can be initiated
or will
continue, and in some cases
can be used
by the victim, as well as
others, to control
the poison's effects). A
particular individual
will be 95% resistant to
huld for a period
of 10-21 days after an exposure
to it,
and thus repeated dosages
in a single
encounter will almost always
not be
effective. Huld is generally
thought to
affect all individuals,
but some apparent
immunities are reported
and conjectured.
Jeteye
is a glossy (i.e., reflective) black
liquid that affects all
mammals upon
ingestion. (Ineffective
if insinuative contact
only; save for half damage.)
It
causes the pupils of the
eyes to go black
(although this does not
affect vision)
and causes 1-8 points of
neural damage
immediately. No pain is
felt by the victim,
however, for Jeteye kills
all pain
and tactile sensation for
a period of 9-16
rounds (the "black eyes"
sign will be of
the same duration as this
anesthetic
effect). Jeteye is sometimes
voluntarily
used before torture or immed.
after battle injuries (preventing
a system shock survival roll).
It has a bitter, black walnut-like
taste and is hard to
conceal in food or drink.
Ulcrun
is a milky-white, viscous liquid
that is effective on all
warm-blooded
creatures, by insinuation
only. (No save.)
Two rounds after contact,
it
causes 1-4 points of muscular
damage,
weakening and softening
tendons, ligaments,
bones, and cartilage. On
the following
round it causes 1-12 points
of
damage, and 1-4 points on
the round
thereafter, whereupon its
effects pass.
Until healing processes
(natural or magical)
counter its effects, the
creature
affected will have lost
1-4 points of
STR and one point of Dexterity.
Dwarfbane
is a rare, gummy oil that
is poisonous only to dwarves.
Insinuative,
it is commonly smeared on
weapons.
It does not dry out, but
prolonged
exposure to air lessens
its potency; it is
effective only for 26-31
days. Upon contact,
dwarfbane does 1-8 points
of damage
with a pain "like blazing
skewers,"
and a further 1-6 points
on each of the
following three rounds.
(A successful
saving throw will halve
all damage suffered.)
Do you agree when some gamers say they are too deadly. If not, why, and did those dangers see frequent use in you campaign?
Thanks
No I don't agree with those
wimpy whiners who are afraid of a few living dead <stickouttongue>
There were always plenty
of them in the adventures I ran, and likewise in those that I was playing
in.
For example, in one Jim
Ward scenario, the first monsters we encountered were liches attacking
us with rods of cancellation.
This was likely in revenge
for some of the perils Jim had to face with me as DM, such as when a vampire
had his PC trapped.
Darned if Jim didn't roll
well enough to force the vampire to dust-mote form while I couldn't hit
his PC no matter what.
To answer specifically:
First, a cleric or two with
a party means the threat is lessened dramatically.
Second, m-us have plenty
of long-range spells to deal with undead.
Third, most other PC types
have enough armor to make hitting them pretty difficlt.
In general the alert and
wary party will not be surprised by undead, be able to stay at a distance
to make touch by the undead difficult.
Wise players know when to
have their PCs run away.
In extremis, le=ost levels
can be restored by use of wishes and clerical spells,
Next those cry babies will be moaning about being turned to stone.
Tell the complainers they should be playing a CRPG where they can save and thus avoid all real danger--ues cheat codes too
Cheers,
Gary
Quote:
Originally Posted by WyzardWhately
3. Poison was mostly Save
or Die back in the day, as I recall. Did you have it take effect immediately
(it bites him and he falls over stone dead), or was there a grace period
of gradual deterioration, cold sweats, and such? I'm curious about this,
as I wonder if the cleric would have time to 'fix it.' (I"m also imagining
rolling the save in secret, and gradually applying damage, where the player
wouldn't *know* if the poison would kill him or not. Mwuhahaha.)
As rounds were of one minute
length, not much beyond a minute was given for poison to prove fatal.
If a cleric was on hand
to neutralize the toxin, then fine, it was allowed by me and all the DMs
I knew.
BTW, there were a few poisons that did xdx damage, save meaning only 1/2 xdx damage was taken.
<check neutralize poison:
something above doesn't click>