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Poison Rules & List

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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 victim’s 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 it’s 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 Wyvern’s 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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