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Dungeons & Dragons | Dragon magazine | - | Equipment (AD&D) | The Dragon #18 |
Poison code | Found | Description | Effect |
A | Potion | Arsenic, Hemlock, etc. | 80% Death in 2-8 turns |
B | Gas, Darts, Cobras, Needles | Neurotoxic | 50% Death in 4-16 turns Strikcen 1-3 days Unconscious in 30 min. for 1-4 days |
C | Spiders, Scorpions, Purple Worms, Other snakes, Wyverns ... Etc. | Hemotoxic | 10% Death in 1-4 days Stricken 1-10 days Unconscious in 1 hour for 2-8 days |
Poison in general:
If a player does not make it’s saving throw, it shall be considered
poisoned.
If that player does not die it is considered “STRICKEN”. A
stricken player will be hindered in the following manner;
Strength = 1/2
Dexterity = 1/2
Constitution = 1/2
Movement = 1/2
In the case of unconsciousness, “stricken” takes effect upon regaining
consciousness. Neutralize Poison, if successful, will cancel
all deleterious
manifestations.
Armor will have some bearing on the outcome of an encounter. Here
are the simple adjustments we use, towards saving throws:
Plate +2
Chainmail +1
Leather 0
No armor -2
Armor has no effect on the poisons that have been taken internally.
If a
portion of a potion is drunk, each individual portion will have it’s
own
saving throw. Plus the amounts are applicable to each other, for their
own separate saving throw.