Introduction
These poison rules have been devised by me to
provide an alternative way to deal with poison in the AD&D game. Although poison often
introduces an element of tension into an adventure, its use also carries some risks with
it. With many poisons dying or surviving all boils down to making or failing a single die
roll. Some DM's are hesitant to use poison in their campaigns and players sometimes feel
treated unfairly when poisoned because of this. This new game mechanism tries to alleviate
this problem. Two new elements are introduced: the first element is a staggered damage
system, which increases tension but decreases the risk of freak accidents, and the second
element is a differentiation in the effects of the saving throw, so that poison does not
always comes down to an all or nothing affair. A list of poisons (both known and unknown)
is provided below. Each poison has five entries.
Type: The first entry describes the means to which it enters the body. Ingested
poison must be administered by mixing it with food or drink, which is later eaten or drunk
by the victim. Injected means that the poison must be forcefully injected into the
victims bloodstream, trough means of a poison needle or a specially prepared dart,
for example. Contact means that exposing the poison to the bare skin is enough for
it to take effect, which means that it can be administered by coating a weapon with the
poison and the hitting the victim.
Onset Time: This is the number of game time that must elapse between the
actual poisoning and the moment when its actual effects are felt. One must keep in mind
that only the most virulent of poisons have an immediate effect. DM's can let players make
their saving throw at the moment of onset, instead of at the moment of poisoning. This
keeps players in the dark about if a poison will actually affect their character, and may
make them react accordingly.
Symptoms: Use this entry to describe the poison's effect to the players,
it adds atmosphere.
Origin/Description: This entry describes how the poison is made, and some
additional details, if relevant. Not all poisons have a complete description of taste,
color, odor and consistency yet.
Game Effect: This last entry describes the effect of the poison in
AD&D game terms. Usually this only takes effect if a saving throw versus poison is
failed, but some poisons might have some lighter effects even if a saving throw is made.
Note that the effects often consists of more than just damage. Damage is often inflicted
per round, which means that if a poison is allowed to runs its full course, it can be
lethal, but if the appropriate assistance is rendered in the meantime this can be
prevented. This means that it is now possible to save poisoned victims by using subsequent
cure light wounds spells to heal the damage while it is being inflicted.
Description of Poisons
Arachnor Dothas
Type |
Injected |
Onset Time |
1d2 rounds |
Symptoms |
Convulsions, swellings, loss of
vision. |
Origin/Description |
Poison of the Giant Spider. The
poison sacks of the Giant Spider, if emptied, produce 1d4-1 useable doses of this poison. |
Game Effect
|
2d4 damage/round for 1d6+1 rounds, a
successful save makes the poison last but a single round. The victim has all the problems
accompanied by the loss of vision and is has an additional penalty of -2 to all die rolls
due to the convulsions. |
Arachnor Phasos
Type |
Injected |
Onset Time |
1d2 rounds |
Symptoms |
Swellings, lack of breath, loss of
balance, stabbing heartaches. |
Origin/Description |
Poison of the Phase Spider. The
poison sacks of the Phase Spider, if emptied, produce 1d6-1 useable doses of this poison. |
Game Effect
|
3d10 damage/round for 2d4 rounds, a
successful save at -2 nullifies the effects. The victim is -3 on AC, to hit and saves, and
must make a constitution check each round or lapse into a coma. |
Arachnor Talas
Type |
Injected |
Onset Time |
2d6+4 rounds |
Symptoms |
Swellings, cramps, heat flashes. |
Origin/Description |
Poison of the Large Spider. The
poison sacks of the Large Spider, if emptied, produce 1d3-1 useable doses of this poison. |
Game Effect |
1d6 damage/round for 1d4 rounds, a
successful save nullifies the effects. The victim is -2 on AC, to hit and saves, his
dexterity is halved. |
Arachnor Tekris
Type |
Injected |
Onset Time |
2d6+4 rounds |
Symptoms |
Swellings, cramps, loss of balance,
vision blurred and starry. |
Origin/Description |
Poison of the Huge Spider. The
poison sacks of the Huge Spider, if emptied, produce 1d4-1 useable doses of this poison. |
Game Effect |
1d8 damage/round for 1d4 rounds, a
successful save nullifies the effects. The victim is -4 on AC, to hit and saves and his
dexterity is halved. |
Blue Gloom
Type |
Contact |
Onset Time |
Immediate |
Symptoms |
Muscle stiffening, severe headache. |
Origin/Description
|
Extract made of the blood and
bristles of a Tenebrous Worm. This process is very complicated, a alchemist can
successfully extract 1d3-1 doses from a single dead worm. An opaque, bright blue colored
poison is the resutls of this process. |
Game Effect
|
In the first round of onset, the
victim is affected as by a slow spell, the second round the victim is paralysed and cannot
take any action. Beginning in the fourth round, the victim will take 4d6 damage/round for
2d4 rounds. A successful save indicates that only the slowing effect takes place. |
Carrite
Type |
Contact |
Onset Time |
1 round |
Symptoms |
Stiffening and aching of muscles. |
Origin/Description |
Saliva of Carrion Crawler. If
carefully preserved (in an airtight container) the poison will remain potent for three
months. |
Game Effect
|
Paralysation for 1d6 turns. A
successful save means that the victim receives -2 on all die rolls involving movement, and
has its movement rate halved. |
Dragonīs Spit
Type |
Contact |
Onset Time |
1 round |
Symptoms |
Swellings, pains in the whole body,
loss of balance. |
Origin/Description |
Amber semi-transparent alchemical
liquid, no real dragonīs spit. |
Game Effect |
1d6 damage/round for 1d6+1 rounds,
save nullifies. Victim is -4 on AC, to Hit, Dexterity and saving throws. |
Drow Sleeping Poison
Type |
Injected |
Onset Time |
1 round |
Symptoms |
Muscle relaxation, sleep. |
Origin/Description
|
A alchemical mixture. Decaying
instantly under direct sunlight, it will remain effective for 60 days when exposed to air
and for one year when sealed in air-tight containers. |
Game Effect |
Unconsciousness. A successful save
means that the poison has no effect. |
Etteran
Type |
Injected |
Onset Time |
1d4 rounds |
Symptoms |
Muscle stiffening, lack of breath,
convulsions. |
Origin/Description |
Poison of the Ettercap. 1d2 doses
can be harvested from a dead Ettercap. |
Game Effect
|
3d8 damage/turn for 1d4 turns. The
victim is -3 on AC and all die rolls involving voluntary motion. A successful save
indicates the poison is ineffective. |
Firetongue
Type |
Ingested |
Onset Time |
2d4 turns |
Symptoms |
Burning sensations in mouth and
stomach, loss of speech. |
Origin/Description |
Poison extracted from the fish of
the same name. |
Game Effect |
1d2 damage/turn for 3d6 turns, a
successful save means the poison is only effective for one turn. |
Gonede
Type |
Injected |
Onset Time |
1d4 rounds |
Symptoms |
Convulsions, vomiting, lack of
breath. |
Origin/Description |
Poison of the yellow-tail scorpion. |
Game Effect |
2d6+5 damage/turn for 5 turns, a
successful save means poison is effective for only one turn. During that time victim is -2
on attack rolls, AC, ability checks and saving throws. |
Hewayad
Type |
Ingested |
Onset Time |
3d6 rounds |
Symptoms |
Vomiting, lack of breath, cramps,
muscle stiffening. |
Origin/Description |
Poison of the Heway snake. A single
dose of poison can be scraped of one Heway. This poison is only effective if mixed with
liquids. |
Game Effect
|
1d4+3 damage/round for 2d4 rounds.
The victim will also be paralysed for 1d6 hours. A successful save versus poison indicates
the poison lasts only half as long and no paralysation will occur. During this time the
victim will be affected as a slow spell had been cast on him. |
Kukris
Type: |
Contact |
Onset Time: |
1 round |
Symptoms: |
Itching, painful cramps. |
Origin/Description: |
Rare plant poison found in the Vesve
Forest. |
Game Effect: |
3d6 damage/round for 15 rounds, a
successful save means no damage. The victim receives a -2 penalty on all die rolls. |
Mandragora
Type |
Ingested |
Onset Time |
Immediate |
Symptoms |
Vomiting, lack of breath. |
Origin/Description |
A juice made from mandrake roots. |
Game Effect |
1d4 damage/hour for 2d6 hours. A
successful save means that the poison is only effective for one hour. |
Megalonic
Type |
Injected |
Onset Time |
1 round |
Symptoms |
Intense burning sensation, muscle
spasms. |
Origin/Description |
Poison of the Megalo centipede.
1d4-1 doses can be harvested from a dead centipede. |
Game Effect
|
The first round the poison inflicts
1d4 points of damage, the second round it inflicts 2d4 and so on until the 4th, after
which the poison slowly diminishes in strength until its effects disappear completely
after eight round. A successful save versus poison indicates that damage is only taken in
the first round. The victim is -2 on all die rolls, and must make a successful dexterity
check each time he attempts an action. |
Pyremius' Fiery Doom
Type |
Contact |
Onset Time |
1 round |
Symptoms |
Terrible, burning heat spreading
from affected body part through the rest of the body, intense pain, profuse sweating, skin
rash. |
Origin/Description |
Alchemical liquid, magically treated
by priests of Pyremius. It appears as a semi-transparant, syrupy, flame colored liquid. |
Game Effect |
1d8+2 damage/round for 1d4+1 rounds.
Affected creatures must make a succesful wisdom check each round that the poison is
active, or succumb to intense pain and be unable to act for that round. |
Scarlet Death
Type |
Ingested |
Onset Time |
Immediate |
Symptoms |
Loss of sanity, victim sees
everything through a scarlet veil. |
Origin/Description |
Purple alchemical powder, smell- and
tasteless. Developed by the Scarlet Brotherhood and ritually treated by priests of
Tharizdun. |
Game Effect |
4d6+4 damage/round for 4 turns, save
at -4 for quarter damage. Victim is totally disoriented and is treated as confused (as the
4th-lvl wizard spell) for the duration of the poison. |
Reaper's Night
Type |
Contact |
Onset Time |
1d2 rounds |
Symptoms |
Black spots in front of eyes,
chills, loss of vision. |
Origin/Description |
Clear alchemical liquid, magically
treated by priests of Nerull. It is odorless and has a slight taste of mint. |
Game Effect
|
1d2 damage/round for 1d4 rounds. The
victim will lose his vision for 2d4 rounds with all effect that go with it. A successful
save versus poison indicates that the victim gets no damage and only sees black spots.
These spots give the victim a -1 penalty on all die rolls involving requiring good
vision.. |
Scorpiat
Type |
Injected |
Onset Time |
1d2 rounds |
Symptoms |
Prickly, itching pain spreading from
affected spot. |
Origin/Description |
Poison of the Large Scorpion. |
Game Effect |
1d4+1 damage/round for 2d4 rounds.
The victim is -1 on all rolls. A succesful save indicates no effect. |
Scorponite
Type |
Injected |
Onset Time |
1 round |
Symptoms |
Numbing pain spreading from affected
spot. |
Origin/Description |
Poison of the Giant and Huge
Scorpion. |
Game Effect |
1d8+1 damage/round for 2d6 rounds.
The victim is -2 on all rolls. A succesful save indicates no effect. |
Slaver of Iuz
Type |
Contact |
Onset Time |
1d4 rounds |
Symptoms |
Dizziness, lack of breath. |
Origin/Description
|
Powerful extract made from cobra
poison, magically treated by priests of Iuz. It is transparent, tastes bitter and
evaporates quickly when exposed to open air (one sword coating lasts for about 5 rounds). |
Game Effect: |
Immediate death, save versus poison
at -2 for no effect. |
Swendath
Type |
Contact |
Onset Time |
2d4 rounds |
Symptoms |
Itching of the skin, blurry vision,
heat strokes. |
Origin/Description |
Extract made from the blood of a
Poisonous Frog. A single poisonous frog delivers 1d3 doses of this poison. |
Game Effect |
1d4 damage/turn for 2d6 turns. A
successful save at +4 means that the poison last for only a single turn. |
Swendor
Type |
Contact |
Onset Time |
2d4 turns |
Symptoms |
Loss of sensation in extremities,
cold flashes, swellings and blisters. |
Origin/Description
|
Poison extract from the blood of a
Poisonous Toad. 1d4 doses of the semi-transparent violet and sticky liquid can be
extracted by cooking a single dead toad and distilling the fluids. |
Game Effect |
1d3-1/turn for 3d12 turns. A
successful save at +2 means that the poison has effect for but one turn. |
Tinzal
Type: |
Injected |
Onset Time: |
5 rounds |
Symptoms: |
Swellings, lack of breath. |
Origin/Description: |
Viper poison |
Game Effect: |
1d8+1 damage/round for 2d6 rounds, a
successful save means no damage. The victim is -1 on all die rolls, and his endurance is
halved. |
Tulmadron
Type |
Ingested |
Onset Time |
2 rounds |
Symptoms |
Hallucinations, pain in whole body. |
Origin/Description |
Mineral poison. |
Game Effect |
2d8+2 damage/round for 2 turns, a
successful save means duration is only 2 rounds. Victim is -4 on all die rolls and may
attack anyone coming within 10 feet has a 50% chance of being attacked by the victim. |
Whispering Death
Type |
Injected |
Onset Time |
1 round |
Symptoms |
Loss of hearing, swellings, loss of
balance, loss of sensation in extremities, vomiting. |
Origin/Description |
Poison of the Gargantuan or Whisper
Spider. The poison sacks of this creature, if emptied, produce 1d4+1 useable doses of this
poison. |
Game Effect
|
3d6+4 damage/round for 2d6 rounds, a
successful save makes the poison last for only 1d3-1 rounds. The victim is -4 on AC, to
hit and saves and his dexterity is halved, all sounds around him are reduced to a faint
whispering to the victim. |
Wrath of Erythnul
Type |
Contact |
Onset Time |
1d6+3 rounds |
Symptoms |
Berserk rage. |
Origin/Description |
Gray paste made from rare fungi. |
Game Effect |
1d6 damage/round for 10 rounds, a
succesful save means poison has no effect. The victim will attack anyone who comes near or
takes any action against him. |
Wyvernic
Type |
Injected |
Onset Time |
1 round |
Symptoms |
Swellings, convulsions, numbness
through whole body. |
Origin/Description |
Poison from a Wyverns tail
stinger. One can extract 1d4+1 doses of this poison from a single dead wyvern. |
Game Effect |
1d6 damage round for 3d6 rounds. A
successful save means that victim suffers damage only the first round. |
Zir
Type |
Contact |
Onset Time |
1 round |
Symptoms |
Throbbing and itching, graying of
skin on affected spot, profuse sweating. |
Origin/Description |
Paste made from a rare kind of
lichen found in the Felreev forest. |
Game Effect |
1d8 damage/round for 1d4 rounds. |
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