The Infamous Game: Poisons and Antidotes
An Assassin's Guide to Poisons.
One of the most essential parts of playing an Assassin is the character's usage of deadly poisons to assist in his or her ability to kill. There are two categories of poison: ingested poisons, which are applied through someone's food or drink, and insinuated poison which is applied to a weapon and used that way. In standard AD&D 1e, poison is classified by poison strength. There are class A, B, C, and D poisons for each category respectively, with costs and damage according to each type. This is not the case in Farvion, as the type of poison is determined by the ingredient used, though poisons will still be categorized in tiers (Tiers I and II, with the higher number representing stronger poison). Assassin characters of 9th level or greater will know everything there is to know about these poisons, and is capable of researching new ones should the opportunity arise.
With regard to mixing and making your own poisons, there are a few proficiency requirements which must be taken before poisons can be made. Firstly, the character must have sufficient knowledge of the ingredients of the poison. This may be accomplished by taking the Herbalist skill. In addition, the character will also need to know how to properly mix poisons. Tier I poisons can freely made using the Basic Alchemy skill, while tier II poisons will require Mystic Alchemy for creation. Tier III poisons do exist, but are so rare that they are rarely sold anywhere. Few tier III poisons exist, but more could hypothetically be created using Technical Alchemy, a skill which is required for manufacturing tier III poison. Note that lethal poisons may never be used by characters who are not evil in alignment.
Tier I Poisons, Ingested
Phillip's Weak Sauce
Tier: I
Onset Time: 1 Turn
Type: Ingested
This is among the weaker poisons available, but is far from worthless in application. This poison was developed by Philip O' Ryan, a Human Assassin in 553, and is made from commonly found white millet plants and apple seeds. Mixing these ingredients will require the use of a pistol and mortar, and will make enough poison for 2 doses. This poison inflicts 20 damage should the poisoned target fail a saving throw, and 10 damage on a successful save vs. poison. This poison is rarely sold anywhere, as it's purpose is to be easy for a character to make.
Deadly Thorn
Tier: I
Onset Time: 1 Round
Type: Ingested
This poison is made from a plant known as "Thorn Apples" which are a prickly fruit found in the eastern regions of the southern hemisphere. This poison will inflict 20 points of damage to a target, even if the target makes a saving throw. If the saving throw vs. poison is failed, 40 points of damage will be taken instead. Combining the ingredients for this poison will result in a single dosage. A single dose of this poison costs 50 gold pieces in most places of the world.
Monkshood
Tier: I
Onset Time: 1-6 Turns
Type: Ingested/Insinuated
Monkshood is one of the oldest, most widely known poisons known to man. This poison is made from Monkshood tubers, a plant often found in the northern hemisphere's mountainous regions. When ingested by a creature, 30 damage will be taken should they fail a saving throw vs. poison. A creature who fails a saving throw in this way will suffer 15 damage regardless. This poison can also be applied to a weapon and used this way. When this poison is insinuated by weapon, it inflicts 30 damage on a creature who fails their saving throw. Successful saves prevent damage entirely. This poison can be purchased for the price of 35 gold pieces from most places, when not mixed and created by the character.
Tier I Poisons, Insinuated
Black Henbane
Tier: I
Onset Time: Instant
Type: Insinuated
This poison is made from the leaves of a Henbane plant which can be found in many different parts of the world, but usually most common on the larger landmasses. This poison acts instantly, dealing 15 points of damage on a target who fails a saving throw. Creatures who are able to make this saving throw suffer no physical damage, but in both cases the affected creature will fall victim to brief insanity. This bout of insanity will not last long, taking only 1-4 hours to wear off. Any form of insanity is possible, being any of the 20 insanity forms listed in the Dungeon Master's Guide. This poison will take the better part of one's day to successfully manufacture. A single dose of this powerful poison will cost 20 gold pieces to purchase from most places.
Monkshood
Tier: I
Onset Time: 1-6 Turns
Type: Ingested/Insinuated
Monkshood is one of the oldest, most widely known poisons known to man. This poison is made from Monkshood tubers, a plant often found in the northern hemisphere's mountainous regions. When ingested by a creature, 30 damage will be taken should they fail a saving throw vs. poison. A creature who fails a saving throw in this way will suffer 15 damage regardless. This poison can also be applied to a weapon and used this way. When this poison is insinuated by weapon, it inflicts 30 damage on a creature who fails their saving throw. Successful saves prevent damage entirely. This poison can be purchased for the price of 35 gold pieces from most places, when not mixed and created by the character.
Tier II Poisons, Ingested
Oleander
Tier: II
Onset Time: 1 Segment
Type: Ingested
Oleander plants are an incredibly deadly flower found in many temperate areas of the world. This plant can be made into an ingested poison which can kill many of the strongest of humanoids. This poison, when ingested, will instantly require the target to make a saving throw versus poison at -1. If this saving throw is not made, 50 damage will be taken instantly. Even in the event of a creature saving against the powerful toxic mixture, half as much damage will still be taken. Despite it being difficult to make, it's ingredients are fairly common. The cost per dose of this poison is equal to 100 gold pieces.
Hemlock
Tier: II
Onset Time: 2-5 Rounds
Type: Ingested
Hemlock plants are powerful and dangerous, being extremely toxic in nature. The plant itself is distinguishable by its hollow, spotted red stem and white blossom. The plant itself is capable of easily killing creatures before even being processed. Creatures who are able to MAKE a saving throw against this deadly poison will suffer 30 points of damage once the poison takes affect. Those who fail die as soon as the poison takes it's course. Halfway through the duration, the affected creature will feel strongly nauseous and may vomit. Hemlock plants are reasonably rare, and are only found on and near the isle of Farvion. It's cost is no less than 800 gold pieces outside of it's natural environments, though in Farvion it can be bought from the Thieves' Guild known as Liars Hand for a mere 150.
Ergot
Tier II
Onset Time: 1-4 Turns
Type: Ingested
Ergot is a toxic fungus spore which attaches itself to rye and wheat plants. This makes it very difficult to harvest and use, making this poison more common to appear naturally. This poison, when ingested will deal 10 points of damage to any creature who fails a saving throw against it. What makes this poison so deadly, is that it will continue this damage at the start of each day, until the victim dies. Each day is filled with more and more pain and suffering, which only gets worse with time. At the start of each day (or two days, if a Slow Poison spell is cast upon the target during this time), roll on the following table which grants an affliction which will not fade out until either the victim dies, or the poison is cured.
(1d4)
1 |
Extreme nausea which makes concentration impossible. |
2 |
Periodic seizures which occur whenever the creature suffers damage. |
3 |
Schizophrenic hallucinations that never stop. |
4 |
Suffocation which triples the damage of the poison each day. |
Cerbera Tanghin
Tier: II
Onset Time: 1-8 Turns
Type: Ingested
This incredibly potent toxin is found only on islands in the southern hemisphere. The plant in question takes the form of a star-shaped flower which produces a milky sap. All parts of this plant are deadly, though the seeds are the most formidable. If the seeds of the plant are crushed (with care, as to not accidentally poison yourself) and placed in someone's food, they are allowed a single saving throw against the poison. Creatures who MAKE the saving throw (save at -2) suffer 20 damage once the poison takes affect. Those who fail, die. This poison is rare and thus costly outside it's home environments, costing upwards of 800 gold pieces per dose. In it's more common environment, it costs a mere 200 gold.
Tier II Poisons, Insinuated
Belladonna
Tier: II
Onset Time: 1-4 Rounds
Type: Insinuated
Belladonna is a deathly poison which can be inflicted by weapon, but just as easily can be absorbed through the skin. The plant itself has beautiful bell-shaped violet blossoms which are quite alluring. The poison, when absorbed through the skin or insinuated by weapon, will inflict 40 points of damage on a failed saving throw, and inflicting no physical damage if the saving throw vs. poison is made. However, in both cases the affected creature will become enraged for 1-4 rounds, putting them in a wild state which causes them to attack nearby creatures with an insatiable bloodlust. This gives the affected creature a +2 to hit when using melee weapons. When absorbed in this way, the save is made at +2. However, should this poison be applied through a weapon, this bonus to saving throws does not apply. This plant is known in small affect due to it's association with lycanthropy, which it is rumored to ward against. Because of this, a mixture of belladonna has been developed which does not inflict any physical damage whatsoever. (The type of belladonna mixture to be created must be specified at the start of it's creation.) This plant can be found in most locations, and mixtures can be bought at the price of 50 gold, for both the poison and the medicine. In order to apply Belladonna poison, the character must wear protective gloves of some form, or make a dexterity roll at -2.
Black Stain
Tier: II
Onset Time: 2-20 Segments
Type: Insinuated
Black Stain is a poison made from the extract of giant poisonous snakes, combined with oil. This powerful toxin can be applied to a weapon, which will cause 15 hit points of damage to creatures who fail their saving throw against the poison. Unlike other poisons, Black Stain will not lose it's potency after a single use, and can be used over and over again without needing to be reapplied. The poison is highly flammable, and when exposed to intense heat the poison will combust, causing the applied weapon to ignite. The poison will be burned away after this. This poison, due to the difficulty of harvesting the poison from giant poisonous snakes, costs 45 gold pieces per dose.
Fell
Tier: II
Onset Time: 1 Segment
Type: Insinuated
Fell is a poison made through combining Belladonna with Hemlock. This devastating mixture will cause any creature struck by the poison to make a saving throw at +1, or be slain instantly by the poison. The cost per dose of this poison is 100 gold pieces, regardless of where it is purchased from.
Perishing Purple
Tier: II
Onset Time: 1 Segment
Type: Insinuated
Perishing Purple is a poison made from the extract of a felled Purple Worm. This incredibly deadly poison warrants a saving throw at -3. Any who fail this saving throw will be slain instantly by this, the most deadly of poisons. This poison costs a total of 1,500 gold pieces per dose, due to it being extremely rare, and even in the event in which a Purple Worm is available, killing it is even more difficult. 20 doses of this poison can be made from the corpse of a Purple Worm. The cost of the poison can easily become even higher, due to it's extreme rarity. It is unavailable in most locations, even where sold.
Poison is Evil!
Poison is in its own nature, a weapon of evil. While certain animals who bear poison may not be evil themselves, they only use poison for self defense purposes only. Outside of that, any usage of poison is considered an evil act, due to the poison's dark power. Creatures who are slain by poison and then resurrected will always return to the living world in some evil, twisted form. This is because of the substance's ability to poison even the soul of the afflicted creature. This corruption may be cleansed by means of a restoration spell, but outside of this, the damage is irrevocable. This prevents characters who are good or even neutral from ever using poison, unless used on a being already so wicked and corrupt that the addition of poison will be a greater good for the people than an evil to the being on which it is used.
Antidotes and Non-lethal Poisons
Non-lethal poisons, as well as antidotes to poison can be made in a very similar fashion to regular poisons. While evil alchemists make deadly poisons, good alchemists will often specialize in the creation of antidotes, and in some cases they create special poisons which do not kill, but inflict some other form of ailment. High level Assassins become exceptionally skilled in the use and manufacture of these poisons, while Anti-Assassins become skilled in creating antidotes and nonlethal poison. Nonlethal poison will follow the same rules as normal poison, while antidotes will have a few additional rules to keep track of. Antidotes to poisons have a certain window of effectiveness, as many antidotes will not function after a character has already died, though some antidotes can save characters even in this circumstance. "Survival Window" refers to the time, after the poison kills a creature before the antidote will be ineffective on it's target. Antidotes can be administered at any time before the poison kills it's target. This window may be greatly extended by use of a Slow Poison spell.
Tier I Nonlethal Poisons
Sedating Serum
Tier: I
Type: Ingested/Insinuated
Onset Time: 1-3 Turns
Sedating Serums are made from the combination of mashed apples with Monkshood or Black Henbane. The use of poison in this serum must be very small, otherwise this serum could turn lethal. Instead of inflicting damage, this serum can be used to render a creature in a comatose state for 13-24 (12+1d12) hours if a saving throw is not made against poison. Twice as long can be expected when this poison is ingested, not insinuated by weapon. This poison can be purchased from many locations where Monkshood or Black Henbane can be found, for a total of 50 gold pieces per dose.
Paralysis Poison
Tier: I
Type: Insinuated
Onset Time: 1 Segment
This poison, rather than kill, will immobilize a victim through paralysis. This poison can be made from giant spider venom, combined with some tropical fruit, most frequently banana. This poison will not render a target unconscious, but will leave a creature completely incapable of moving for 1-10 Turns. This poison can be purchased in places where either ingredient is common for 60 gold pieces.
Tier II Nonlethal Poisons
Death's Door
Tier: II
Type Ingested
Onset Time: 1-4 Rounds
This poison will at first glance to an unsuspecting eye, seem to have killed it's victim. This is not the case, as the victim is lulled into a comatose state through a special form of paralysis, which creates the illusion of death. This poison must be carefully created using Cadava berries, which are combined with holy water to prevent actual death. Cadava berries are a pale blue in color, and grow from a bush with pale green leaves. This state will last for up to 1 year, depending entirely on whether or not a saving throw can be made. This saving throw will be made once each month, until a year has passed. The cost per dose of this poison, wherever it is uncommonly available, is 150 gold pieces each dose.
Truth Serum
Tier: II
Type: Ingested
Onset Time: 0-9 Rounds
This poison is harmless physically, but coaxes the mind into a willingness to tell the truth. In this scenario, the affected character must make a wisdom roll of no less than 10 under in order to resist telling the complete truth, as far as the character is aware. Otherwise, the character is full incapable of telling a lie, or a partial truth of any sort. This serum is made from a small amount of blood of any creature with an innate ability to use charming or enchanting magic. Mashed mandrake is also required. Creatures with an innate resistance to charm magic (not magic in general, specifically charm magic) may use this resistance against this poison. This poison is very rare, and if ever available will cost usually around 1,250 gold pieces.
Tier I Antidotes
Leeches
Tier: I
Survival Window: 1 Day
Type: Antidote
Leeches are a remedy for poisons that has been used for centuries. Leeches can potentially save any creature from any tier I (manmade) poison, though without guarantee. An additional saving throw is permitted for a creature being saved by leeches, with this saving throw made at +2. Creatures who are revived by leeches as this antidote will have their constitution permanently reduced by 1, and their maximum hit points reduced by 1-6 points. If this reduces the character's hit points to 0 or less, the character is dead. These hit points may be restored via a Restoration spell. Note that these leeches may carry diseases, and could cause problems later on. If not found in the wild, leeches are very hard to manage. They may be rented for use of curing from some locations, mainly from good aligned churches for 30 gold for a cure. If a Cleric or Paladin who serves the same faith is present, half the price can be expected.
Holy Water
Tier: I
Survival Window: None (must be used prior to death)
Type: Antidote
One of the many uses of holy water is it's usage in purification. Sprinkling a plate of food with 2 oz of holy water will purify it, cleansing it of disease and poison similar to a Purify Food & Drink spell. If a vial of holy water is consumed by a creature, that creature will be purified of most diseases, specifically most lethal ones which are contracted by animals, or virtually any extremely evil entity. A vial of holy water can be purchased for 50 gold pieces from most good aligned churches. Unholy water is a different substance, and does not purify diseases.
Monkshood Remedy
Tier: I
Survival Window: 1-3 Turns
Type: Antidote
Monkshood remedy is a type of medicine made from combining a small dosage of Monkshood with dew and mashed tea leaves. A tiny amount of holy water, or a single unicorn hair is necessary also. This remedy can be used to treat common cold, and also can treat many diseases which affect the heart. Monkshood remedy can be used to cure Monkshood poisoning as well, serving as an antidote which will stop the poison completely. Cost of purchase for this item is usually 25 gold pieces.
Antipoison, Henbane
Tier: I
Survival Window: 1-6 Rounds
Type: Antidote
Henbane's cure is not too difficult to manufacture. This antidote cures creatures poisoned using Black Henbane, and can be made from a small sample of Black Henbane leaves themselves, after being purified in water by a Purify Food and Drink spell, or by mixing a single ounce of holy water into the mixture. Cost per dose of this antidote is usually around 25-30 gold.
Antipoison, Deadly Thorn
Tier: I
Survival Window: 1-4 Turns
Type: Antidote
Deadly Thorn has a fairly easy antidote to make, as it is made using a sample of Deadly Thorn itself, as well as several bright red apples, mashed and mixed. It is important to note that the seeds of the apples must be extracted for this antidote to work. Cost per dose can be as little as 15 gold, but often this antidote costs 20 gold.
Tier II Antidotes
Belladonna Cure
Tier: II
Type: Antidote
Survival Window: 1-3 Days
This antidote has additional uses, outside of simply alleviating the affects of the belladonna poison. A small amount of belladonna must be mixed with holy water, as well as a small amount of monkshood in order to create the correct mixture. This antidote, while curing poison by belladonna, is also capable of curing the curse of lycanthropy from a creature. Where it can be purchased, it can be bought for 400 gold pieces.
Mandrake Mixture
Tier: II
Type: Antidote
Survival Window: 1 Day
This cure for poison is fully effective against all tier I poisons. It is also has a 30% chance of being effective against each dose of all tier II poisons as well, with the exception of Perishing Purple. This herbal concoction is very potent, and requires a difficult process to make. This mixture is made from mandrake root, obviously, along with hemlock, belladonna, and black henbane. It can be bought rarely for 800 gold pieces.
Antifell
Tier: II
Type: Antidote
Survival Window: 1-8 Rounds
This antidote cures the poison known as Fell, and is made with all the exact same ingredients. The difference is that this antidote also requires the use of holy water and mandrake. The usual cost per dose of this antidote is 500 gold pieces.
Unicorn Dust
Tier: II
Type: Antidote
Survival Window: 2-5 Days
This incredibly potent antidote is made from the ground dust of the horn of a Unicorn. This powerful dust, when ingested, can cure any poison. Note that Unicorns grow their horns back at a rate of 10 years. This horn will not reach it's state of utmost purity, until after 10 years have passed. This exceedingly rare cure can be bought only under the rarest of conditions, and will cost a bare minimum of 100,000 gold pieces.
Applying Poison to a Weapon
Most forms of poison will be used through the use of weapons. Most often, a character will need to apply his or her own poison to the weapon to be used. A dexterity roll must be made when applying poison as to not accidentally poison yourself, which could lead to potentially fatal problems. A saving throw against poison is obviously still allowed in this case. This act will not spend the use of the poison.
A single dose of poison; no more, no less, is always spent when attacking a creature with a poisoned weapon even if the saving throw against the poison is made. Any edged or pointed weapon can be poisoned, and most poisoned weapons can be used with only a single dose. Some bladed weapons, such as swords and axes will require more than 1 dose of poison. Creatures nearby who witness your weapon may notice the poison, and are allowed to make a perception roll. If this roll is made, they can tell that your weapon has been poisoned. This roll is modified by +2 for each additional dose of poison is on your weapon.
2 Weapons per Dose:
Arrow
Dart
Quarrel (bolt), Light
Quarrel (bolt), Heavy
1 Dose per Weapon:
Bill-Guisarme
Dagger
Fauchard
Fauchard, Fork
Guisarme
Javelin
Lance, Light Horse
Lance, Medium Horse
Lance, Heavy Horse
Partisan
Pick, Military, Footman's
Pick, Military, Horseman's
Pike, Awl
Spetum
Sword, Short
Spear
2 Doses per Weapon:
Axe, Battle
Axe, Hand/Throwing
Bardiche
Glaive
Glaive, Guisarme
Guisarme, Voulge
Halberd
Ranseur
Trident
Voulge
3 Doses per Weapon:
Scimitar
Sword, Broad
Sword, Long
4 Doses per Weapon:
Sword, Bastard
6 Doses per Weapon:
Sword, Two-Handed
Comments
Post a Comment