Poisons from AA to XX
Charles Sagui
 
Poison distribution Poison strengths Special strengths Antidotes Poison Types
- - Dragon 32 Best of Dragon, Vol. II Dragon

For every DM there comes a time when he must deal with the
question of the use of poison by player characters and non-player
characters other than Assassins. Referees cringe at the thought of a
single Elf with a poison arrow felling the Queen of Chaotic Dragons
while similarly treated bolts from the crossbows of a party kill her
guards, giving unlimited treasure for little risk. The same Dungeon
Masters will smile as the Assassin’s crossbow twangs and the player
character who has been abusing his privileges because he thinks he is
unkillable fails his save and falls dead. Some method must be found to
allow for the presence of poison and yet restrict its abuse by player
characters. Below is my own set of poison types, strengths, and prices
plus a guide for the restrictions on player characters and non-player
characters.

Poison Distribution
First, poison should be restricted to Neutral or Evil characters. No
one who holds himself as Good may use poison, no matter how
Chaotic he/she may be. This restriction applies only to the use of
poison on Human or Humanoid types; characters are not restricted in
the use of poison upon Non-human monster types in the dungeon.
Basically, there are three classes which may freely trade for or buy
poisons with few restrictions. Alchemists alone distill and manufacture
poisons. Any MU, Thief, or even Assassin who is found to be manufacturing
poisons is told once to cease and desist; if he fails to do so, he will
receive a visitor who will see to it that he stops permanently.

Restrictions on the use of poison by Alchemists are unreasonable.
Alchemists learn to make poison at one strength per level of experience
up to the fifth, beginning with level O, strength “AA.” At sixth level an
Alchemist can make strength “S” sleep poison that may be sold to any
class or type. After sixth level he learns one strength for each two
experience levels the alchemist attains through strength “J” at level 16.
Type “X” may be manufactured only by an Alchemist of 20th level and
type “XX” only by 25th level and above. Alchemists through level 4
may make only ingested poisons; through 8th level they may make
ingested plus water-soluble poison; and through 16th level they may
also produce contact-type poison, including poison gas.
Assassins are the main customers for the Alchemist’s toxins. These
are powerful and dangerous men and can dictate to Alchemists and
society at large who may obtain or use poisons. They will be able to
obtain (at a price) the type and strength of poison they desire. Assassins
do not have the skill, training, or inclination to spend hours developing
poisons, and even if one should desire to learn the craft of poison
development, it is forbidden by the Guild.
Locksmiths are the ones who put poison needles and killer gases in
chests and doors as traps. They received the blessing of the Assassins
Guild so that the rich gentry could have their goods protected.
There are a few exceptions to this rule of thumb. All classes may use
strength “S” sleep poison in all types in which this is available. Thieves
may, upon paying to the Assassins Guild 500 gp per experience level,
purchase poisons of strengths “AA”, “A”, or “B”. They may buy up to
60 vials of strength “AA” per game-year, strength “A” up to 30 vials, or
15 vials of strength “B”. Magic Users who desire a more potent missile
weapon may, after gaining permission of the Guildmaster of Assassins
and paying the Guild 1000 gp per experience level, coat darts or
daggers with type “AA” or “A” poisons. They may purchase 30 vials of
strength “AA” or 15 vials of strength “A” poison per game-year.
If a Thief or MU wants to use two strengths of poison (three allowed
for Thieves), they may purchase according to the strengths they are
allowed: One strength “B” poison equals two strength “A’ or four
strength “AA” poisons. These poisons are rigidly controlled by the
Assassins Guild; the Thief or MU must go to a clerk at the Guildhall of

Assassins and tell him what strength of poison he desires to purchase.
The clerk checks the records, and if the character is allowed to purchase
this strength, the clerk will give him what amounts to a prescription for
the type and amount. This is given to the Alchemist, who provides the
poison. Any Alchemist found to be selling higher-strength poisons to
Thieves or MUs or selling anything besides “S” strength sleep poison to
other classes will receive an ominous visit from a high-level member of
the Assassin’s Guild.
The price given under the types of poisons is for maximum damage
possible, i.e. Water Soluble strength “A” poison that does from 1-10
points of damage will be priced at 750 gp per vial even though it may in
fact do only 1 HP of damage because of the die roll. The base price
given is the selling price; 75% of this price is the cost to the Alchemist for
material, components, and helpers. If the party discovers vials, of
poison in the dungeon and recognizes them as poison, they may use it
on monsters, give it away freely or coat their weapons. But if they sell
the poison at any price or to any class, even only to Assassins, they will
be the objects of a “hit” financed by the Alchemists. The Alchemists
decide what poisons or types they wish to make, except for special jobs
for a particular Assassin which they will do but charge double for. In this
way the Alchemists control the manufacture and Assassins control the
distribution of poison.
Poison is sold in small vials. One vial of poison is enough to coat six
arrowheads, or eight darts, or twelve needles, or one dagger or spear
point. Two vials will coat twice as much as one or, if preferred, a short
sword. Three vials will coat a long or broadsword, four will coat a
bastard sword, five a two-handed sword. Each coating of poison lasts
for two successful hits on targets and the maximum coats per blade is
five. When swallowed, one vial acts as one dose.
Orcs, Goblinoids, and other semi-intelligent types which use sharp
weapons may, if the DM desires, use poison, but they should use only
strength “AA” or at most “A”. They produce this from fungi or plants
which they encounter, but they do not have the skills to distill a more
powerful toxin. If in the employ of a powerful higher-level character
who is Evil, there is a chance for more powerful poisons up to “C” or
“D” in strength. Poisons found in dungeons with the appearance of
wine or potions are usually distributed in type as follows: 50% ingested,
30% water soluble, 10% contact, and 10% poison gas. Poison found in
treasure may be of any strength the DM desires, from “AA” to shake up
the party to “X” or “XX” to finish things.
Damage from poison is taken at the rate of the minimum possible
Hit Points done by the poison, taken each melee round until full
damage rolled on the dice is taken. For example, strength “J” poison
that does 5-100 HP of damage would deliver 5HP of damage per
round until the damage rolled is reached or death is realized. If the
saving throw is made, the victim of the poison takes half the rolled
damage at the same rate as normal for strength “AA” through “J”.
Strength “X” or “XX” when saved for take half the victims HTK when
fully healed and rested. Save versus “S” sleep poison acts as a slow
spell for three rounds. Undead are considered to take damage as if they
saved, and if they save they take no damage.. Creatures that are
naturally immune to sleep will not be affected by sleep poison.
As Gandalf said in Lord of the Rings, “A treacherous weapon is
ever a danger to the hand.” This should be applied to those using
poisoned blades. Until it has been washed completely clean of all traces
of poison, the weapon that has been coated is dangerous to the user.
Each time the weapon is drawn or returned to the scabbard, the wielder
must save by rolling his dexterity or less, minus 1 for water soluble or
minus 3 for contact, or take full poison damage. The user of a poisoned
weapon must also roll his dexterity or less in every other round for
water soluble, or every round in the case of contact type, that the
poisoned weapon is used. If more than the dexterity is rolled, a nick or
touch has occured and the full effect of the poison is taken. Even

though two hits have been made and no more poison damage is given
to victims when a hit occurs, unless the blade is washed the user will be
unlucky enough to be struck by a part of the poisoned blade where
toxin still lingers. Weapons once poisoned, therefore, must be washed,
put away or abandoned after use, or they are more dangerous to the
user than the victim.
Poison may be applied only to ordinary iron or steel non-magic
weapons. Silver will not hold poison; the magic radiating from such
weapons will burn it off. Non-magic alloys of metal that are iron-based
but are well made and have an advantage not associated with magic
may be poison-treated. The process of treating metal with poison gives
a dark discoloration to the blade. Any character seeing and recognizing
this change in appearance, whatever his alignment, will join the fight
against the user(s) of poison. Because of the limitations above, those
monsters affected only by silver or magic will be bothered only by
contact or gas
poison, unless they can be convinced to drink the
ingested type.
 

Poison Strengths
AA—This type of poison does less than six HP of damage (Suggested
poisons are 1-3 HP (d6 x ½), 1-4 (d8 x ½), 1-5 (d10 x ½).
A—Does 6-10 HP damage (Suggested poisons 1-6 (d6), 1-8 (d8),
1-10 (d10).
B—Does 11-20 HP damage (Suggested poisons 2-12 (d6 x 2),
2-16 (d8 x 2), 3-18 (d6 x 3), 2-20 (d10 x 2), 1-20 (d20).
C—21-30 HP (Suggested poisons 3-24 (d8 x 3), 4-24 (d6 x 4),
3-30(d10 x 3), 5-30 (d6 x 5).
D—31-40 HP (Suggested poisons 4-32 (d8 x 4) 6-36 (d6 x 6),
4-40 (d10 x 4) 5-40 (d8 x 5) 2-40 (d20 x 2).
E—41-50 HP (Suggested poisons 7-42 (d6 x 7), 6-48 (d8 x 6),
8-48 (d6 x 8), 5-50 (d10 x 5).
F—51-60 HP (Suggested poisons 9-54 (d6 x 9, 7-56 (d8 x 7), 6-60
(d10 x 6), 10-60 (d6 x 10), 3-60 (d20 x 3).
G—61-70 HP (Suggested poisons are 8-64 (d8 x 8), 11-66 (d6 x
11) 7-70 (d10 x 7).
H—72-80 HP (Suggested poisons 9-72 (d8 x 9) 12-72 (d6 x 12),
13-78 (d6 x 13) 8-80 (d10 x 8) 4-80 (d20 x 4) 10-80 (d8 x 10).
I—81-90 HP (Suggested poisons 14-84 (d6 x 14), 11-88 (d8 x
11), 9-90 (d10 x 9),15-90 (d6 x 15).
J—91-100 Hit Points of additional damage (Suggested poison
types 12-96 (d8 x 12), 16-96 (d6 x 16), 10-100 (d10 x 10), 5-100
(d20 x 5).
Not every Alchemist will carry each type or strength of poison. If a
strength of poison is carried by an Alchemist, he will carry only one
poison of that strength, so that an Alchemist may carry for type “AA”
either 1-3 or 1-4 types, but not both.
 

Special Strengths
X—Delivers 10 HP per round until death occurs.
XX—Instant Death. This may be used only by a Master Locksmith,
or by Assassins only with the Guildmaster’s permission.
S-Sleep poison. Two rounds after being used, this acts as a sleep
spell on those creatures which are susceptible to sleep. No damage is
taken.
If a Neutralize Poison or Slow Poison spell is cast after contact with
the above poisons, any damage already taken is not affected.
 

Antidotes
Antidotes are swallowed and come in strengths “AA” through “X”,
plus a sleep antidote. Antidotes are more stable than poisons, delivering
a set number of points of poison protection. Type “AA” antidote
provides 5 points of poison neutralized, “A” 10 points, “B” 20 points,
“C” 30 points, etc. “S” affects only sleep poison but also gives plus 3
on sleep spells for the next four movement turns. Type “X” acts as a
Neutralize Poison spell. The strength of the antidote is subtracted from
the amount rolled for damage of the poison.

The effects of the antidote last for four rounds after consumption,
i.e. if a victim is struck by a sword coated with strength “C” poison, 15 is
rolled for damage and the victim drinks a type “A” antidote in the next
round, the victim takes 5 HP damage from the poison for the round
before and the rest of the damage (10 HP) is neutralized. Two rounds
later the same victim is hit once more by the poison blade and 25 HP
damage is rolled; ten more HP of damage is neutralized and the
victim takes the remaining 15 points. Any damage taken before consumption
of the antidote or any damage beyond the strength of the
antidote is totally unaffected by the antidote. Strength “X” or “XX”
poisons are affected only by strength “X” antidote; to affect “XX”
poison the antidote must be taken at least one round and not more than
four rounds before the poison is encountered. Sleep poison is affected
by “S” antidote or by antidote strengths “C” and above. Regular
antidotes cost 200 gp per point of damage neutralized, “S” antidote
costs 2000 gp per dose, and strength “X” antidote costs 30,000 gp per
dose.

Poison Types
 
Ingested Water soluble Skin contact Poison Gas Poisons: From AA to XX

Ingested: All types of poison have full effect if swallowed, but only
this type of poison can be mixed with food or drink to full effect. All
other types of poison give off an odor or change the color of the
material they are mixed with; also, other types of poison are diluted to
one-quarter strength if mixed. Only “S” strength is available to Non-
Assassins. Strengths available to Assassins are “AA”-“J” plus “S” and
“x”. Price to Assassins is 50 gp per maximum Hit Points of damage
done by the poison. “S” strength poison, if available to adventurers,
costs 500 gp per dose. Type “X” poison costs 7,500 gp per dose to
Assassins.

Water soluble: This type of poison is applied to blades, arrows,
darts or other objects, and when it contacts blood or bodily fluids it
dissolves and does the appropriate amount of damage. If the user of
this type of poison is rained upon, falls into a pit of water, or takes a
swim the poisoned blade had better be waterproofed in a scabbard or
wrapped in waterproof cloth, or else when he needs the envenomed
steel he may find a rather ordinary blade without the extra damage he is
counting on. Sleep strength is usable by all party members; this is the
type sold to MUs and Thieves (see above). Strengths available are
“AA”-“J” plus “X” and “S”. Prices for most strengths are 75gp per
maximum HP of damage possible; strength “S”. costs 750 gp per vial,
and strength “X” costs 11,250 gp per vial.

Skin Contact: This type of poison takes effect upon contact with
the naked skin. This type of poison is +2 to hit above the number
needed for the weapon to hit, so that the poison may take effect even
though no wound was sustained. This type of poison can do wonders
as a trap, but a little goes a long way. Coins, gems, and weapon hilts
coated with strength “XX” skin-contact poison and scattered about a
dungeon level will soon kill even a high-level party, but it will almost as
surely kill a campaign as players decide that there are easier places to
run a dungeon. Strengths available are “AA”-“J” plus “X” and “XX”.
Regular skin-contact poison costs 200 gp per maximum Hit Points of
damage possible, strength “X” costs 30,000 gp and strength “XX”
costs 45,000 gp per vial.

Poison Gas: This type of poison is carried as a liquid, and as soon
as it is touched by air it dissolves into a gas. This gas spreads into a cloud
5’ x 5’ and affects up to four creatures, after which time enough of the
toxin has been absorbed to neutralize further effects. If more than four
creatures are within the cloud, the DM must determine which four are
closest to the center of the cloud, and they are affected. If all of the
poison is not breathed in it will last for five rounds, subject to wind,
djinnis, etc. This type of poison is used in more valuable traps, and if
somehow obtained it is favored as a missile weapon by adventurers. It
may also be set on the dungeon floor and activated by missile fire from
long range. Because of the small size of the vial it is -3 to hit by all
missile weapons. Strengths available are “F”-“J”, plus “S” and “XX”.
The price for regular poison gas is 300 gp per maximum hit damage
done by a particular strength; type “S” costs 3000 gp per vial and
“XX” costs 67,500 gp per vial (Rare).

(DM: The above should be the minimum prices for poisons. They
may go up as materials or equipment become scarce for any given
poison strength or type of poison. The high prices for more powerful
types of strengths help reinforce the idea that high-level poisons should
be used only by high-level Assassins and then only on the most
dangerous, i.e. high-level, targets; otherwise, there is no profit to the
Assassins involved.)