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Poison

At the referee’s option, various types of poison may be available for purchase. Using poison is a chaotic act, so it will be avoided by many characters. The sale of poisons is also prohibited by most cultures. Characters may have to turn to the black market or to clandestine guilds (e.g. of thieves or assassins) to acquire poison.

Effects of Poison

A victim of a poison attack must save versus poison with a modifier depending on the strength of the poison. The effects of the poison then depend on whether the save succeeded or failed.

The tables opposite list the available types of poison, the cost to purchase a single vial, and the following details:

Save modifier: Applied to the victim’s saving throw. Indicative of the strength of the poison.

Chance of detection: Probability of the victim noticing the poison, either visually (per round of a poisoned blade being used) or by smell or taste. Characters who notice a poisoned blade may attack the one wielding it or may call for aid. A victim who notices an ingested poison will reject the poisoned drink or food, thus avoiding being poisoned.

Onset time: The poison’s effect occurs after this delay. An onset time of “instant” indicates that the poison takes effect instantly, before the victim has a chance to react in any way.

Effect (if save succeeds / fails): Notes what happens to victim if the saving throw fails or succeeds.

Using Bloodstream Poisons

Bloodstream poisons are typically applied to a bladed weapon.

Application

Applying a vial of poison to a weapon takes one turn. A vial of poison is sufficient for a single bladed melee weapon or up to 6 arrows or crossbow bolts.

Effectiveness

Once applied to a blade, a poison is effective for up to two days or two hits in combat, whichever comes first.

Evaporation over time: After one day, a poison is at half effectiveness; after two days it is no longer effective.

Wiping off after hits: The first attack with a poison is at full effectiveness, the second attack is at half effectiveness, and upon subsequent attacks the poison is no longer effective.

Half effectiveness: A poison at half effectiveness inflicts only half damage. For poisons that cause death (rather than damage), half effectiveness grants a +4 bonus to the saving throw.

Using Ingested Poisons

Ingested poisons take effect when swallowed by the victim. A vial of poison is enough to poison one victim.

Bloodstream Poisons
Type Cost (gp) Save Mod. Chance of Detection Onset Time Effect (Save Succeeds) Effect (Save Fails)
I 10 +6 80% 1d4+1 rounds None 15hp damage
II 75 +5 65% 1d3 rounds None 25hp damage
III 600 +4 40% 1 round None 35hp damage
IV 1,500 +3 15% Instant None Death
Chrome orange 10 +6 80% 1d4+1 rds 15hp 0hp
Caustic sludge 20 +4 70% 2d4 rds 10hp 0hp
Poxvial 50 +4 60% 1 rd Befuddled no effect
Scarlet sting 75 +5 65% 1d3 rds 25hp 0hp
Banegel 175 +2 20% 2d4 rds 20hp 5hp
Pale unguent 500 +3 30% 1 rd 20hp + Weakness 5hp
Blackblade 600 +4 40% 1 rd 35hp 0hp
Distillation of ichor 1,500 +3 15% Instant Death no effect
Blood of Infernus 1,750 +2 10% 1 rd Death no effect
Cyan solvent 2,500 - 5% Instant Death 15hp
Ingested Poisons
Type Cost (gp) Save Mod. Chance of Detection Onset Time Effect (Save Succeeds) Effect (Save Fails)
I 5 +6 80% 2d4 rounds 10hp damage 20hp damage
II 30 +5 65% 1d4+1 rounds 15hp damage 30hp damage
III 200 +4 40% 1d2 rounds 20hp damage 40hp damage
IV 500 +3 15% Instant 25hp damage Death
V 1,000 +2 0% 1d4 turns 30hp damage Death
White hellebore 5 +6 80% 2d4 rds 20hp 10hp
Extract of cinnabar 30 +5 65% 1d4+1 rds 30hp 15hp
Bogwretch 50 +4 50% 1d4 turns 20hp + disease 5hp
Yellow lotus powder 100 +3 50% 2d4 rds Sleep no effect
Black hellebore 200 +4 40% 1d2 rds 40hp 20hp
Purple lotus power 400 +3 20% 2d4 rds Charm no effect
Black lotus powder 500 +3 15% Instant Death 25hp
Gorgon’s tears 800 +2 10% 1d4 turns Petrification 10hp
Antithesis of weal 1,000 +2 0% 1d4 turns Death 30hp
Ether of dissolution 2,500 +1 10% 1d4 rds Death 30hp

Bloodstream Poisons

Banegel: A pale pink, odourless gel that becomes almost completely transparent when applied to a blade. Occasionally used as an anaesthetic, due to the numbing effect it has when applied to flesh.

Blackblade (type III): A fizzing black grease that seeps into the metal of a blade when rubbed in.

Blood of Infernus: A ruby liquid sold in tiny vials of black glass—but three drops constitute a dose. It is said that this poison puts its victim’s fate into the hands of the arch-devil Infernus, and that those who survive have the fiend’s favour.

Caustic sludge: A rough grey paste of corrosive metals—a common by-product of alchemical processes.

Chrome orange (type I): A bright orange lacquer with an acrid metallic odour.

Cyan solvent: A thin, bright blue liquid, with a very faint caustic odour. Can also dissolve gold and silver—up to 100 coins (or equivalent weight) per dose.

Distillation of ichor (type IV): A viscous, midnight black liquid that reeks of sulphur. Produced from demon ichor by a closely guarded alchemical procedure.

Pale unguent: A sweet-smelling white balm. In addition to taking damage, a victim of the pale unguent is stricken with weakness, suffering a –2 penalty to attack and damage rolls for 2d4 rounds.

Poxvial: A noxious green froth with a vile carrion odour. Disappears when rubbed into a blade, but the odour lingers. Distilled from the fermented flesh of ghasts. A victim of poxvial is befuddled, suffering a –2 penalty to attack rolls and saves for 2d4 rounds.

Scarlet sting (type II): A sticky scarlet liquid with a delectable honey aroma. Derived from giant bee venom.

Ingested Poisons

Antithesis of weal (type V): A greasy, invisible powder said to be extracted from another dimension. The powder is utterly devoid of flavour and odour.

Black hellebore (type III): Powdered leaves of the rare black hellebore plant. Its earthy odour is mild, but its deep black/ purple hue is often distinct.

Black lotus powder (type IV): A fine powder, utterly black in hue and faintly redolent of musk.

Bogwretch: Sticky green slime distilled from plague corpses. Dissolves in liquids, but leaves a bitter note. A victim of bogwretch is infected with a disease that causes their skin to flake and turn green. This causes 1hp damage per day, until cured. The disease is non-magical.

Ether of dissolution: A cloudy grey liquid with a mild almond odour. A victim’s very soul is imperilled—magical resurrection has a 25% chance of failure.

Extract of cinnabar (type II): A fine, deep red mineral powder with an acrid, bitter flavour.

Gorgon’s tears: A milky white, ambrosial sweet liquid. A victim of gorgon’s tears is turned to porous white stone.

Purple lotus powder: A deep purple powder that fizzes gently in liquids. A victim is charmed for 24 hours (per charm person) by the one who administered the poison.

White hellebore (type I): A pale powder derived from the roasted seeds of the white hellebore plant. The powder has a strong smoky odour that is hard to mask.

Yellow lotus powder: A pungent tan powder with golden specks. A victim of the powder falls into a deep slumber for 4d4 turns. Victims can be forcefully awakened (e.g. by slapping).