Showing posts with label rerun. Show all posts
Showing posts with label rerun. Show all posts

Tuesday, June 1, 2010

Nostalgia Piece

I'm currently experience a period of bittersweet nostalgia. This time of the year tends to do that to me, as the start of summer rekindles memories of the past. I tried very hard to summarize those emotions and what they are doing to my current state of mind regarding this hobby and my plans for the future, but I was unable to do so to my satisfaction. I did remember that I posted something that touched lightly on this same topic in the very early days of this blog. I've decided to rerun that post while I ponder these thoughts some more.

Every hobbyist, no matter what their particular flavor of recreational activity, possesses a collection of anecdotes, recollections, funny tales, and non-sequiturs related to their preferred form of “non-work.” Without exception, these stories are usually only interesting to other hobbyists of the same pedigree. Individuals who don’t indulge in these activities, when forced to endure retellings of these stories, tend to drift off, roll their eyes, or politely redirect the conversation on to more broad topics (“Shut your pie-hole before I’m forced to clear leather on you, nerd-boy!”). For this reason, such tales are often referred to as “war stories.”

I’m no exception to this. I have my own treasure trove of stories that are usually safely hidden away until my dinner guests, dates, potential employers, or heads of state are in a position where escape is impossible. Only then will I start regaling them about the time Pootak MacDin MacCool managed to snatch an evil squirrel straight out of the air, hurl it back into a cave to be shish-ka-bobbed on an Elven arrow, and STILL catch the edge of the cliff before plummeting to his death below.

I’m going to tell one of those stories now. Since you supposedly reading this of your own free will, you may graciously escape before I start.


Still here? Okay then…

When it comes down to it, I’ve done a lot, and seen a lot, of great things through the eyes of imaginary people that exist solely as a collection of words on a piece of paper. I’ve done the usual heroic tasks of saving the world, defeating the grand beastie, leading armies to victory, breaking eldritch curses, etc. Despite the pleasure that I found in those game events, not one of those is my favorite moment that I ever experienced in a role-playing game. In fact, my favorite moment is most likely unrepeatable, no matter how much time, effort, creativity and planning was attempted to recreate it.

My favorite moment (and moment it was, since it lasted no more than a minute or three in real time) occurred during a campaign I played in during one of my many college years. We had a rather large party (6-7 if I remember correctly) and the players were all friends of various closeness in real life. I was playing Erik of Cullenport, a pretty standard 1st edition Fighter, who due to his high Charisma, was leader of this particular band.

The party had just finished a quest to secure a place of sanctuary for a newborn child. The boy might, or might not have been, the last legitimate heir to a usurped throne. A throne that the party all had reasons to see returned to its rightful bloodline. After experiencing the rigors to obtaining provisions for a newborn without a lactating woman of any sort in the party (“O.K. we’re taking the goat with us. Brother Hank can cast Purify Food and Water on the milk. That’s just like formula, right?”), discovering that babies put a crimp in adventuring opportunities (“Come on! Babies love caves. Let’s go in!”), and losing a party member to a ferocious stump (“It’s just a rabbit.”), we’d finally entrusted the prince to Brother Hank’s religious order and were headed south along the Western Sea to meet with the Elvish Court , for reasons that escape me. We knew peril lay ahead once we reached the forest, and having just barely escaped with our skins in the previous adventure, tensions were running a little high in the group.

Then, we had a beach party.

The DM said nothing more than we camp for the night on the beach. Immediately after saying that, the party (by which I mean the players) decided that a little R&R was needed. Our wizard announced she was looking for sharks, the ranger built a big bonfire with the wood that the thief gathered, I kept watch, and everyone else engaged in light role-playing for a minute before the wandering monster rolls turned up nothing for the night and we moved the game along.

That was my favorite game moment out of some twenty-something years of playing.

In those few minutes, using nothing more than a few casual descriptions, my mind painted the most vivid picture I’ve ever experienced during a role-playing game. I still have bits of it. I still see Gillian standing on the shoreline, eyes scanning the black waves as she holds the bottom of her robe up to avoid the surf. Her dog, Duncan, is splashing at the water’s edge, barking at the low rollers. Mirk the Fodder and Thea are throwing driftwood onto a roaring blaze, their silhouettes black against the fire. Erik is sitting on a low dune, watching the scene below. His armor is stowed safely by the fire, but his sword still lies close at hand. His mind is relaxing for the first time in many days. His friends are safe and can let their guard down, if only for a night. Erik doesn’t quite have that option, for the responsibility of leading this band still weighs on him. A weight that, much like his sword, can be put down for a little while, but never fully abandoned.

Fifteen years later, I swear I can still dimly smell the salt air and hear the waves break. I can feel the strands of beach grass blow against my bare arms as the breeze blows off the sea. I can still feel a little bit of that peace, the one that Erik must have felt that night, in my heart.Something was just right during that moment of that game. I’ll never quite know what it was. That’s why I’m sure it can never be recreated.

But I still try. One day, if everything is just perfect, I might experience something like that in a game again. In the meantime, I’m content to experience the good times that happen around a gaming table, and look forward to tomorrow night’s game.

Friday, August 14, 2009

Rerun: Treasure Type: Geek

Gamers possess a form of insanity that is shared with the collectors of old books. In the book trade, this mania is referred to as “the gentle madness.” It’s a subtle form of dementia which turns objects of paper, ink, cardstock and thread in fetishes worth hundreds or thousands of dollars. It is this psychosis that drives eBay auctions and causes locked cases to be installed at hobby shops.

Like many, I suffer from this gentle madness, albeit not as severely as some of my fellow gamers. I prowl the boxes at my local hobby shop, seeking out monochrome versions of classic modules. I cannot pass over a copy of Deities & Demigods without peeking inside to see if it’s one of the rare editions with the gods both Lovecraftian and Menibonéan. One of these days, when fun funds allow, I’ll pick up a copy of Outdoor Survival, just to replace the version I once owned and put it to the recommended use (my birthday’s late November…)

It is with little wonder then that, of all my gaming books, the one that I cherish the most is this one:

According to The Acaeum, it’s a 7th printing of the Player’s Handbook. Not exceedingly rare, but it still bears the classic Trampier cover and the wizard logo. For a book that seen heavy use, it’s in pretty good shape for something almost thirty years old.

This one is my prize simply because it is mine. It’s the first hardcover AD&D book I ever bought, not a replacement or a winning bid at auction. It has survived not only time, but several moves, two cross-country relocations, numerous dorm rooms and apartments, vindictive ex-girlfriends, flood, plague, and Acts of God. It has witnessed innumerable characters and campaigns, bad puns, spilled drinks, wildly spinning dice, and the insides of countless backpacks, satchels, boxes and car trunks.

The pages within are marked with pencil and pen, charts and tables have been underlined, an inventory of magical treasures has been written on the inside front cover in orange crayon of all things, and the stats for a monk have been scrawled in pencil on the inside back cover. The edges of the pages have been worn down with so much use that they feel like soft velvet, rather than wood and cloth pulp.

Yes sir, that’s my baby.

All of that history, wear and tear, and good memories are enough to have changed this one copy of a book printed by the thousands into a personal fetish. If it stopped at that, this would still be a book that I hope accompanies me throughout my remaining years. But it has one last alteration that places this codex head and shoulders above its bookshelf companions:

That was the only time I ever met Gary. I-Con VIII would have been sometime in the spring of 1989. I’m sorry to say that I don’t really remember much about that meeting. I remember standing on line with my friend, Pete, who had brought his Monster Manual to be signed. I remember that Gary seemed to be happy to meet with the fans and talk with them. He didn’t seem to phoning his appearance in. I seem to remember that he was wearing some sort of hideously ugly Hawaiian shirt, but that memory is suspect, as I’ve seen pictures of him at more recent conventions dressed as such, so I might be confusing the details. I am sure that he asked me what my favorite class to play was, and I’m pretty certain I told him either thieves or magic-users. But that’s about all I can recall of that one moment almost twenty years later.

It still seems strange that he’s gone and that whole generations of gamers will never have a moment like that. Of course, even if they had the chance, the emotional impact might be different. I’m sure that for some gamers, the chance to meet R.A. Salvatore might be their shining memory of game-related brushes with greatness.

I’ve heard a lot of stories about Gary over the years, some quite humorous, some not-so flattering. I’m sure that there are truths to most of them. He was human and possessed a wide variety of character strengths and flaws. But he was the Dungeon Master and he signed my Players Handbook, and that still means something to me. There are probably hundreds of other copies of books out there that bear the inscription “Mike – Magicks!” (or “Mark – Magicks!” or “Matt – Magicks!” or what-have-you), but none of those are mine. Those copies may have similar stories of adventure and great times associated with them. In fact, you might have one yourself. But there’s only one copy that sits on my shelf, asks me to come open it again, and to venture off to places undreamt of by most.

Wednesday, August 12, 2009

Rerun: Back to the Cupboard

Since the response was positive to the insinuative-type poisons, I’ve decided to post the second half of my big list of poisons. Below you will find toxins of a gaseous and contact nature. Remember to wash your hands thoroughly after reading.

Gaseous and Contact Poisons

Unlike the more common forms of insinuative and ingestive poisons, toxins dispensed in a gaseous or contact form are of only two intensities: debilitative and deadly. This is due to the increased chance of accidental exposure to both of these forms of poison. By creating a minor toxin that is easily survivable, yet still powerful enough to be used as a deterrent, the chance of inadvertently killing an overcurious visitor is avoided. In the case where the poison-user is determined or paranoid enough to protect his treasures at all costs, the unintended loss of life is not a concern. Such is the cost of security.

As with insinuative poisons, the format here is the poison’s name followed by brackets. The information within the brackets is laid out with damage being represented by two values separated by a slash. Values preceding the slash is the damage taken if a save against poison is failed. The value after the slash is damage taken if the save is successful. After damage, an onset time is listed. This is the amount of time that passes before the victim begins to feel the effects of the poison. This type of information comes in handy when determining how long the party’s cleric has to drop a neutralize or slow poison spell on the victim. In the case of gaseous poisons, a third entry lists the duration of a poisonous cloud when dispensed in its 20’ x 20’ x 20’ form. Spells such as gust of wind and the like will reduce this duration as the DM desires. Poisonous gas dispensed in a 5’ x 5’ x 5’ cloud rarely last longer than a few moments.

Gaseous Poisons

Gas-based poisons are quick-acting toxins that are either dispensed in small puffs of vapor intended to affect only one or two individuals; usually those attempting to gain access to a locked container, or in large clouds designed to affect as many people as possible, such as when employed as a room trap. For simplicity sake, assume that a trapped container produces a 5’ x 5’ x 5’ cloud directly in front of the trap and that a room-based gas trap produces a 20’ x 20’ x 20’ cloud. Anyone caught within the cloud initially must make a save against poison to avoid the effects of the gas. If a person willfully enters an area occupied by a poison gas cloud, he or she may be granted a +4 to their saving throw based on the assumption that they’re aware of the gas’ presence and are taking appropriate measures to protect themselves (i.e. holding their breath, covering their mouth, etc.).

Debilitative Gases – These toxins are most commonly used by those who wish to protect themselves and their possessions without causing the loss of life. These poisons are designed to incapacitate or assist in the apprehension of intruders. Because of their non-lethal nature, most of these poisons may be used by characters of Good alignment, excepting paladins.

Generic Debilitative [Damage: Unable to perform any actions for 2-5 rounds/no effect. Onset time: Immediate. Duration of cloud: 10 rounds] – This blue gas smells of sulfur and fecal matter. While of mundane origin, the gas works as if it were a stinking cloud spell. Anyone caught in the initial cloud is only affected for 2-5 rounds, even if the cloud has yet to disperse at that time. It is assumed that the gas has become diluted enough that the victim’s body has acclimated to the toxin. An individual entering the cloud for the first time after it has been triggered, but before the cloud’s ten-minute duration has expired, must save as usual – with a possible bonus (see above).

Lungburn [Damage: -1 penalty to AC and -2 to hit per round exposed to the gas/no effect. Onset time: Immediate. Duration of cloud: 20 rounds] – This grey gas smells of ammonia and attacks the victim’s lungs, causing hacking, coughing and vomiting. For each round the victim is caught within the cloud, he or she suffers a cumulative penalty to Armor Class and attack rolls. The effects of the gas last for a full turn after the victim escapes the cloud.

Tell-tale [Damage: Blinded for 2-5 rounds & stealth penalties/no effect. Onset time: Immediate. Duration of cloud: 10 rounds] - Not so much a cloud as an explosion of reflective particles, this gas appears as a shower of tiny glittering flakes – gold, silver and mica being the most common. The glittering particles cause blindness to anyone who fails their saving throw while engulfed in the cloud. Additionally, these flakes are highly adhesive and will cling to clothing, armor, hair and skin. Any invisible creature caught within the cloud will instantly become visible as they are coated with glittering color. The flakes are very difficult to remove once they’ve attached themselves. Simple soap and water will not suffice. The adhesive that holds the flakes in place is alcohol-soluble and washing oneself in strong spirits is enough to remove the glittering particles for good. During the time the flakes are attached to the individual, he or she can only surprise opponents that use sight as a primary detection sense on a roll of a 1 and thieves incur a -40% penalty to any attempts at Hiding in Shadows while sparkly.

Trog Musk [Damage: Lose 1 Strength point per round/no effect. Onset time: Immediate. Duration of cloud: 10 rounds] – This sour, brown gas is derived from the musk produced by troglodytes and acts as if the victim had been exposed to those nauseous creatures. The victim loses 1 point of Strength per round for 1-6 rounds, cumulative. This penalty remains in effect for ten rounds after the final point of Strength has been lost.

Andula [Damage: 1d6 h.p. per round/no effect. Onset time: Immediate. Duration of cloud: 30 rounds] – This red cloud smells acidic and affects the blood of the victim. Each round the victim is within the cloud, he must save against poison or lose 1d6 hit points as he begins to bleed out of his bodily orifices. Andula is the sole debilitative poisonous gas that inflicts actual damage. Its origins lay back in the final days of Xoryphaal, so adventurers exploring the ruins dating from those shadowy years are advised to beware.

Deadly Gases – These poisons are meant to kill anyone careless enough to trigger them. These toxins are used by those who are either determined enough or cavalier enough to risk the accidental death of others in order to protect their goods and holdings. These poisons are fast-acting and rarely anything less than fatal to anyone unlucky enough to catch the full brunt of them.

Generic Deadly [Damage: Death/0 hp. Onset time: 1-6 rounds with unconsciousness immediately following exposure. Duration of cloud: 10 rounds] – This green gas smells of bleach and is the most common of deadly gases. Anyone exposed to this gas immediately loses consciousness and will die within 1-6 rounds.

Gorgon’s Breath [Damage: Turn to Stone/0 hp. Onset time: 1-2 rounds. Duration of cloud: 1d4 rounds] – Whether or not this poison is the same as that produced by the legendary iron bull is up to debate. What is not disputed is the effects of the gas. Like the breath weapon of the gorgon, anyone who fails a save against poison when exposed to this white, rust-smelling vapor is almost immediately petrified. At that point, a neutralize poison spell is no longer effected to ward off the poison. Only a stone to flesh spell will suffice.

Nan-vyl-nah [Damage: 1d4 hp of damage per spell level memorized/1 hp of damage per spell level memorized. Onset time: 1-4 rounds. Duration of cloud: 5 rounds] – This purple cloud smells of a spring forest and is initially quite pleasing to the nose. That pleasure ends 1-4 rounds later if the victim is a spell-caster. This magically-created toxin reacts with the stored spell energy of any memorized incantations or prayers possessed by a spell-caster, causing an internal eruption of mystical energy that incinerates the victim from within. For every individual level of spells currently memorized, the caster takes 1d4 points of damage. Thus a 5th level magic-user with a full allotment of four 1st level spells, two 2nd level spells and a single 3rd level spell would suffer 11d4 points of damage on a failed saving throw. Should the spell-caster survive this internal inferno of spell energy, he will find that he has lost any and all memorized spells in the conflagration. On a successful save, the caster still suffers damage, but it is limited to a single point of damage per level of memorized spells and he retains them in his memory. The mage in the above example would take 11 points of damage and still have access to his full collection of spells had he made his save. This nasty toxin affects only spell-casters and a DM may rule that clerics, druids and paladins are immune to the effects at his discretion. This gas is believed to be a creation of the Unseelie Court of the Kind Ones; created in jealousy of Man’s mastery of magic.

Yellow Mold Spores [Damage: Death/no effect. Onset time: Immediate. Duration of cloud: 1 minute] – This cloud is nothing more than the spores of the ubiquitous dungeon-dwelling yellow mold preserved by artificial methods. When triggered, the gas acts just as if the victim had been exposed to yellow mold: save against poison or die. In the case of death, both a cure disease and a resurrection spell are required within 24 hours to resuscitate the character.

Contact Poisons

These potent poisons work through mere skin contact and, like gas poisons, run a high risk of accidental exposure. Because of this risk, contact poisons are manufactured with either an eye towards dissuading the curious from handling things that don’t rightfully belong to them, or mercilessly slaying any who’d even entertain the idea of robbing the rightful owner. In most cases, contact poison can be avoided simply by wearing gloves when handling an object smeared with the substance. A few of the more dangerous contact poisons, nevertheless, eat through any material protecting the skin and exposing the wearer to the poison’s full effects.

Debilitative Contact Poisons – Like their airborne cousins, debilitative contact poisons are designed to dissuade or incapacitate those who are exposed to them. Many a less-than patient or trusting noble or mage has utilized debilitative contact poisons to keep the help and their students from touching valuable heirlooms and potent magical items. Most contact poisons are a clear liquid, oil or gel, making them blend in with the item that they coat but not rendering them completely invisible. Due to the slightly reflective nature of these poisons, anyone taking the time to examine an item coated with a debilitative contact poison has a 50% chance to notice that something seems odd about the item. Common signs that an item bears a contact poison are slight discoloration, a seemingly wet sheen to the item, a faint out-of-place odor, or a mottled pattern of dust clinging to the item’s surface.

Generic Debilitative [Damage: Paralysis for 2-8 turns/no effect. Onset time: 1-2 rounds] – This poison bears a faint aroma of apples to it, so those with a keen sense of smell may be alerted to its presence.

Fool’s Gold, Lesser [Damage: Sleep for 7-12 turns/no effect. Onset time: 1 round] – Commonly used to either protect objects crafted from gold or to turn worthless objects into a tempting prize, fool’s gold is a gleaming, golden paint-like poison that fully coats the object. When used on an item made of gold, the chance to detect its presence is a mere 20% due to its close similarity to actual gold. If placed upon an object made of other than gold, the standard chance to detect its presence apply.

Numb Limb [Damage: Incapacitates victim’s limb(s)/no effect. Onset time: 1-6 rounds] - This odorless poison acts as a powerful anesthetic, rendering the limb or limbs that touch it unusable for 2-24 hours. In the case of the victim’s arm being rendered numb, he accrues a -4 penalty to all attacks made with his off-hand, may not use two-handed weapons (including bows) and may not use a shield. Spell-casters attempting to use spells that require a somatic component are either unable to do so or suffer a 50% chance of spell failure – DM’s prerogative. If the limb affected is a leg, the victim’s movement rate is reduced by half. If the victim somehow manages to affect his head with this substance, he’s struck unconscious for the duration of the toxin.

Screecher [Damage: Uncontrollable screaming/no effect. Onset time: Immediate] – This musty-smelling poison causes the victim to go into an uncontrollable screaming fit that lasts for 1-4 rounds. The victim is unable to stop himself and the violent convulsions that accompany this fit make it impossible for him to stifle his screams on his own. These screams will alert any nearby creatures to the victim’s presence. In dungeon situations, the screams act like the effects of a shrieker; increasing the chance of a wandering monster encounter to 50% for each round the screaming occurs.

Struck-dumb [Damage: Mute/no effect. Onset time: 2-4 rounds] – Devised to inhibit spell-casting, anyone who touches struck-dumb and fails their saving throw will find that they are unable to utter a single word. This makes the casting of any spell with a V component impossible, as well as creating communication issues within the party. This lemony-scented poison remains in effect until a neutralize poison is cast upon the victim.

Deadly Contact Poisons – These vicious poisons are the product of both alchemy and magic, creating a nasty brew. Because of their partly mystical origins, a detect magic spell will reveal a faint magical aura surrounding any object that has been coated with these poisons. This could lead to some interesting false conclusions on the part of the adventurers. Like debilitative contact poisons, deadly poisons might be noticeable by someone taking the time to inspect a treated item before handling. However, in the case of deadly contact poisons, the chance to notice something amiss is only 25%.

Generic Deadly [Damage: Death/6-48 hp. Onset time: 1-2 rounds] – This poison is crafted from the natural venom of sea-dwelling spiny fish and amplified through sorcery. A faint odor of fish and salt-water accompanies the poison. A successful check to notice the poison will reveal that the object has a slightly-incandescent rainbow hue.

Devil’s Hand [Damage: (Constitution)d10 hp/ ½ damage. Onset time: 1-2 round] – This toxin ignites when it comes into contact with exposed flesh. Once burning, this cinnamon-scented poison begins feeding on the victim’s health, turning his body into a living wick. The victim suffers damage equal to his Constitution score in 10-sided dice. The healthier the victim is, the more fuel is available to feed the flames. The fire is considered magical for determining the value of various fire protections and cannot be extinguished through normal methods. However, a feign death spell will suppress the victim’s health to a point that the flames cannot gain purchase. Should the victim survive the flames, he will be horribly scarred from the encounter, resulting in a loss of 1d6 points of Charisma.

Fool’s Gold, Greater [As generic deadly contact] – Like its less-deadly sibling, greater fool’s gold is used to protect items made from gold or a bait for thieves. When applied to gold items the chance to detect its presence is a mere 10%. Otherwise, standard detection chances apply.

Nefrusobek’s Curse [Damage: As mummy rot/0 hp. Onset time: 1d4 days] – Perfected by the necromancer Nefrusobek, this toxin replicates the effects of a mummy’s touch. Anyone failing their save against poison will die in 1-6 months and for each month the rot progresses, the victim loses 2 points of Charisma. In addition, the rot negates all cure wounds spells and slows natural healing to 10% its normal rate. Like the normal version, this condition requires a cure disease spell to remove. The poison has the slight odor of dust and spices surrounding it.

Sloughflesh [Damage: 3-24 hp per round/ ½ damage. Onset time: 1 or more rounds] – This poison smells a bit like rotted meat and for good reason. Exposed flesh coming in contact with this toxin begins to putrefy and drop off the bones of the victim, inflicting 3d8 points of damage each round it is in effect. This poison is so acidic that it will instantly eat through cloth or leather gloves. It will dissolve metal protection in 1 round plus one round for each +1 magical enchantment the metal might possess. A neutralize poison spell will stop the damage, but until a heal spell is cast on the victim, he cannot regain any lost hit points. Should the victim die from the effects of this poison, all that remains of them is a faint jelly-like smear on the ground. Nothing short of a wish spell can raise them back to life.

Monday, August 10, 2009

Rerun: The Alchemist's Locked Cupboard

DM: “Black Dougal gasps ‘Poison!’ and falls to the floor. He looks dead”

With the construction of the Dungeon Not Yet Named™ moving along, I’ve had to do a lot of thinking about the various traps waiting within. Thoughts of traps naturally lead to thoughts of poisoned needles, envenomed darts, hidden gas traps and the like. Poison-based traps are one of the oldest tropes of the dungeon crawl and any dungeon that didn’t include them would be missing a vital part of what makes D&D the game it is.

In the wild and woolly days of OD&D, poison was pretty straightforward: you saved or died. The effects of lesser poisons, such as the venom of a giant centipede, were pretty vague. The description of the poison of a giant centipede states that it is rarely lethal and a bonus of +4 is applied to the roll. Now does that mean it’s rarely lethal because it has such a large bonus to the saving throw or that even if the save is failed it doesn’t kill the victim? Like in many cases, the answer is ultimately up to the DM.

While I don’t mind setting potentially lethal traps for the players – that’s all part of the old-school tradition, which is what I’m going for – it’s nice to have something other than a “save or die” option when poison is encountered. With this in mind, I went to the DMG to see what I could mine from there, as well as going through the Dragon Magazine Archive to see what people have done before me. From the information found in the DMG on p. 20 and the articles “Poisons from AA to XX” in The Dragon #32 and “The Poisons of Cerilon” in Dragon #59, I sat down and created a plethora of poisons. Ranging from the more common and weaker toxins to the deadliest exotics, I now have a full range of potentially deadly substances to coat the blades of my traps.

The list that follows is of the insinuative type of poison, meaning they work by being introduced to the victim’s bloodstream by way of an incision in the skin. I have a similar list of contact and gas-based poisons, but since this list is long enough – and Blogger seems to be incapable of managing a simple table-based format without a Herculean effort on my part – I’ll leave those to another post if people express any interest in seeing them.

The format used in the entries below is the poison’s name followed by brackets. The information within the brackets is laid out with damage being represented by two values separated by a slash. Values preceding the slash is the damage taken if a save against poison is failed. The value after the slash is damage taken if the save is successful. After damage, an onset time is listed. This is the amount of time that passes before the victim begins to feel the effects of the poison. This type of information comes in handy when determining how long the party’s cleric has to drop a neutralize or slow poison spell on the victim. After the onset times are any special notes regarding the toxin. A description of the poison follows the bracketed information and contains details on appearance, ingredients and general flavor text appropriate to my game setting. Hopefully others might get some use out of this stuff. Enjoy!

Insinuative Poisons: Types AA – Types XX including Debilitative Poisons

Type AA Poison: Type AA poisons are the weakest of the various poisons available. Commonly used in the eradication of vermin and pests, type AA inflicts little damage and has a high bonus to saving throws against poison. Type AA poisons do 1 h.p. of damage/round until the total damage inflicted by the poison is reached.

Generic Type AA [Damage: 5 hp/0 hp. Onset time: 2-20 rounds. +5 to save against poison] – A typical minor poison, commonly available from even a novice alchemist.

Nuluim [Damage: 1d3 hp/0 hp. Onset time: 6-15 rounds. -1 to save against poison] – Nuluim is a common form of hunting poison employed by primitive tribes of humans and humanoids. This purple gel substance is created from mildly toxic vegetation.

Rat Death [Damage: 1d4 hp/0 h.p. Onset time: 1-10 rounds] – This brown oil is commonly used by granaries and sailors to help control the rat population. It can be purchased from traders who serve those professions, as well as from members of the rat-catchers guild, usually at a slightly higher mark-up.

Vermin Pox [Damage: 1d6/0 h.p. Onset time: 2-12 rounds. +2 to save against poison] – Appearing as a grayish-green liquid, vermin pox is used against larger pests, such as weasels, foxes and the like. Vermin pox may be purchased from trading posts serving agricultural communities. Kobolds, goblins and other small humanoid species have been known to steal traps coated with this substance and use it in traps of their own design.

Type A Poisons: A slightly more potent version of commonly used toxins, type A poisons are often used by novice assassins, thieves, pit-fighters and barroom brawlers of evil bent. Type A poisons do 5 hp of damage/round until the total damage inflicted by the poison is achieved.

Generic Type A [Damage: 15 hp/0 hp. Onset time: 2-5 rounds. +4 to save against poison] – A common form of the poison, often found in use by low-level assassins and on simple lock traps.

Buhlu [Damage: 1d8+2 hp/1d4 hp. Onset time: 2-5 rounds] – This clear fluid is created and used by the desert tribes of Pharoosh. It is created from the venom of desert asps collected by the boys of the tribes as part of their rites of manhood. Contests for control of the tribes are settled with duels conducted with buhlu-coated knives.

Cave Scum [Damage: 1d6 hp/0 hp. Onset time: 1 round] – Created from poisonous lichens, mosses and fungi found growing underground, cave scum is the common name for this white paste used by intelligent subterranean humanoids on their weapons and traps.

Serpentspit [Damage: 2d8+1 hp/ 0 hp. Onset time: 1-4 rounds] – Named for its green color, this syrupy poison is actually created from the sap of certain vines found growing in temperate climates. It leaves a green stain when used to coat iron; a fact that anyone who has survived an attack by the barbaric Tribe of the Catamount can confirm.

Type B Poisons: The weakest of the “trap poisons,” type B poisons have been responsible for the deaths of more beginning adventurers, tomb robbers and antiquarians than could possibly be counted. While being of a lesser toxicity than some poisons, type B poisons are notorious for maintaining their potency longer than any other alchemist-made venom. Type B poisons do 10 hp of damage/round until the total damage inflicted by the poison is reached.

Generic Type B [Damage: 25 hp/0 hp. Onset time: 1-3 rounds. +3 to save against poison] – Any one of the ubiquitous poisons found coating needle, blade, dart or spear traps on upper-level dungeons through the multiverse.

Bloodfire [Damage: 3d10 hp/1d10 hp. Onset time: 2-3 rounds] – Named for the burning pain that accompanies this toxin’s journey through the victim’s bloodstream; bloodfire appears as a scarlet gel. It is very difficult to remove once applied to metal, imposing a -10% penalty to a thief’s Remove Traps roll.

Chen-chen [Damage: 5d6 hp/0 hp. Onset time: 1-6 rounds. -1 to save against poison] – Hailing from Xiang-Zhum, located far to the east across the Frothing Sea, chen-chen is a sticky orange ooze created by the monks who dwell in mountaintop monasteries of that land. While chen-chen is highly poisonous to most, it is rumored that the monks who create it employ it as a narcotic, so travelers to the lands of Xian-Zhum are warned not to partake of an offered pipe while seeking refuge amongst those mountain monasteries.

Kumdev [Damage: 3d8+3 hp/ ½ damage. Onset time: 2 rounds] – This brown paste was created by Duke Stazhluv IV’s Minister of Poisons and first used within the treasury houses of the Krim Duchies. Since that time, kumdev has become popular amongst alchemists serving the trap-makers of many lands, prompting the adventurer’s adage: “Touch the brown and you’re six feet down.”

Lockslick [Damage: 4d6 hp/ ½ damage. Onset time: 2-5 rounds. -2 to save against poison] – This silver oil is not only toxic, but the slippery nature of the oil imposes a -15% penalty to all attempts to Open Locks as it tends to seep into the inner mechanical workings of the lock, making it difficult for a thief’s picks to find purchase.

Type C Poisons: These are the middle tier of toxic substances, being lethal enough to kill most victims their used against, yet still remaining affordable enough to be within the reach of well-to-do merchants and minor nobility. Type C poisons do 15 points of damage/round until the total damage caused by the poison is achieved.

Generic Type C [Damage: 35 hp/0 hp. Onset time: 1 round. +2 to save against poison] – Upset a wealthy merchant with a vindictive streak and this is the poison most likely to be found on the blade of his hired assassin.

Drake Snot [Damage: 6d8 hp/ ½ damage. Onset time: 1-6 rounds] – Appearing as a sticky green syrup, drake snot is made from the drake wing plant, which grows in abundance in the Great Grey Marsh. Due to the marsh’s close distance to Xultvar, the City Resilient, drake snot is commonly found in the Night Market of that city and the lesser Witches’ Markets of many larger cities throughout the Eastern Reaches.

Quarra [Damage: 5d10 hp/ ½ damage. Onset time: 4-7 rounds. -1 to save against poison] – Quarra is a rust-colored oil usually used by mid-level assassins. Created from the venom of a harmless looking fish found in the Ring Sea, quarra has a faint fishy odor to it. By the time the victim smells it, however, it is usually much too late.

Throat Tight [Damage: 8d6 hp/6d4 hp. Onset time: 1-10 rounds] – This chunky black paste affects the victim’s respiratory system, causing their lungs to fail and their esophagus to swell, thereby asphyxiating the victim. It has the added bonus of effectively silencing the victim as he dies, making it very popular amongst assassins and murders looking to kill their victim without alerting any nearby guards.

Yellow Lotus [Damage: 2d20+5 hp/0 hp. Onset time 1-4 rounds. -2 to save] – This yellow sap-like poison is made from the pollen of fabled yellow lotus flower, which is found in both Xiang-Zhum and Zarabe Zyria. Like chen-chen, it is rumored to possess narcotic properties to those peoples, but it a violent poison to others.

Type D Poisons: Outside of the truly exotic poisons, Type D venoms are the deadliest toxins available from alchemists. Those alchemists with the skill to create these poisons usually do so with an agreement with the local assassins’ guild. Alchemists who create and sell such substances without the permission of the guild have been known to vanish abruptly and permanently. Type D poisons do 20 points of damage/round until the total damage caused by the poison is reached.

Generic Type D [Damage: Death/0 hp. Onset time: immediate. +1 to save against poison] – Used by high-level assassins and on the deadliest of traps, this poison is usually only outclassed by the truly exotic toxins and the naturally produced venom of beasts.

Assassin’s Boon [Damage: 4d20+20 hp/ ½ damage. Onset time: 2-3 rounds] – This poison is extremely deadly, not only for its high mortality rate, but for the fact that it is a clear gel. Once applied to a blade it is nearly impossible to spot and its viscous nature keeps it from being easily rubbed off, even when sheathed.

Grey Zoba [Damage: 11d8 hp/0 hp. Onset time: 1-10 rounds. -4 to save against poison] – This grey fluid was created by the first Grandfather of Assassins. Since that time, the method of it creation and its ingredients remain a closely guarded secret of the Assassins’ Guild. Only the most trusted of alchemists are allowed access to this dire recipe and only then if the Guild holds some form of added leverage over the alchemist to ensure his loyalty.

Stillheart [Damage: 8d10 hp/ ½ damage. Onset time: 1 round. -2 to save against poison] – Made from a rare mushroom found in the Strigas Woods, stillheart causes sudden cardiac arrest in its victim. The spastic convulsions that accompany this attack are humorously referred to by assassins as “drumming oneself to death”

True Wyvern [Damage: 16d6/ ½ damage. Onset time 1-4 rounds] – True wyvern is a blue-green paste that somewhat resembles the venom created by its reptilian namesake. There is a legend amongst assassins that true wyvern, when applied to an arrow or bolt, actually improves the flight and accuracy of the missile. Optionally, DMs may apply a +1 bonus to hit with an arrow or bolt coated with true wyvern and reduce the penalty for distance by half.

Type XX Poisons: These are the most exotic and deadly toxins artificially manufactured, often costing tens of thousands of gold pieces for even a single dose. Their ingredients are incredibly difficult to find and many assassins find their deaths attempting to procure these rare substances. No one outside of the Assassin’s Guild may manufacture these poisons. Should an outsider learn the method of producing them and the Guild learns of it, that person’s lifespan remaining should be measured in mere hours. The Guild will spare no expense or risk to kill the bearer of such knowledge. Unlike other poisons, type XX poisons have no set damage inflicted each round.

Generic XX [Damage: Death/ 75 hp. Onset time: immediate] – While there is no true generic form of this poison, DMs wishing a quick version of an exotic and deadly toxin may use this to represent it.

Kwu Noz Hrab [Damage: Death/ Lose 1d4+1 levels. Onset time: 1-4 rounds] – The effects of this poison are so destructive that even if the victim survives the toxin, he will find himself incredibly weakened by the after effects. Kwu noz hrab is a emerald-colored sap from Zarabe Zyria, rumored to be made by and from the undead that dwell within the Nameless City.

Mindburn [Damage: Intelligence reduced to zero/Lose 1d10 points of Intelligence. Onset time 2-20 rounds] – This blue oil affects the mind of the victim and leaves the body untouched. Those who suffer the full effects of this poison are reduced to a vegetative state, incapable of even the most basic of actions. Without care, these victims will die from dehydration and malnutrition. Even those lucky enough to avoid the full effects of the poison find their mental capacities greatly reduced.

Sorcha’s Kiss [Damage: 10 hp of damage each round until the victim is dead/15d6 hp of damage. Onset time: 1-6 rounds] – Named for the goddess of murder and strife, this reddish-black paste is so potent that a neutralize poison spell has only a 50% chance of being effective. Strangely, the victim experiences a blissful euphoria as he lies dying, only to suffer excruciating pain during the last few moments of his life.

Debilitative Poisons: Not all poisons are potentially lethal to their victims. Some toxins incapacitate the victim instead. These are the debilitative poisons and are used by a variety of professions for their versatility. Like type XX poisons, debilitative poisons have no preset duration based on damage.

Distillate of Sculuxpendi giganti [Damage: Paralysis for 2-12 hours/no effect. Onset time: 1-3 rounds. +2 to save against poison] – Created from the venom of giant centipedes, this yellow-green paste produces a similar paralyzing effect with a greater chance of success. Some adventurers supplement their income by providing alchemists with fresh samples of giant centipedes, although most alchemists prefer to use live specimens whenever possible.

Dormorum’s Tears [Damage: Sleep for 1d6+1 rounds/no effect. Onset time: 1-3 rounds. Elves immune] – This blue paint-like toxin gets its name from the god of sleep and dreams and the effects of it on the victim. While a poison such as press gang punch (see below) is more effective, the higher cost of that toxin makes Dormorum’s Tears a cheaper alternative for the money-poor merchant seeking to protect his wares.

Ghoul Sweat [Damage: Paralysis for 1d6+2 rounds/no effect. Onset time: immediate. Elves immune] – This brownish-grey ooze is created from certain subterranean fungi, rather than produced by its undead namesake. Despite the subterranean source of the toxin, it mimics the effects of a ghoul’s touch quite well.

Magus Bane [Damage: feebleminded until poison is neutralized/no effect. Onset time: 1d6 rounds] –Feared by magic-users, this clear oil replicates the effects of a feeblemind spell. Like the spell, this toxin only affects spell-casters. Unlike the spell, a neutralize poison is all that is required to lift the effects of the toxin.

Nox Slap [Damage: Blindness for 1-10 rounds/no effect. Onset time: 1d6 rounds] – Named for the god of night, this black gel causes the victim to be struck blind, his vision slowly dimming as the poison works its way through his body. While only temporary, the effect can be terrifying to even the bravest warrior, especially as it sets in during a pitched combat.

Press Gang Punch [Damage: Slumber for 1-6 turns/no effect. Onset time: 1 round. Affects elves] – This orange oil is prized by the press gangs that prowl the piers of ports throughout the civilized lands. Quick and effective, even against the elven-blooded, press gang punch makes the chore of kidnapping unwilling sailors much quicker and easier than the traditional ale and blackjack technique.

Thief Sap [Damage: Convulsions for 1-20 rounds/no effect. Onset time: immediate] – Popularly used to trap locks when a thief is wanted alive, this sticky purple sap causes the victim to go into violent convulsions. The victim falls to the ground and foams at the mouth, his limbs twitch uncontrollably. Usually this creates enough racket to alert nearby guards, who then arrive to apprehend the thief while in this incapacitated state.

Sunday, August 9, 2009

Taking Advantage of the Distraction

As the blogosphere will most likely be looking towards Indy this week, I’ve decided that this is a wonderful opportunity to Hide in Shadows. For the past 12 months, I’ve been pretty good at making sure new content shows up here each week, even during the chaotic times when my normal M-W-F schedule gets disrupted. I like to think that lets me slide for one week.

This coming week is going to feature Blasts from the Society’s Past, reruns of posts from some of the earliest days of the blog. I intend to spend the week getting the Stonehell draft into shape and doing a little punch-up work on the Dungeon Alphabet (I’ve seen the layout for the book and, although I’m highly biased, I extremely pleased). I’ve also got a DVD of four Hammer films that begs to be watched. If time allows, I’ll try to get some lead work done on future SoTPR posts to help give me a buffer for the coming year and prepare the obligatory One Year Anniversary post.

To all of you headed to Indy, have a great time. Everybody else is invited to stop by the Society for your normally scheduled visits to dine on the intellectual leftovers. I’ll be back with new stuff on Monday, August 17th.

Monday, October 6, 2008

Sick Day Rerun: Does this Mean They Have God-Catchers?

I've caught a case of the creeping crud and haven't been able to put the final polish on the planned posts for today and Wednesday. Here's a rerun from my other blog, originally published Sunday, May 21, 2006. Consider this fodder for deity design in your next world building attempt.

"Ray, the next time someone asks if you're a god, you show them your license!"

I'm reading James Frazer's The Golden Bough right now. It's been lurking on my nightstand for a couple of years. In an attempt to catch up on my reading, I try to consume a chapter or two a night.This evening, the topic was on incarnate gods. And I quote:

"A register of all the incarnate gods in the Chinese empire is kept in the Li fan yaun or Colonial Office at Peking. The number of gods who have taken out a license (emphasis mine) is one hundred and sixty...The Chinese government, with a paternal solicitude for the welfare of its subjects, forbids the gods on the register to be reborn anywhere but in Tibet...But besides these public or licensed gods there are a great many little private gods, or unlicensed practitioners of divinity, who work miracles and bless their people in holes and corners; and of late years the Chinese government has winked at the rebirth of these pettifogging deities outside of Tibet. However, once they are born, the government keeps its eye on them as well as on the regular practitioners, and if any of them misbehaves he is promptly degrade, banished to a distant monastery,and strictly forbidden ever to be born again in the flesh."
And I thought the DMV was bad!