Thursday, 26 November 2015

A Variety of Poisons

Tornysh (Legendary Poison): Flavorless, water and oil soluble poison created by the Church of Convulos. Target must make a D.C. 27 Constitution save 1 round after contact or be immediately rendered Unconscious. At the start of each of their turns, the victim suffers 110 (20d10) poison damage, half with a D.C. 27 Constitution saving throw.
Spells that normally neutralise poisons only allow a second saving throw.

A victim killed by Tornysh, begins to sweat 1 round after death. Anyone touching the victim is exposed to a weaker form (D.C. 20 save, 25 (10d4) Damage, save at end of each round to reduce damage by 1d4 dice of damage. Neutralising spells work normally). This form of the poison breaks down after 1 minute.

Maldican Dust (Uncommon poison): Bitter tasting whitish powder made from the bulb of the Maldican Tulip. Oral poison. 3d10+30 minutes after consumption, target is Poisoned and suffers 14 (4d6) poison damage at the start of each of their turns. May make a D.C. 13 Constitution save to negate damage, though remains Poisoned for 1d2 days unless the poison is neutralised.

Maldican Blue (Rare Poison): As above but tasteless, stronger (D.C. 18 save, 21 poison danage), and much faster acting (2d6 rounds).

Maldican Yellow (Common Poison): Weaker form of Maldican. Save D.C. 11, 5 (2d4) poison damage. Poisoned effect only lasts 1 hour. Stains fingers and foods yellow.

Sulyk "Cat Scratch" (Uncommon Poison): A weapon smeared with this honey coloured, sticky poison, inflicts bleeding wounds. Poisoned weapons remain toxic for 1d4 hits, the target being forced to make a D.C. 15 Constitution saving throw each time, failure indicating the wound bleeds at the start of each of their turns for 3 (1d6) Damage. The target may repeat the save (one per wound) at the end of each of their turns,success indicating the poisons effects end. A character can, as an action make a D.C. 15 Intelligence (Medicine) check to stop a single wound bleeding.

Synneth (Very Rare Poison): A product of "section 1", this poison was created for use against the warforged - a race normally immune to such substances. It is a very dark orange, oily substance that smells of rotten oranges. One of the poison's benefits is that it only affects warforged. Other creatures are immune.

A warforged exposed to this (usually by a wound) must immediately make a D.C. 17 Constitution saving throw or become Poisoned for 1 round. At the end of that round, they must repeat the saving throw with Disadvantage, or be immediately reduced to 0 hit points. Unless the synneth is neutralised, they cannot be raised above 0 hit points and remain deactivated.

Jaavic Grounds (Rare Poison): The Jaavia bush grows in many tropical Realms, and the berries it produces are used to create the Caffi drink that many enjoy. However, the seed within the Berry can be used to create an unpleasant poison that prevents the one drinking it (in its raw state it is a bitter tasting resin, and so it is usually served with Caffi to mask it's taste) from taking a long rest for 24 hours, due to the paranoia and unpleasant stimulation it causes. A D.C. 11 Constitution save negates its effects.

Ataba (Very Rare Poison): This poison is derived from the brains of those slain by certain tropical parasites. It is delivered through injury and almost immediately affects the target. When exposed to Ataba, the target must make a D.C. 14 Constitution saving throw, or suffer disadvantage on all Intelligence, Wisdom and Charisma based saving throws and ability checks. Once per hour they may repeat the save to shake off the effects, though additional failures each reduce the victims Intelligence, Wisdom and Charisma by 1d4 points. When any of these stats reach 0, the target is Incapacitated until their score becomes 1 or more, although they would not be able to function at any real level (stunned) until a score of 5 is reached in at least two of the three ability scores. Once the poison is no longer active, lost ability points return at the rate of 1d6 points per long rest.

Wrecker (Sheb Paste, Biting Paste, White Oil; Common Poison): Smeared on a weapon, this greasy poison inflicts +7 (2d6) poison damage to creatures hit by it. It lasts for 10 rounds before being wiped from the weapon, and the target is allowed a D.C. 13 Constitution save to avoid the damage it inflicts.

Dybbuth (Very Rare Poison): Created by the Cold Masters of the Divenei Velonai Mountains, this horrific substance is made from the distilled essences of death and horror. It is a black, dimly phosphorescent substance that smells of mummified flesh. Consumed by the living, Dyybuth forces them to make a D.C. 16 constitution saving throw, failure meaning that they no longer heal after a long rest, and have resistance to all healing spells and effects. If they have Hit Dice they can spend to heal, they no longer regain these after a long rest. Worse, if they die whilst this poison is active within them (it remains so until they are exposed to a Greater Restoration or more potent spell), the individual reanimates as a Ju-Ju Zombie 1 round after death. The zombie is free willed.

Zaikun (Very Rare Poison): Brewed by the alchemists of Kai'Yassan, this poison has a delicious fruity taste, and a light fragrance that has been likened to that of ripe mangos or passion fruit flowers. It is a liquid that varies in colour from pale pink to wine red, and although thicker than water, it is neither sticky or oily. Zaikun is known as the "Dragon that claws from within" or "Tearing Wine". It is usually administered through food or drink, and 1d4 minutes after being exposed to it, the victim must make a D.C. 17 constitution saving throw. If they fail this saving throw, they are Intoxicated (or Poisoned if you do not have the Playtest Documents that included this condition) and suffer 7 (2d6) poison damage. At the start of their next turn, they suffer 14 (4d6) poison damage, and may repeat the save against its effects at the end of their turn. At the start of their next turn, if they failed their save, they suffer 28 (8d6) poison damage, and so on, until they either die (screaming and vomiting blood as their skin bruises and ruptures) or make the saving throw.

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