Alchemy: Faerun Poisons
Blue Frog Paste
This contact poison is secreted by otherwise
harmless bright blue frogs. Lizardfolk mix it with other natural substances to
produce a highly toxic oil suitable for applying to weapons. A living victim
that touches the poison with bare skin must roll against HT or take a -3
penalty to DX for margin of failure minutes. If he fails by 5 or fails
critically, he instead is paralyzed for margin of failure minutes.
Form: Contact Poison.
Cave Terror
This poison is distilled from cave creeper
fungus. A living victim who ingests the poison must make a HT-2 roll after 10
minutes or suffer 1d toxic damage. Every minute for 6 more cycles he must make
another HT-2 roll to resist or take the same amount of damage. After losing 1/2
HP to this poison, the victim gains a -4 penalty to IQ until he heals above
this threshold. After losing 2/3 HP to this poison, the victim begins to
hallucinate (p. B428) until he heals above this threshold.
Form: Ingested Poison.
Sickstone Unguent
This paste is made of powdered sickstone and
other virulent poisons. A living victim must make an immediate HT-1 roll or suffer 1d-2 toxic damage. Every minute for 8
more cycles he must make another HT-1 roll to resist or take the same amount of
damage. After losing 1/2 HP to this
poison, the victim gains a -4 penalty to HT until he heals above this
threshold.
Form: Contact Poison.
Sleep Poison
The lizardfolk have developed a technique for
distilling the extract of several jungle plants to produce a poison that
renders enemies unconscious. A living victim that touches the poison with bare
skin must roll against HT or lose consciousness for margin of failure minutes.
Form: Contact Poison.
Sssartisss
A distillate of the venoms of several kinds of
poisonous serpents, sssartisss has a bitter tang when wet and a scaled or
furrowed texture when dry. A living victim must roll against HT or lose
consciousness for margin of failure minutes.
Form: Follow-Up Poison.
The svirfneblin brew this contact agent gas
from the spores of rare mushrooms. This poison flask can be thrown (range is
STx3.5). Hitting a hard surface, it breaks, creating a cloud of poison gas in a
2-yard radius. The cloud persists for 10 seconds and may drift with the wind.
Any unsealed creature in the gas makes an HT roll to resist. On a failed roll,
the victim becomes stunned and can try to recover next turn.
Form: Grenade.
Ts’ous
This substance is a mixture of cobra venom and
the extracts of several poisonous plants. It smells like overripe fruit when
wet and dries clear. A living victim must make an immediate HT-1 roll or suffer
2d toxic damage.
Form: Follow-Up Poison.
An admixture of rare earths and magical rocks,
virile madness is a dangerous, tempting poison. It grants the imbiber a
temporary +2 bonus to ST, while degrading her mental powers via a -3 penalty to
IQ. Both effects last for margin of failure minutes.
Form: Ingested Poison.
Wild Dwarf Knockout Poison
Wild dwarves coat their blowgun darts with
poison made from a plant. A living victim struck by a poisoned weapon must make
an HT roll to avoid being stunned. If he fails by 5 or more or fails
critically, he loses consciousness for margin of failure minutes instead.
Form: Follow-Up Poison.
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