Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Tuesday, September 29, 2009

Save vs. Conga

What follows is one of my odder ideas and may not be suitable for those who take their dungeons too seriously.

The Devious "Save vs. Conga" Trap

The Set-up: The party chances upon a pair of double doors that lead to a 20’ wide, T-shaped corridor. The branch before them extends 40’ past the double doors before branching left and right and continuing out of sight. The only decoration present in this otherwise plain hallway is terrazzo floor. The party enters the hallway at the end marked "A" on the map above.

The Trap: Once one or more PCs venture out of the shaded area on the map, everyone in this corridor must save vs. spells or succumb to the Conga Curse. Those cursed are compelled to form a conga line and dance down the corridor. The PC farthest into the corridor who succumbs to the curse forms the head of the line with the other adventurers falling in behind him. It is this PC that will chart the course the conga line takes.

Unless restrained or otherwise incapacitated by unaffected party members (dispel magic and remove curse will both break this compulsion), the conga line proceeds down the corridor at half the normal movement rate of the line’s slowest member. The referee should sketch out the corridor and allow the conga line’s leader to indicate what path the line travels. This decision is the line leader’s; the rest of the line must follow the chosen path without question. The line must move forward and cannot double back, reverse or otherwise deviate from making forward progress. The dancers are free to travel from side-to-side and can move diagonally down the hallway as well.

Once the conga line’s path is determined, the referee consults the map above to determine if the dancers blunder into any of the myriad traps that line the corridor. If they do, the normal chance to trigger traps is applied and those doing so suffer the effects indicated below:

Dart Trap –Struck by a fusillade of 1d6 darts for 1d4 points of damage each. A successful save vs. wands reduces the number of darts striking the victim by half, rounded down.

Fire Trap – A blast of fire inflicts 3d6 points of damage to the victim (save vs. breath attacks for half damage).

Gas Trap – Save vs. poison or suffer 2d8 points of damage. Although the area of the gas’s effect is 15’ square, the victim must pass over the trap’s actual trigger to activate it. Note that this trap will likely effect everyone in the conga line.

Lightning Trap – A bolt of lightning strikes the victim for 3d6 points of damage (save vs. spells for half damage).

Spear Trap – Save vs. wands or struck by 1d4 spears for 1d6 points of damage each.

The referee is encouraged to see if a trap activates as each dancer passes through its square and then inflict damage upon affected individuals before rolling to see if the next dancer triggers the trap. This builds tension as the dancers at the back of the line watch helplessly as others conga through the trap, knowing they themselves must pass through it.

Once the dancers reach either set of doors at the end of the corridor, the conga compulsion ends and they may move normally. Once they leave this corridor, however, the curse is reset. Adventurers passing this way again will need to make a saving throw after entering the corridor or fall under the curse’s sway yet again.

The Payoff: If the adventurers survive the conga curse and reach one of the corridor’s far doors, they are free to explore this strange hallway free of the compulsion to dance. In a secret compartment beneath the floor (marked "B" on the map above) is a cache of treasure. This hidden compartment is locked, but does not bear a trap other than the corridor it lies in. The cache consists of 19,000 gp worth of assorted coins and jewelry.

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.

Friday, June 12, 2009

Red + Blue = Death

Blame it on the Sleestak.

Perhaps the only positive result of Hollywood deciding that the world craved a re-imagination of "Land of the Lost" as a comedy starring Will Ferrell was that marketing synergy deemed it necessary to release the entire original series on DVD. That release has allowed me to be able to relive the Saturday mornings of my youth whenever the desire strikes me. I’ll make no apologies for being a fan of the 1974 Sid & Marty Krofft version. For me, the show scratches the itch that Doctor Who does for others, possibly for similar reasons: no budget, cheesy special-effects, acting of a questionable caliber, and sometimes surprisingly good writing. But "Land of the Lost" isn’t what we’re talking about today. Instead, we’re going to cover the game trope of combining diverse elements to produce unforeseen effects.

Fans of "Land of the Lost" will remember that the series featured “light crystals” – gemstone of alternate hues that, when combined, produced an array of various effects. LotL was not the first to introduce this concept, as anyone who was ever given a chemistry set as a birthday present can attest. It’s an idea that has sturdy legs though, and it has become a gaming trope. If I remember correctly, one of the later Ultima titles required players to mix various reagents to manufacture spells, and players of Resident Evil can tell you that, while green + green is good, green + red is even better. Completing the LotL/gaming Ouroboros is Un’Goro Crater in World of Warcraft, which is a homage to "Land of the Lost" and features power crystal combination to produce in-game effects.

This concept appeals to me because I’m a fan of encouraging players to monkey around in the dungeon. While I primarily rely on random tables to produce the results of such environmental interaction, the idea of using combinations of materials to achieve the same results fits snuggly in the old school gaming mentality. There’s no skill checks involved, no following explicit directions, and no necessary rhyme or reason to why things happen. The only way to find out what happens next is to cross your fingers and go for it. If the results are bad, at least the survivors have learned something.

What follows is a generic chart for referees wanting to spice up their games by introducing this trope. Although the inspiration for it was the light crystals, colored gemstones aren’t the only option. It could easily be used to produce the effects of mixing powders of different colors in an alchemist’s workshop, combining potions of various hues discovered in a wizard’s laboratory, or even what happens when levers of alternate colors are thrown in conjunction. The results of such combinations are broadly defined with suggestions as to the actual game effects provided afterwards. All you need to impliment it is to throw in a few multicolored geegaws and let the party start combining them willie-nilly.

Color

Blue

Green

Yellow

Red

Blue

Mental Effect

Protective Effect

Damage Effect

Fatal Effect

Green

Protective Effect

Physical Effect

No Effect

No Effect

Yellow

Damage Effect

No Effect

No Effect

No Effect

Red

Fatal Effect

No Effect

No Effect

Damage Effect


Effect Possibilities

Damage Effect: Explosion, electrocution, conflagration, or poisoning. A quick rule of thumb is that this combination does (1d6)d6 damage with a save for half damage allowed.

Fatal Effect: Death ray, turned to stone, dissolve into puddle of goo, deadly poison created. Save or die.

Mental Effect: Beneficial effects include gaining a point of Intelligence or Wisdom, gaining temporary ESP, telepathy, or telekinesis (duration of 2d6 turns), learning a new language, or learning a new spell. Detrimental mental effects might result in the loss of a point of Intelligence or Wisdom, become feebleminded, go insane, uncontrollable thought projection (attracts wandering monsters or makes surprise impossible), or become possessed.

No Effect: Nada, zilch, *sad trombone*

Physical Effects: Beneficial effects could be gaining a point of Strength, Dexterity or Constitution, gaining a level, temporary increased STR, DEX, or hit points, hasted, spider climb ability, invisibility, flight capability, or increased size. Detrimental effects might be losing a point of STR, DEX or CON, level loss, polymorphed into a harmless animal, lycanthropy, slowed, or paralysis.

Protective Effect: Temporary bonus to AC and/or saving throws, immunity to poison, protection from evil, magic, or other effect as protection scrolls, immune to charm, surrounded by force field, protected from normal weapons, or blessed.

Sunday, October 12, 2008

Don't Touch That

“The fear of "death", its risk each time, is one of the most stimulating parts of the game. It therefore behooves the campaign referee to include as many mystifying and dangerous areas as is consistent with a reasonable chance for survival (remembering that the monster population already threatens this survival). For example, there is no question that a player's character could easily be killed by falling into a pit thirty feet deep or into a shallow pit filled with poisoned spikes, and this is quite undesirable in most instances.”
-Dungeons & Dragons Vol. 3 p. 6

I’ve never been a big fan of traps of the “save or die” variety. They have their place but shouldn’t be encountered regularly or randomly. At the same time, I do believe that a dungeon without traps is like a house without books: it’s missing its soul.

To work out a middle-ground, I put together a list of random traps to use in the course of stocking Ol’ Nameless. None of the traps on the list are straight-out killers, but depending on the luck of the dice, the preventive measures of the party and the poor sucker standing in the cross-hairs when it goes off, some of these could conceivably shuffle an unfortunate character off to 10’ Pole Hill. I’ve been using the list to give me a sort of “plausible deniability” in the case one takes out one of the party. After all, there was just as good a chance that a lesser trap might have been in its place. Blame the dice, man.

Random Trap Tables: Levels 1-3

Level 1
  1. Gas Trap – Roll on Poison sub-table

  2. Volley of Darts – 1d4 darts, 25% chance of poison [attack as 1st level Fighter, 1d3 points of damage]

  3. Ekim’s Minor Warding Web: Sleep

  4. Gas Trap – Roll on Poison sub-table

  5. Ekim’s Minor Warding Web: Shocking Grasp [1d8+6]

  6. Spring-loaded Blade – 1d8 points of damage

  7. Leomund’s Trap

  8. Poison Needle – Roll on Poison sub-table

  9. Glyph of Warding: Righteous Shout – Deafened for 2d6 rounds & 1d6 points of damage. Successful save halves duration of deafness and no damage taken

  10. Contact poison on container or treasure – Roll on Poison sub-table

  11. Glyph of Warding: Holy Light – Save or blinded for 2d6 rounds

  12. Quarrel Trap – Single crossbow quarrel, 25% chance of poison [attacks as 1st level Fighter, 1d4+1 damage]
Level 2
  1. Roll on Level 1 Table

  2. Pit Trap – 10’ deep, 25% chance of spikes

  3. Falling Bricks – 2d6 points of damage to a 10’ square area. Save for ½ damage

  4. Fire Trap - 1d4+8 points of damage. Save for ½ damage

  5. Ekim’s Minor Warding Web: Magic missile [three missiles 1d4+1 damage]

  6. “The Contraptionist’s Hedgehog” (volley of needles) – 2d4 points of damage to 10’ square area. Save for ½ damage. 50% chance of poison

  7. Glyph of Warding: Quail before the Divine – Paralyzed for 12 rounds. Save for ½ duration

  8. Poison Needle – Roll on Poison Sub-table

  9. Spear Trap – 1-3 spears doing (# of spears) 1d6 points of damage. Save to avoid

  10. Gas Trap – Roll on Poison sub-table

  11. Scything Blade – 2d4 points of damage, 25% chance of poison. Save for no damage
  12. Roll on Level 3 Table
Level 3
  1. Roll on Level 2 Table

  2. Contact Poison on treasure or container – Roll on sub-table

  3. “Old 33” (rolling rock) – 3d4 points of damage, save to avoid

  4. Glyph of Warding: Astra’s Touch – 12 points of electrical damage. Save for 1/2 damage

  5. Door of Doom – Door rigged to fall inward/outward. 1d10 points of damage. Save to avoid

  6. Portcullis Trap – Concealed portcullis drops. 3d6 points of damage, save to avoid. Party possible separated

  7. Explosive Runes – 6d4+6 points of damage to reader. All within 10’ radius save for ½ damage

  8. Ekim’s Minor Warding Web: Mel’s Acid Arrow- Hits as 6th level Fighter. 2d4 damage per round for three rounds. Splash damage and item saving throws apply

  9. Poison Arrow – 1d6 points of damage + roll on Poison sub-table. Hits as 3rd level fighter

  10. Spring-loaded Blades (2) – 2d8 points of damage + 50% chance of poison

  11. Pit trap – 20’ deep, 50% chance of spikes

  12. Volley of Darts – 1d4+1 darts, 50% chance of poison [Hits as a 3rd level Fighter. 1-3 points of damage each]
Poison Sub-table

Die Roll

Gas (1d4)

Contact (1d4)

Insinuative (1d6)

1

Tell-tale

Generic Debilitative

Dormorum’s Tears

2

Generic Debilitative

Numb Limb

Nox Slap

3

Trog Musk

Fool’s Gold, Lesser

Serpentspit

4

Andula

Screecher

Generic Type AA

5

--

--

Distillate of Sculuxpendi giganti

6

--

--

Buhlu

7

--

--

Generic Type B

8

--

--

Kumdev

Friday, October 10, 2008

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, October 6, 2008

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.