Swallowed poisons (Notes) | Insinuative poisons (Notes) | Special toxins | Contact poisons (Notes) | Non-damaging poisons (Notes) |
Poison dosage | General notes on poisons | - | - | Poison |
Previous articles in DRAGON™
magazine
on the use of poison have
been helpful.
But those essays did not
examine
some essential aspects of
poison for the
DM who wants a variety of
toxins in his or
her game.
The most significant omission
is how
long a poison takes to affect
its victim
and how long it will it
continue to do so.
Neutralize poison is the
only spell
outside
of Heal) which will prevent
further
damage. Slow poison simply
delays the
effects — however, without
guidelines
for the action of a particular
poison once
it’s inside a victim, these
spells are difficult
to adjudicate properly.
I created a wide variety
of poisons for
my Cerilon campaign, delineating
each
by smell and appearance
and describing
how long each takes to affect
the victim
and run its course. By using
guidelines
such as these, a wily DM
can now accu-
rately play the effects of
the poisonbane
spells.
In such a system, there
is more suspense
for players; sometimes only
at
great expense, or at the
risk of bodily
harm, can they determine
the true nature
of a poison. But once they
become familiar
with the “give-away” scents
and appearances
of the various toxins, this
knowledge will stand them
in good stead
throughout the rest of their
adventuring.
Below is a list and description
of spe
cially created ingestive
and insinuative
poisons, contact poisons,
and some toxins
that are designed not to
kill but merely
provide means for capturing
or slowing
down parties. Each toxin
has a base
damage rate, to be used
in one of two
ways: A) Roll for damage
once and divide
the result by the number
of rounds
or turns it takes the poison
to run its
course; or B) Continue rolling
the base
damage for every round or
turn the poison
is in effect. Method B makes
poisons
much deadlier, and if used
at all it should
only be employed for the
heavier poisons
(types C and D). Most of
the poisons
allow saving throws, usually
for
either no damage or half
damage. If a
particular poison seems
too deadly or
not deadly enough, just
fiddle around
with the numbers to your
satisfaction.
You might also wish to allow
saving
throws in each round or
turn the poison
is still in effect.
YAKSA:
White liquid or powder, smells
like
cherries. Does 4-32 damage (4d8),
starting
1-8 rounds after ingestion, runs
its
course in 1-4 turns. Save for no damage,
made
at +2.
THRUM:
Light bluish liquid, smells like
sour
lemon. Does 6-36 (6d6) damage,
starts
in 1-4 rounds, runs its course in 1-3
turns.
Save for half damage.
BRAYLOCK: Odorless, syrupy
amber
liquid. Does 5-40 (5d8)
damage, starts in
1-2 rounds, runs its course
in 1 turn.
Save for half damage, made
at -1.
CUPH: Clear liquid, smells
like pineapple.
Does 4-24 (4d6), starts
in 1-6 rounds,
runs its course in 1-8 turns.
Save for no
damage,
made at +1.
NIBON: Odorless, colorless
liquid. Does
6-48 (6d8), starts in 1
round, runs its
course in 1 turn. Save for
half damage,
made at -4.
TUBON:
Pale yellow liquid or powder,
smells
like ripe melon. Does 5-30 (5d6),
starts
in 1-10 rounds, runs its course in
1-6
turns. Save for half damage, made at
+1.
Type B
KOLAS: Thick, brown liquid,
smells like
roses. Does 8-48 (8d6),
starts in 1-3
turns, runs its course in
1-6 turns. Save
for half damage,
made at -2.
BREEK: Odorless, colorless
liquid. Does
5-40 (5d8), starts in 1-8
rounds, runs its
course in 1-4 turns. Save
for no damage.
JIMA: Light red powder or
liquid, smells
Iike papaya. Does 8-48 (8d6),
starts in
1-10 rounds, runs its course
in 1-3 turns.
Save for half damage,
made at -3.
LOMAT: Odorless and colorless
powder
or liquid. Does 5-50 (5d10),
starts in 1-6
turns, runs its course in
1-4 turns. Save
for half damage,
made at -2.
FRIN: Pale green liquid or
powder, smells
like green apples. Does
3-30 (3d10),
starts in 1-3 rounds, runs
its course in 1-8
rounds. Save for no damage.
AJIDA: Odorless and colorless
liquid.
Does 5-60 (5d12), starts
in 1-6 rounds,
runs its course in 1-3 turns.
Vision grows
dim after victim takes 10
points of damage,
continues to dim until 30
points is
taken, at which time victim
is functionally
blind. Only a Cure
blindness spell will
neutralize this effect.
If blindness does
not occur, victim’s vision
will clear in 2-5
turns. Save for half damage,
made at -4.
Type C
GALAS:
Pale blue liquid or powder,
smells
like horse sweat. Does 4-40
(4d10),
starts in 1-3 rounds, runs its
course
in 2 turns. Save for no damage.
TRIF: Odorless, light gold
liquid. Does
5-60 (5d12), starts in 1-4
turns, runs its
course in 1-12 rounds. Reduces
victim’s
DEX
by 2 points for every 10 points
of damage taken. This is
only restored by
rest. Save for half damage,
made at -2.
SILVER
LOTUS: Light silver liquid or
powder,
smells like lotus flower. Does
7-42
(7d6), starts in 1-2 turns, runs its
course
in 1-6 turns. Reduces victim’s
constitution
by 1 point for every 10
points
of damage taken. System shock
roll
required for every point lost; failure
means
instant death. Constitution points
can
only be restored by REST. Save for
half
damage.
BLACK
MEAD: Clear liquid or gel, smells
like
honey. Does 10-80 (10d8), starts in 1
round,
runs its course in 15 rounds.
Causes
disorientation (-2 to hit, damage,
30%
chance of spell failing) after 20
points
of damage are taken; disorientation
increases
in 10-point steps thereafter
(additional
-1 to hit, additional 5%
chance
of spell failure). This effect wears
off
1-3 turns after poison runs its course.
Save
for half damage, made at -4.
Type D
DEVIL—ALE:
Odorless liquid, very light
orange
color. Does flat 60 points of damage,
sets
in 1-3 rounds after ingestion,
runs
its course in 2-5 (d4 + 1) turns. No
saving
throw: antidote is only hope.
KUMBA: Odorless and colorless
liquid.
Starts in 1-6 rounds, death
follows 1
round thereafter. Save for
no damage,
made at -3. Failed saving
throw means
death.
TYLATCH: Clear liquid, smells
like sandalwood.
Starts in 1 round, runs
its
course in 6 turns, doing
10 points of
damage
per turn. Victim falls instantly
asleep, cannot be awakened.
Save for
half damage, made at -2.
If the victim
survives, he will awaken
after the 6-turn
duration.
VEDYA:
Pale purple liquid or powder,
smells
like raisins. Does 10-100 (10d10),
starts
in 1-6 turns, runs its course over a
period
of 1-6 days (assess appropriate
points
of damage each day, dividing total
into
one-hour increments). Agonizing,
very
slow death. No saving throw.
YELLOW
MOLD POWDER: A yellow
powder
made from mold spores; when
mixed
with liquid, it poisons just as yellow
mold
does. Save for no damage; failure
means
death, as per yellow mold.
MUFA:
Odorless, colorless liquid. Starts
in
1-10 rounds, throws victim into painful,
twisting
convulsions, then does 15
points
of damage per round until victim
dies.
Convulsions have a 50% chance of
causing
an extra 1-6 points of damage in
each
round. No saving throw.
GURCH: Dark green liquid
or powder,
smells like wax. Starts
in 1 round, does a
flat 75 points of damage
over 1-10 turns.
Very painful; victim disabled
after taking
15 points damage, cannot
walk, fight,
barely able to talk. Save
for half damage,
made at -4.
PRAKA: Small, blue-and-white
speckled
pellets. Starts in 1-4 rounds,
does 20
points damage
per round until death.
Causes vivid, monstrous
hallucinations;
25% chance of permanent
insanity if victim
somehow survives. Save in
each
round for half damage, made
at -5, but
still eventually fatal.
Notes
on swallowed poisons
These poisons do no harm
unless
swallowed. Some have telltale
signs,
others do not. However,
even the telltale
signs may be masked if the
poison is
placed in a drink of similar
smell or taste
(e.g., Yaksa in cherry brandy).
A successful
saving throw generally indicates
the poison has lost some
or all of its
potency or effectiveness.
Type D poison is almost always
fatal.
Antidotes are generally
geared to a specific
type of poison (A, B, C,
or D). However,
there is a 10% chance that
a type C
antidote will cure types
A and B, a 25%
chance that type D antidote
will cure A,
B, and C, and a 5% chance
that a type B
antidote will cure Type
A. No “lower”
poison antidote will cure
a higher type.
Most of these poisons are
fairly rare, or
at the very least difficult
to get. Poisons
will affect monsters thusly:
Type A will
work on any humanoid up
to 4 HD,
type B up to 5 hit dice,
type C up to 7 hit
dice, and type D up to 10
hit dice. Trolls,
orcs, ogres, etc., are considered
humanoids
and can be affected by these
poisons.
Most swallowed poison will
not
work on dragons, hydras,
grey ooze, or
other non-human type creatures.
TROLLSBLOOD:
Grayish-green liquid.
Does 4-32 (4d8), starts
in 1-4 rounds,
runs its course in 1-6 rounds.
Save for no
damage.
KOTRA: Clear, oily fluid.
Does 5-30
(5d6), acts in 1 round,
runs its course in
1-10 rounds. Save for half
damage, made
at -1.
STIRGE
SWEAT: Brownish, sap-like liquid.
Does 6-24 (6d4), starts
in 2-6 (d4 + 2)
rounds, runs its course
in 2-8 (2d4)
rounds. Save for no damage.
Type B
TEKO:
Light blue oil. Does 4-32 (4d8),
starts
in 1 round, runs its course in 1-3
rounds.
Save for half damage, made at
-3.
AYALA: Scarlet fluid. Does
4-24 (4d6),
starts in 2 rounds, runs
its course in 1-3
rounds. Save for half damage,
made at
-3.
BLUE
LOTUS: Topaz-colored gel. Does
5-30 (5d6), starts in 1-4
rounds, runs its
course in 1-8 rounds. Paralysis
sets in
after 15 points of damage,
wears off in
1-3 turns if victim survives.
Save for half
damage, made at -2.
PINK
LIGHTNING: Pinkish fluid. Does
5-20
(5d4), starts in 1-6 rounds, runs its
course
in 1-3 rounds. Save for half damage,
made
at -4.
Type C
DREAM JUICE: Green, black,
or white
fluid. Does 3-24 (3d8),
sets in immediately,
runs its course in 1-10
rounds. Causes
victim to fall down, become
catatonic,
and have vivid, pleasant
dreams while
dying. Save for no damage.
SILVER
LIGHTNING: Silvery liquid. Does
5-40
(5d8), sets in immediately, runs its
course
in 1-6 rounds. Save for half damage,
made
at -3.
VILMAT: Clear, oily fluid.
Does 6-36
(6d6), starts in 3-7 (d4
+ 3) rounds, runs
its course in 1 turn. Reduces
intelligence
by 1 point for each 6 points
of damage
taken. This loss is permanent
(restoration
necessary). Save for half
damage.
CHAK:
White, chalky fluid. Does 2-16
(2d8),
starts in 1 round, runs its course in
1-3
rounds. Reduces DEX by 1 point
for
each 4 points of damage taken. As
with
Vilmat, this loss is permanent (restoration
needed).
Save for no damage,
made
at -5.
Notes
on insinuative poisons
These are in general more
fast-acting
than swallowed (ingestive)
toxins. Coating
a blade with venom must
be done
fairly close to its use.
When a sword is
sheathed after being envenomed,
there
is a 50% chance the venom
will be
rubbed off, and a 75% chance
the venom
will be partially rubbed
away.
Blade venom wears off after
three hits.
The first hit does full
damage, the second
hit half damage, and the
third hit
one-fourth normal damage.
After that,
venom must be reapplied.
Blunt weapons
may not be envenomed unless
the
weapon has some sort of
spike for injecting
the poison.
Most of these poisons will
be encountered
in needle traps, or spread
on darts
or arrows. Type A will affect
humanoid
monsters up to 3 + 2 hit
dice, Type B up
to 5 + 2, Type C up to 7
hit dice. None will
appreciably affect non-human
monsters.
Normal animals will be affected
50% of
the time.
Special
toxins
DEATHWINE: Odorless, burgundy-colored
liquid. Could be mistaken
for wine.
May be used both ways, as
blade venom
or as a swallowed poison.
It is tremendously
lethal. A saving throw is
allowed,
at -5; if it fails, death
occurs in 1 round. If
the save is made, the victim
still takes 25
points of damage, 12 in
one round and
the other 13 in the subsequent
round. An
antidote must be administered
within 6
segments of the poison’s
introduction
into the system or it is
useless. Deathwine
and jts antidote are exceedingly
rare. The poison affects
any humanoid,
even trolls and the like,
but no other type
of monster.
LUPTAK: A nerve toxin that
may be injected,
or can be rendered into
gas. It
appears to affect DEX,
causing the
victim to stumble, fall
down, be unable to
fight, cast spells, etc.;
however, it does
no direct damage. There
is a 50% chance
of a victim taking physical
damage from
a fall while affected by
the toxin, and a
victim who is poisoned during
melee
would be quite helpless.
Its effects last
from 3-6 (d4 + 2) turns.
Save for no effect.
Contact
poisons
WITCHHAND:
A clear liquid, almost impossible
to detect. Upon contact
with
flesh, it does 3-24 (3d8),
starts in 1-4
rounds, runs its course
in 1-10 rounds.
Save for no damage.
DARKSNAKE:
Reddish powder, leaves a
pale
red discoloration on flesh or other
surface
when applied. Does 4-24 (4d6)
starts
in 1 round, runs its course in 1-3
turns.
Save for half damage, made at -1.
BULUKA:
Bluish, paint-like substance.
Touch
does 3-30 (3d10), starts in 1-6
rounds,
runs its course in 1 turn. Save for
half
damage, made at -2. Leaves a
blue
discoloration
after being applied.
GOLDEN
FOOL: Gold powder. Touch
does
4-48 (4d12), starts in 1 round, runs
its
course in 1-8 rounds. Save for half
damage,
made at -3. Undetectable when
used
on golden-colored objects; otherwise
it
leaves a pale gold discoloration
when
applied.
Note
on contact poisons
All
contact poisons must be touched
by
bare flesh, and do not affect monsters
larger
than 2 HD. Generally, something
treated
with such a poison will affect
only
the first toucher.
Non-damaging
poisons
These substances are designed
to render
victims helpless rather
than kill them.
CHAYAPA:
A blue liquid, used on arrows,
darts,
needles, sometimes in daggers
of
venom. It must be injected, and
works
only on humanoids (i.e., characters),
never
on a monster of any type.
Chayapa
smells like mulberries, sets in
immediately.
Its effect is to cause deep
sleep
for 3-7 (d4 + 2) rounds. It works
even
on elves. Save for no effect.
MORPHUS: A clear, citrus-smelling
liquid.
Victims sleep for 1-6 turns
after
breathing fumes for round.
Morphus is
used like chloroform for
abductions and
the like, and is a potent
gas as well when
mixed properly. Works on
elves. Save for
no effect, made at -2.
GHOUL
SWEAT: A scummy green gel,
used like Chayapa. Smells
like rotten
meat. Its effect is to paralyze
for 5-10 (d6
+ 4) rounds. It acts immediately.
Save for
no effect, made at +1.
FLYDANCE: A green, odorless
liquid.
Can be made into a gas,
otherwise used
as Chayapa.
Acts in 1-3 rounds; causes
convulsions that knock the
victim off his
feet and cause him to shake
and twitch
around. Lasts for 1-6 rds.
Save for no
effect, made at +2.
OPIA: A brown powder with
a honey/almond
smell. When drunk (it dissolves
in
liquid instantly) it causes
blindness within
1-6 rounds This is temporary,
lasting
1-10 rounds. Save for no
effect.
Notes
on non-damaging poisons
None of these substances
work on
monsters. However, Chayapa,
Morphus
and the others of similar
type will work
on normal mammals, such
as wolves,
apes, and bears. In such
cases, the effect
will come on more slowly
than in a mansized
creature; a large victim
such as an
ape or a bear will be affected
after 3-9 (d6
+2) rounds.
Poison dosage
A “dose” will always indicate
the
amount of the poison or
drug necessary
to affect one creature;
e.g., a three-dose
vial will be enough to affect
three creatures
or one creature three times.
Taking
more than one dose of a
poison requires
a saving throw against each
dose, and all
effects are cumulative.
An “application” indicates
enough
poison to cover one sword
or like weapon,
2 daggers. 3 spear
heads, 5 arrows,
or 10 darts. Remember, blunt
weapons
may not be envenomed.
Most liquid blade poisons
will evaporate
within one hour after application
if
exposed to the open air.
All will generally
give a blade a slight discoloration
or flat
luster.
General
notes on all poisons
Characters are assumed to
know nothing
about a poison until they
have encountered
one. Poisons with a smell
will
of course give hints, and
all such poisons
sniffed at will be described
as having
their characteristic smell,
unless it is
somehow masked. A tiny sip
of poison
type A or B will not do
harm; a type C
poison has a 50% chance
of taking effect
after a tiny sip; and a
type D poison will
always do its damage no
matter how
slight the taste.
A poisoned character will
be aware he
is poisoned only when the
toxin takes
effect. Symptoms can include
a burning
sensation, queasy stomach,
shortness of
breath, feverish feeling,
shakes, coldness,
etc. The character will
definitely
feel bad. A victim taking
more than 20
points of poison damage
will generally
have his “to hit” and damage
rolls lowered
to simulate the effects
of the poison,
say by -1 for every 10 points
of damage
beyond the first 20.
Most of these poisons can
be turned
into gaseous form by a knowledgeable
alchemist,
but it is a dangerous and expensive
process. In gaseous form,
a poison’s
effect is the same; however,
all
saves are for no damage
(simulating the
intended victim’s failure
to breathe in a
good whiff before it dissipates).
Poison
gas will usually be made
from a swallowed
poison type, though this
is not a
hard and fast rule.