Poison List - Part I
Jon A. Lambert
jlsysinc at ix.netcom.com
Fri Oct 31 00:32:53 CET 1997
Here is something off an old RP listserver. There are 4 parts.
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- Poisons of the Realm -
This document reveals most of the poisons, toxins, venoms, and
acids that have been discovered in use around the realms. The
terms are described below. Note that some of these are real-life
poisons and should NOT EVER be considered for anything other than
game use. I REPEAT, THIS DOCUMENT IS ONLY FOR A GAME!!
Definitions:
Poison: Some form of harmful substance that exists in
naturally with no alterations from PC's (Other than
the collecting of said poison)
Toxin: A damaging substance that does NOT occur in nature.
A toxin must be produced manualy by an alchemist or
assassin.
Mixture: A substance that is used as a poison, but must be
made and produced by magic.
Venom, Spit:A sdamaging substance that is produced ONLY within
the glands of an animal. Generally thought to be
the strongest of the poison types, but also the
hardest to collect.
Acid: A corrosive substance that either exists in nature,
is produced by an animal gland, or is produced by
someone. Causes damage upon contact but can
usually be washed off upon initial contact to stop
damage, unlike a poison.
-----------------------------------------------------------------
- Forms of Poisons -
Ingestive: This form of poison is the most common. To effect
a creature, it must first ingest the poison. This
means that the creature must eat the poison one way
or another. Getting a poison in this form is of a
normal cost.
Insinuative: This form of poison will effect a creature just by
getting it into it's blood stream. This is the
form of poison that is used on weapons. (And in
specialized weapons as a Dagger of Venom). This
form of poison costs an extra 50% to create (Cost *
1.5)
Contact: This form of poison will effect a creature just by
coming in contact with the poison. This is one of
the most expensive and most dangerous forms. Many
a user has slain themselves through carelessness.
This form of poison costs 300% normal cost (Cost *
3) NOTE: This form of poison is easily bypassed
by thick gloves. However I have heard of an
assassin which mixes acid and poison for just that
sort of case.
Gas: This form of poison is very dangerous. It will
effect EVERYTHING within range. You will have to
pay a pretty gold piece for any alchemist to add an
oxidizing agent to a poison and it's EXPENSIVE to
ask someone to risk their life for that. This form
costs 1000% normal costs (Cost * 100). The normal
effect is a sealed vial which when broken will
produce a 20' x 20' x 20' cloud of gas.
Antidotes: Antidotes are available if a sample of the poison
is made available. The antidote usually cost
120% of the purchace price of the poison.
Antidotes take approximately one week to create,
and must be administered within 2 rounds of the
toxification to be effective. If no sample of the
toxin is availible, one cam be distilled from a
blood sample, but that will take approximately a
month and a 1,000 extra gold (by then it's too late
anyway).
-----------------------------------------------------------------
- NOTE TO GM'S -
These poison (toxins...etc...) have not been assigned any
price or dosage for effect (with few exceptions). These
things are up to you. This also goes for availability of
these and antidotes (Note thought that there are a few that
have no known antidote!) The only other note I should make
is to keep these in control. To many can really throw a
game out of balance. For assassins to study these, I
usually allow them on type (Poison, Toxin, venom...etc...)
to learn and they may learn how to use, collect, produce..
it from 5th level on. For each level afterwards, they may
learn one more from that type of poison.
-----------------------------------------------------------------
MANY OF THESE ARE TAKEN FROM OTHER BOOKS AND ARE ACKNOLEDGED
HERE. MY THANKS TO THE AUTHORS FOR ALLOWING ME TO MAKE THE
GAME MORE INTERESTING. I'M SORRY IF I'VE MISPELLED ANY OF
THE NAMES!
=================================================================
- Now for the Poisons -
=================================================================
A Causes 6 - 10 points of damage
(1-6, 1-8, 1-10)
AA Causes six or less points of damage
(1-3, 1-4, 1-6)
Achaierai poison Creates a poison gas cloud which
does 2 - 12 (2d6) damage (no save),
then save vs. poison or go insane
for 3 hours as the druid FEEBLEMIND
spell
Ajida Odorless, colorless liquid. Does 5
- 60 (5d12) damage, starts in 1 - 6
rounds, runs it's course in 1 - 3
turns. Vision grows dim after
victim takes 10 points of damage,
continues to dim until 30 points of
damage is taken, at which time
victim is functionally blind. Only
a CURE BLINDNESS spell will
neutralize this effect. If
blindness does not occur, victim's
vision will clear in 2 - 5 turns.
Save for half damage at -4
Amber death Appears as a thin amber colored
carbonated liquid or amber gel.
Starts in 1-4 (1d4) rounds, and
runs it's course in 2-20 (2d10)
rounds. Damage is equal to the
total hit points of the victim
divided by the number of active
rounds of the poison. (Round *ALL*
fractions up!)
Antman poison This poison does 4-26(4d6) damage,
save for half
Archer bush poison Save vs. poison or die. If save is
made, victim loses half their
remaining hit points
Ascomoid spores Save vs. poison or die in 1-4 (1d4)
rounds. If save is made, the
victim is blinded and stunned for
1-4 (1d4). Victim gains NO shield
or dexterity bonus
Asp toxin Save vs. poison or take 1-8 (1d8)
damage per round for 20 rounds (or
until cured). Save each round for
half damage
Asp venom Does 4d6 points of damage
Assassin bug poison Save vs. poison or be paralyzed for
7 - 12 rounds, a save indicates
that it effects the recipient as a
SLOW spell for 1 turn
Assassin snake toxin Created from a mixtre of various
types of snake venoms. Due to a
constant state of instability, the
save and damage results must be
rolled for at time of
induction:
Rolled # Save Result
-------- ---- -------------------
01 - 04 +3 Incapacitated
05 - 08 +2 Death
09 - 11 +1 2-8 (2d4) damage
12 - 14 0 3-12 (3d4) damage
15 - 17 -1 Incapacitated 4 days
18 - 19 -1 Incapacitated 12 days
20 -3 Death
Assassin's venom A standard poison for assassins, it
does 1d20 per day of brewing time
(an average dose does 1d20 to 4d20,
but cannot exceed 10d20 in damage).
It costs 500 gold per day to make
and if a 5,000 gold piece gemstone
is powdered and added to the brew,
the poison will do an additional
1d12 damage per gemstone per day
(one stone per day maximum)
Ayala Scarlet fluid. Does 4 - 24 (4d6)
damage, starts in 2 rounds, runs
it's course in 1 - 3 rounds. Save
for half damage at -3
B Causes 10 - 20 points of damage
(2d6, 2d8, 3d6, 2d10, 1d20)
Bamboo poison Damage done is 1d8 to 4d8, and the
creature is -1 to -4 to hit for 1 -
6 days afterward due to skin
irritation
Banded krait venom 77% chance of death, NO SAVE. If
this venom is left out in the open
air, it will evaporate in 4-7
(1d4+3) segments
Baneberry Save vs. poison or victim now has
double chance to catch lycanthropy,
decreasing 1% per week until down
to normal percentages
Barba amarilla Save vs. poison or all voulentary
muscles will cease to function for
1-4 (1d4) days. Save at -2
Belpren This is a luminescent blue acidic
substance does 1-12 (1d12) damage
instantly upon skin and internal
tissues (No save). Further
applications of Belpren will not
cause any more damage to the
effected area, but the damage given
above is for a roughly hand-sized
area of exposure; for each
additional area exposed, add an
additional 1-12 (1d12) damage.
However, no damage will be taken if
used internally (As Ingestive
poison), it will cause only
immediate and invoulentary
vomiting. Belpren will not corrode
metal, nor will it harm cloth or
cured leather. It dries and
becomes ineffective in but a single
round when exposed to open air, so
it cannot be used as a blade venom.
Belpren is neutralized by lamp oil.
Belpren is effecting on all
creatures
Birdsnake venom Save or take 2 points of damage per
round for 1-10 (1d10) rounds. A
save indicates half damage
Black hydra This is an acid that bursts into
flames upon cotact with the air,
annd does 3-36(6d6) damage
Black mead Clear liquid or gel, smells like
honey. Does 10 - 80 (10d8) damage,
starts in 1 round, runs it's course
in 15 rounds. Causes disorentation
(-2 to hit, damage, 30% chance of
spell failure) after 20 points of
damage are taken; Disorentation
increases in steps of 10 points
(Additional -1 to hit, damage, +5%
to spell failure). This effect
wears off 1 - 3 turns after poison
has run it's course. Save for half
damage at -4
Black scorpion poison Paralyzes victim and does 9-36(9d4)
to 16-64(16d4) damage
Black widow toxin Does 1-6(1d6) damage
Black widow venom Save vs. poison or take 1d4 damage
per round for 10 rounds. Save for
half damage each round
Black willow acid Causes 1-4 (1d4) damage per round
until neutralized. Water will wash
this off
Bleeding heart This plant toxin causes irratic
muscle spasms causing the victim to
roll a system shock successfully or
die immediately on the spot
Blight worm poison Save vs. poison or take 4-24 (4d6)
damage
Bloodrot Bloodrot toxin causes nausea,
vomiting, faintness, vertigo, and
insensability. It reduces the
bodies physical strength to the
point where the victim has to
concentrate to keep their heart
beating. Save at -1 or die in 3-18
(3d6) rounds
Bloodthorn elixir This elixir is derived from the
thorns and stalks of the bloodthorn
vine. When used, one random limb
of the victim will become paralyzed
for 3-6 (1d4+2) rounds. Save is
made at -1
Blowfish oil poison This poison is a modified Blowfish
poison, only it will paralyze the
victim. It has no effect if the
victim saves vs. poison
Blowfish poison Save vs. poison or be paralyzed for
1 - 4 days, else victim effected by
a SLOW spell for 2 - 12 turns
Blue lotus Topaz colored gel. Does 5-30 (5d6)
damage, starts in 1-4 (1d4) rounds,
runs it's course in 1-8 (1d8)
rounds. Paralisys sets in after 15
points of damage, wears off in 1-3
(1d6/2) turns in victim survives.
Save for half damage at -2
Blueback mushroom poison Causes the victim to become dizzy
and light-headed, causing a FUMBLE
spell and the loss of any sense of
direction for 48 hours
Bluebog Poison Made from creatures from a
different dimension, this poison is
very rare. When it comes in
contact with the air, it explodes
for 8-64 (8d8) damage is a 20 foot
radius
Boggle oil This oil is alchemical preperation
of boggle skin secretions. When
used, the victim must save vs.
paralyzation EACH time they attempt
a movement. If the save is missed,
they fall down. It takes one round
to stand or sit again. The
duration is 25 - constitution
rounds
Boomslang Save or die (at +2)
Bracken poison Destroys red blood cells (See
Mistletoe poison), victim takes 1
point of damage per day
(Cumulative) and 3d6 damage is
taken at introduction of poison
into victim
Braylock An odorless, surupy amber liquid.
Does 5 - 40 (5d8) damage, starts in
1 - 2 rounds, runs it's course in 1
turn. Save for half damage at -1
Breek An odorless colorless liquid. Does
5 - 40 (5d8) damage, starts in 1 -
8 rounds, runs it's course in 1 - 4
turns. Save for no damage
Buckeye honey The honey from this rare plant will
cause vertigo, confusion, and if a
save is not made, the victim will
go into a coma for 2-12 (2d6) days
Budwhipper mushrooms This mushroom powder causes
advanced drunkedness, the victim
will pass out and will be out for
23 - constitution rounds. Any
alcohol consumed over the next week
will cause a relapse into the
previous state
Buluka Bluish paint-like substance.
Contact does 3 - 30 (3d10) damage,
starts in 1 - 6 rounds, runs it's
course in 1 turn. Save for half
damage at -2. Leaves a blue
discoloration after being applied
Bumblebee toxin There are three types of this
toxin: Normal, Warrior, Queen.
The toxin does 5d4 damage if no
save is made (Half damage if save
is made). The save is adjusted
according to the type of toxin
used:
- Normal: +0 save / +0 damage
- Warrior: -2 save / +2 damage
- Queen: -4 save / +4 damage
C Causes 21 - 30 points of damage
(3d8, 4d6, 3d10, 5d6)
Cascabel venom Save or die else take 2 points of
damage per round until the venom is
neutralized. The antidote to this
venom works only 35% of the time
Cashew oil poison Causes 4d6 points of damage
Catfish poison Does 2-8 (2d4) damage, half damage
if save is made
Chak White chalky fluid. Does 2-16
(2d8) damage, starts in one round,
runs it's course in 1-3 (1d6/2)
rounds. This actually reduces the
creatures dexterity by one point
per six points of damage taken.
THIS LOSS IS PERMENANT. A
restoration is required to recover
the lost points. Save for no
damage at -5
Chayapa A blue liquid, used on arrows,
darts, needles, and sometimes in
daggers of venom. It must be
injected and works only on
humaniods (ie: characters), never
on monsters, and it sets in
immediately. It's effect is to
cause a deep sleep for 3 - 7
(1d4+2) rounds. This poison will
effect elves. Save for no effect
Choke weed poison Causes choking for 1-12(1d12)
rounds (Incapacitating the victim),
in addition, the victim must save
vs. poison or take 1-6(1d6) damage
each round. This poison will not
effect orcs or half-orcs in any way
Chrysanthemums Destroys the central nervous system
of the victim, Damage is 8d8. Save
indicats one quarter damage
Cobra dust Save vs. poison (at -2) or be
blinded until a HEAL spell or a
CURE BLINDNESS spell
Cobra venom Does 6d6 points of damage
Conehead poison Save vs. poison or take 4-24
(1d4*6) damage
Convultionary Causes invoulntary muscle spasms,
placing the character out of action
for 3 - 18 rounds
Copper centipede (Pincher) Save vs. poison or take 2-12(2d6)
damage. A save indicates no damage
Copper centipede (Stinger) Save vs. poison or take 6-36(6d6)
damage. A save indicates half
damage
Coral snake venom Save or take 4-24 (4d6) damage
Corrabus poison Save vs. poison or take 10-60(10d6)
damage. A save indicates half
damage. Then save vs paralyzation
or be paralyzed until cured
Couatl venom Save vs. poison or die
Coulmbine This poison causes accute shortness
of breath, the victim may fight or
move rapidly for only three rounds
before having to rest for a round.
This lasts for 10-20 (1d10+10)
rounds
Crocotta poison This poison from this creature is a
blend of TWO neurotoxins as only
mother nature can do, therefore the
victim must save vs. poison twice.
Each poison does 7-42(7d6) damage,
ans a save indicates half damage
Crowfoot Save vs. poison or ths poison will
cause accute blistering inside the
trachea causing the victim to
slowly choke to death in 3 rounds
(plus constitution bonus)
Crystle elixir Created by Alchemy from crystle
ooze, this will paralyze victims
for 3-18 (3d6) rounds and will do
2-8 (2d4) damage. Save for half
damage
Cuph A clear liquid, smells like
pineapple. Does 4 - 24 (4d6)
damage, starts in 1 - 6 rounds,
runs it's course in 1 - 8 turns.
Save for no damage at +1
Cyanide Save vs. poison or die else take
4d4 damage
D Causes 31 - 40 points of damage
(4d8, 6d6, 4d10, 5d8, 2d20)
DM-A Causes 20 points of damage, 10 if
save is made
DM-B Causes 30 points of damage, 15 if
save is made
DM-C Causes 40 points of damage, 20 if
save is made
DM-D Causes death, 25 points of damage
if save is made
DM-E Causes death, 30 points of damage
if save is made
DM-F Causes 15 points of damage, none if
save
DM-G Causes 25 points of damage, none if
save
DM-H Causes 35 points of damage, none if
save
DM-I Causes death, nothing if save
DM-J Turns victim to stone for 5 - 20
rounds (System Shock check is not
needed)
DM-K Muscle relaxant, Causes all
voluntary muscles to relax (-5 to
strength, +3 to armor class)
Hint: A good cure for convultionary
poisons!
Darksnake Reddish powder, leaves a pale
reddiscoloration on flesh or others
surfaces when applied. Does 4 - 24
(4d6) damage, starts in 1 round,
runs it's course in 1 - 10 rounds.
Save for no damage
Death adder venom Save for die else lose half of
remaining hit points
Death coma Save vs. poison or this toxin
causes total loss of muscular
coordination and rapid breathing.
Victim may not move unassissted
while under the influence of this
toxin, lasts 5-20 (5d4) rounds
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