Poisons
Black Vein Poison
Extracted from the seeds of a dark colored flower that grows from rotting organic matter, the poison has a highly noticeable visual effect upon the victim. The veins closest to the surface of the skin become visibly black, giving the toxin its disturbing name, as the poison begins working its way through a victim’s bloodstream, turning the blood and the vessels into a rotten black ichor.
Knowledge Check: DC 12
Category: Ingested or Injury
Saving Throw: DC 12 Constitution
Frequency: one Day
Primary Effect: 2 (1d3) Constitution damage
Secondary Effect: 6 (2d4) necrotic damage
Cost: 500 gold pieces
Blood Fire
A reddish-brown sticky paste, this poison has seen a fair amount of use. Once injured, the poison begins igniting the blood, causing a creature to quickly burn from within. Often the toxin burns through the victim so quickly and intensly that the remains are little more than charred bones.
There are several methods of creating Blood Fire poison, al-though the most common involves the fruit of a desert cactus soaked in the saliva of giant lizards mixed with distilled alco-hols. After several days of soaking the fruit is removed from the mixture and fround into a paste.
Knowledge Check: DC 12
Category: Injury
Saving Throw: Constitution DC 12
Frequency: one Round
Primary Effect: 5 (1d6+1) fire damage
Secondary Effect: 5 (1d6+1) fire damage
Cost: 150 gold pieces
Concoction of the Pallid Serpent
Created from the paste made by grinding up leaves of the Cat’s Breath plant, and combined with the pungeant juice made from King’s Pear seeds, this milky substance has a rather in-toxicating aroma that often is mistaken for cooked meat. The poison has a slightly bitter taste, yet it often goes unnoticed.
Upon ingestion, the victim begins experiencing terrible head-aches and visual hallucinations. They often see things twisting and warping, with vile and hideous creatures seeking to cause them harm. Those in the throes of the poison often lash out at those around them, believeing that they have suddenly been surrounded by monstrousities. A few unfortunate souls have survived the experience, and the mark of paranoia often fol-lows them until the end of their days.
Knowledge Check: DC 14
Category: Ingested
Saving Throw: DC 15 Constitution
Frequency: one Minute
Primary Effect: 7 (2d6) psychic damage
Secondary Effect: 1 point of Wisdom damage
Cost: 400 gold pieces
Dust of the Desert Winds
This insidious powder has long been the favored poison of assassins that dwell in the harsher climates of the world. Cre-ated from grinding up a mushroom that only grows in a small cave system, the toxin begins immediately leaching all of the moisture from a victim’s body after it has entered through the mucous membranes. Once dead, the victim is little more than a dessicated husk.
Knowledge Check: DC 16
Category: Inhaled or Ingested
Saving Throw: Constitution DC 15
Frequency: one Round
Primary Effect: 4 (1d6) poison damage
Secondary Effect: 4 (1d6) poison damage
Cost: 200 gold pieces
Ghost Blossom Extract
Created from the juice of a pale white flower that only blos-soms at night, the poison illicits violent muscle contractions, often causing broken bones and shattered teeth.
Knowledge Check: DC 12
Category: Ingested or Injury
Saving Throw: DC 12 Constitution Frequency: one Minute
Primary Effect: 6 (2d4) poison damage Secondary Effect: 6 (2d4) bludgeoning damage Cost: 200 gold pieces
Jade Frog Poison
The vibrantly colored tree frog that dwells high in the tree-tops of a jungle spends it’s life eating insects and drinking nectar, and secreting a toxin from it’s skin to keep from being easy prey for the many serpents that also slither through the canopy overhead. Local tribes climb the trees in search for the creature so that they may coat their darts and arrows in the secreted poison.
Once the poison has entered the victim’s system, the victim begins suffering from itching, and weeping lesions begin to form upon their flesh. The toxin continues to break down the skin and internal organs until the victim perishes, leaking blood from their orifices.
Knowledge Check: DC 14
Category: Ingested or Injury
Saving Throw: Constitution DC 14
Frequency: one Round
Primary Effect: 3 (1d4) poison damage
Secondary Effect: 3 (1d4) poison damage
Cost: 125 gold pieces
Mother’s Worry
This toxin most visibly resembles milk, and comes from the stems of a plant that grows high on the side of hills. While lo-cal goats have learned to avoid eating the plants, people have learned that by harvesting the liquid and distilling it, they can create a mild toxin that can cause unconsciousness and even death. Those affected by the toxin begin breathing shallowly as their airways are slowly constricted.
Knowledge Check: DC 10
Category: Ingested
Saving Throw: Constitution DC 10
Frequency: one Minute
Primary Effect: 1 (1d2) Constitution damage
Secondary Effect: 1 (1d2) Constitution damage
Cost: 150 gold pieces
Tears of the Infernal
Harvested and distilled from the oozing sap of the Weeping Cactus that dwells in the most desolate deserts in the world, this oily poison dissolves organic material upon contact. As-sassins often utilize the poison on their blades as it has a high enough viscousity not to drip onto their own exposed flesh, plus the rarity often causes medical aid to be less than effec-tive, as healers are unaware of a cure.
Knowledge Check: DC 20
Category: Injury
Saving Throw: DC 16 Constitution
Frequency: one Minute
Primary Effect: 5 (1d6+1) acid damage
Secondary Effect: 5 (1d6+1) acid damage
Cost: 250 gold pieces
Tyrants Mercy
Well known and suspected as the cause of several nobles to slowly lose their minds and slip into throes of insanity, this salve often carries a death sentance for those caught with possession of such a toxin. Those suspected in dealing in this poison are often executed, as nobles fear that such horrid concoctions would be turned upon them.
When utilized, the white paste is often applied to locations that the victim’s flesh would have repeated contact with, to ensure that the toxin took hold of the victim’s mind. Tales
of drawer handles, undersides of chair arms, the interior of crowns and hats, and even the lip of privies have been told about the nefarious poison.
Knowledge Check: DC 10
Category: Contact
Saving Throw: Constitution DC 12
Frequency: one Day
Primary Effect: 2 (1d3) Wisdom damage
Secondary Effect: 2 (1d3) Wisdom damage
Cost: 150 gold pieces
Witchbane
A creation that seems to have been specially devised just to hamper arcane spellcasters, this poison is often reviled and feared by the magically enlightened. The blue jelly is often smeared upon blades weilded by assassins seeking to end the life of a wizard or sorcerer, and is quite easily identified by those familiar with the effects.
Once injured by a weapon slathered in the poison, the toxin goes to work by first destroying the knowledge of the highest level spell slots remaining in the caster’s repetoire. After strip-ping away the most potent spells from their mind, the poison then begins to inflict damage upon the victim’s psyche.
Knowledge Check: DC 12
Category: Injury
Saving Throw: DC 15 Wisdom Frequency: one Round
Primary Effect: Lose highest 1d4 Spell Slots Secondary Effect: 4 (1d6) psychic damage Cost: 750 gold pieces
POISON DESCRIPTIONS
Aboleth Mucus Contact/Inhaled 14 Suffocation in 2d6 rounds. Mild 4500 gp
Achaierai Black Cloud Vapor Contact/Inhaled 15 2d6 hit points of acid damage and long term madness. Moderate 1000 gp
Aconite Blood/Contact/Ingested 21 1d6 CON per hour until death. Critical 30 gp
Alcohol (Moderate) Ingested 11 1d4 DEX Mild Varies
Alcohol (Severe) Ingested 12 1d4 DEX and CON, then unconscious for 2d4 hours. Mild Varies
Ankheg Acid Contact 12 1d8 hit points of acid damage and scarring. Mild 50 gp
Aranea Venom Blood 15 2d6 STR Moderate 400 gp
Arsenic Ingested 18 2d4+1 CON and death. Severe 120 gp
Athach Venom Blood 20 3d6 STR Severe 3500 gp
Belladonna/Nightshade Blood /Ingested 18 1d4 CON per day until dead. Severe 5 gp
Black Adder Venom Blood 16 Stunned 1d4 rounds and 1d6 STR Moderate 120 gp
Black Lotus Extract Contact 20 4d6 CON Severe 4500 gp
Blind Killer Ingested 22 See description. Critical 5500 gp
Bloodroot Blood 12 1d4 CON and 1d3 WIS Mild 100 gp
Blue Whinnis Blood 14 1 CON and Unconscious 3d6 hours Mild 120 gp
Brainweed Pollen Inhaled 15 Hallucinations and self-mutilation (see description). Moderate 150 gp
Burnt Othur Fumes Inhaled 15 1 CON (P) and 3d6 CON Moderate 500 gp
Carrion Crawler Gland Extract Contact/Ingested 13 Paralysis 2d6 minutes. Mild 200 gp
Cassava (Cyanide) Inhaled/Ingested 15 2d4 CON and 1d4 DEX Moderate 80 gp
Caustic Potash Contact 11 1d6 hit points, 1d2 DEX and scarring. Mild 45 gp
Centipede Poison Blood 11 1d6 DEX Mild 90 gp
Chuul Gland Extract Contact/Ingested 14 Paralysis 2d6 rounds. Mild 350 gp
Couatl Venom Blood 18 4d4 STR Severe 600 gp
Dark Reaver Powder Ingested 18 3d6 CON (from bleeding) and 1d6 STR Severe 1300 gp
Dark Sleep Ingested 13 Sleep 1d4 hours. Mild 450 gp
Death’s Bloom Poison Ingested 15 2d6 WIS Moderate 500 gp
Deathblade Blood 18 3d6 CON Severe 1800 gp
Death Cap Ingested 18 4d6 CON and death. Severe 120 gp
Demon (Bebilith) Venom Blood 19 3d6 CON Severe 6000 gp
Demon (Quasit) Poison Blood 15 3d4 DEX Moderate 300 gp
Devil Doll Poison Blood 18 3d6 CON Severe 400 gp
Devil (Imp) Poison Blood 15 3d4 DEX Moderate 300 gp
Devil (Osyluth) Poison Blood 19 3d6 STR Severe 400 gp
Devil (Pit Fiend) Venom Blood 21 1d6 CON and death. Critical 2100 gp
Digester Acid Contact 14 5d8 hit points and scarring. Mild 700 gp
Dragon Bile Contact 13 3d6 STR Mild 300 gp
Drider Venom Blood 14 2d6 STR Mild 600 gp
Drow Sleep Poison Blood 14 Unconscious 2d6 hours Mild 100 gp
Ebon Spider Venom Blood 17 1d6 STR and nightmares. Moderate 1200 gp
Essence of Viper Lotus Ingested 21 2d6 CON and death. Critical 600 gp
Ettercap Venom Blood 13 3d6 DEX Mild 300 gp
Final Touch Contact 15 Unconscious 2d4 hours and 3d6 CON Moderate 500 gp
Formian (Myrmarch) Poison Blood 17 4d6 DEX Moderate 2500 gp
Formian (Taskmaster) Poison Blood 16 2d6 STR Moderate 400 gp
Formian (Warrior) Poison Blood 15 2d6 STR Moderate 150 gp
Foxglove (Toxic Dosage) Ingested 13 1d4 DEX, WIS and CON Mild 50 gp
Frawlanta Worm Milk Contact 16 3d6 STR Moderate 500 gp
Giant Anemone Venom Blood 17 Paralysis 2d6 rounds. Moderate 300 gp
Giant Ant Acid Extract Blood 14 1d4 hit points damage and stunned for 1d4 rounds. Mild 175 gp
Giant Bee Poison Blood 13 2d4 CON and stunned 1d4 rounds. Mild 75 gp
Giant Toad Poison Blood/Ingested 11 2d6 DEX and 1d6 WIS Mild 80 gp
Giant Wasp Poison Blood 17 2d6 DEX and stunned 1d4 rounds. Moderate 210 gp
Gorgon Breath Vapor Inhaled 18 Petrification (Stone) Severe 4000 gp
Greenblood Oil Blood 13 1d3 CON Mild 100 gp
Hellebore Ingested 15 2d4 CON and 1d4 DEX Moderate 250 gp
Huge Scorpion Venom Blood 15 2d6 CON Moderate 200 gp
Id Moss Ingested 18 3d6 INT Severe 125 gp
Insanity Mist Inhaled 18 3d6 WIS Severe 1500 gp
Lich Dust Ingested 19 3d6 STR Severe 250 gp
Lockling Poison Blood 17 1 STR (P) and 2d6 STR Moderate 650 gp
Locoweed Ingested 15 1d6 INT, 1d4 WIS and confused for 1d4 days. Moderate 400 gp
Malyss Root Paste Contact 16 2d4 DEX Moderate 500 gp
Mangonnel Saliva Blood/Contact 13 1d4 CON and paralysis for 1d4 rounds. Mild 180 gp
Medusa Poison Blood/Contact 15 3d6 STR Moderate 4500 gp
Mohrg Ichor Contact 14 Paralysis for 1d4 minutes. Mild 4750 gp
Mold Spider Venom Blood 12 1d6 WIS Mild 80 gp
Myconid Extract Blood 17 1d8 CHA Moderate 50 gp
Myristicism Blood 17 Unconscious 1 hour. Moderate 4000 gp
Naga (Dark) Poison Blood 14 Unconscious 5 minutes. Mild 6000 gp
Naga (Guardian) Venom Blood 19 3d8 CON Severe 7000 gp
Naga (Spirit) Venom Blood 17 2d8 CON Moderate 6000 gp
Naga (Water) Venom Blood 16 2d8 CON Moderate 4000 gp
Necrotic Nightshade Ingested 14 1d6 STR and CON Moderate 460 gp
Night Crawler Poison Blood/Contact 20 4d6 STR Severe 15,000 gp
Night Wine Ingested 16 3d6 CON Moderate 300 gp
Nitharit Contact 13 3d6 CON Mild 650 gp
Oil of Taggit Ingested 14 Unconsciousness Mild 90 gp
Opium Inhaled 18 2d6 DEX and INT Severe 10 gp
Phase Spider Venom Blood 18 4d6 CON Severe 230 gp
Poison Arrow Frog Contact 14 Stunned for 1d4 rounds. Mild 300 gp
Poison of the Cloudy Mind Ingested 12 1d6 INT and inhibits psionics. Mild 450 gp
Poison of Dryness Ingested 14 1d4 CON and dries the mouth. Mild 150 gp
Poison of Hideousness Ingested 15 2d6 INT and mutation. Moderate 600 gp
Poison Ivy Contact 11 1 DEX and disadvantage. Mild 5 gp
Poison of Lethargy Ingested 13 Disadvantage Mild 50 gp
Poison of Madness Inhaled 14 1d4 INT and hallucinations. Mild 350 gp
Poison of the Pit Ingested 21 See description. Critical 600 gp
PseudoDragon Poison Blood 15 Unconscious 3 days. Moderate 2500 gp
Psilocybe Ingested 18 1d4 INT and WIS (P) Severe 120 gp
Puffer Fish Blood/Ingested Special Paralysis and death. Critical 8500 gp
Purple Worm Poison Blood 17 3d6 STR Moderate 700 gp
Quicksilver Ingested 18 2d4 DEX and 1d6 WIS per month. Severe 2200 gp
Rhubarb Ingested 16 1d4 STR and CON Moderate 60 gp
Sassone Leaf Residue Contact 14 2d12 hit points and 1d6 CON Mild 300 gp
Shadow Essence Blood 18 2d6 CON and 1 CON (P) Severe 250 gp
Shudder Spider Venom Blood/Ingested 15 4d4 DEX Moderate 6000 gp
Slithervine Pollen Inhaled 14 Blindness for 1d4 rounds. Mild 300 gp
Spider Eater Venom Blood 18 Paralysis for 1d8 + 5 weeks. Severe 2000 gp
Strangleweed Ingested 12 2d4 STR Mild 400 gp
Striped Toadstool Ingested 11 2d6 WIS and 1d4 INT Mild 180 gp
Tendriculos Gastric Fluid Contact/Ingested 14 Paralysis for 3d6 rounds. Mild 450 gp
Terinav Root Contact 16 3d6 DEX Moderate 750 gp
Toadstool Ingested 21 2d6 CON, 1d4 CON (P) and death. Critical 300 gp
Troll Blood Blood 17 1d8 INT Moderate 90 gp
Umber Madness Blood/Contact/Ingested 18 1d8 WIS and insanity (P). Critical 5800 gp
Ungol Dust Inhaled 15 1 CHA (P) and 1d6 CHA Moderate 1000 gp
Ungol Venom Paste Inhaled 14 See description. Mild 5200 gp
Vermin Venom - Tiny Blood 10 1d4 STR Mild 5 gp
Vermin Venom - Small Blood 12 1d6 STR Mild 10 gp
Vermin Venom - Medium Blood 14 2d4 STR Mild 25 gp
Vermin Venom - Large Blood 14 2d6 STR Mild 120 gp
Vermin Venom - Huge Blood 17 4d6 STR Moderate 300 gp
Vermin Venom - Gargantuan Blood 18 6d6 STR and death. Severe 950 gp
Violet Fungus Poison Blood /Contact 18 2d4 STR and CON Severe 1200 gp
Viper Venom - Tiny Blood 12 1d4 DEX Mild 5 gp
Viper Venom - Small Blood 13 1d6 DEX Mild 10 gp
Viper Venom - Medium Blood 14 2d4 DEX Mild 25 gp
Viper Venom - Large Blood 16 2d6 DEX Moderate 120 gp
Viper Venom - Huge Blood 17 2d8 DEX Moderate 300 gp
Viper Venom - Gargantuan Blood 20 4d6 DEX Severe 950 gp
Vocal Venom Blood 16 See description. Moderate 15,000 gp
Wyvern Poison Blood 18 4d6 CON Severe 3000 gp
Xill Venom Blood 15 Paralysis for 1d4 hours. Moderate 1250 gp
Yellow Stain Blood 21 3d6 STR, CON, INT and death. Critical 30,000 gp
Yuan-Ti Venom Blood 17 2d6 CON Moderate 3300 gp
Zombie Powder Inhaled 18 1d6 CON and undeath. Severe 8000 gp
(P) = Permanent
* All poison costs are estimates and can vary greatly depending on location, availability and local laws. The GM should feel free to make any adjustments necessary to fit their particular setting.
ABOLETH MUCUS
When underwater, and Aboleth surrounds itself with a viscous cloud of mucus roughly one foot thick. This substance is exceptionally difficult to collect, but once harvested, it will remain potent for a surprisingly long time. The alchemist prepares it for use through a fermentation technique that causes it to explode into an aerosol when it comes into contact with the air.
Glass vials of the mucus can be thrown as grenade-like weapons that burst into a 30-foot diameter cloud of greasy purple vapor. Any creature coming into contact with, or inhaling this substance must succeed on a Constitution save
(DC 14) or lose the ability to breathe air for the next 1d4 hours. If the poison cannot be removed from the person’s system quickly, the only way to prevent suffocation is for the victim to begin immediately breathing water. Immersing their head in a container of water will work for a time, but they will need a much larger source quickly.
The antidote for Aboleth Mucus is made from a distillation of the same mucus, which must be ingested by the victim.
ACHAIERAI BLACK CLOUD VAPOR
The raw vapor must be collected from the glands that release this vapor which are located on the main body just below the wings. When condensed into a liquid form, it must remain under pressure, so the glass vial used to contain the finished poison is usually spherical and a bit thicker than the average vial.
When broken, it real eases the acidic black vapor in a 10-foot area, which causes immediate and painful burning. As it leeches into the system through the skin, it causes violent hallucinations and extreme paranoia for as much as eight hours.
There is no antidote to this poison.
ACONITE
Aconite comes from the plant monkshood. Also known as wolf ’s bane, aconite leaves only one postmortem sign, that of asphyxia, as it causes arrhythmic heart function which leads to suffocation. Poisoning can occur even after touching the leaves of the plant without wearing gloves as it is very rapidly and easily absorbed. Because of its untraceable nature it has been a popular one with political assassins.
ALCOHOL
This commonly used recreational liquid acts as a depressant and deadens the chemical responses between the brain and the rest of the body. As the toxin builds up in an individual’s system, a loss of coordination usually occurs followed by possible nausea, vomiting, and loss of consciousness from increased levels of alcohol poisoning.
Though it is not extremely lethal in and of itself, the reduction of coordination and judgment can lead to unfortunate consequences and even death, however it is more likely that you’ll wake up in a strange bed or in some alley in a puddle of your own effusions.
The only antidote for alcohol is time.
ANKHEG ACID
This highly prized acidic compound must be harvested from
a live Ankheg from the glands near the mouth. Prepared as
a simple reduction, the acid is extremely strong and must be handled with great care. It is highly reactive with any organic matter, and must be stored in a wax-sealed glass vial.
It is often sold in a 2% water solution as a cleaning agent to removed the more stubborn organic material from floors and walls, but in its purer form it can dissolve organic material in a matter of minutes. When used as a weapon, not only will it cause painful and permanently disfiguring damage, but it will dissolve cloth, leather, and wood. Metals are not as susceptible, though they will suffer pitting and discoloration.
The Ankheg Acid is usually delivered as a splash attack, with a single vial covering a 5-foot area.
There is no antidote as such, but the immediate application of water will dilute the acid, reducing the damage by half and mitigating any potential disfigurement.
ARANEA VENOM
Harvested from the venom glands inside the mouth, this poison is reduced and then brewed into a thick oil that is used to coat various weapons that have the potential to break the skin, such as blades, bolts and arrows.
This poison creates nausea, vomiting, dehydration, dizziness, and severe weakness in any individual who fails their save against its effects.
The antidote is a derivative of the venom that can neutralize its effects.
ARSENIC
Arsenic can be derived from many natural sources and concentrated into an effective poison. Arsenic poisoning begins with headaches, confusion, severe diarrhea, and drowsiness. As the poisoning develops, convulsions and changes in fingernail pigmentation may occur. When the poisoning becomes acute, symptoms may include diarrhea, vomiting, blood in the urine, cramping muscles, hair loss, stomach pain, and more convulsions. The organs of the body that are usually affected by arsenic poisoning are the lungs, skin, kidneys, and liver. If untreated, the final result of arsenic poisoning is coma and death.
It is most often processed as a yellow powder. When ingested, the violent symptoms generally leave the victim very weak and often unable to perform simple everyday tasks. While one dose will usually incapacitate the average human, it takes two doses to induce coma and death. Many clever assassins will introduce this poison slowly over time, causing a slow and miserable death for their victim.
The antidote for this poison is a disgusting, syrupy charcoal-based liquid that must be ingested several times a day for at least a week. Keeping the antidote down is quite difficult, requiring a Constitution save (DC 10) to avoid vomiting. The antidote must be used within the first 8 hours (or during the first 8 doses if it is being introduced gradually). Complete recovery is a long process, with the victim regaining only 1 Constitution point per month. The only other option is the use of a greater restoration or wish spell to restore lost Constitution points.
ATHACH VENOM
The raw toxin is secreted through a gland located just below each tusk of this vile creature. The alchemist then blends
a reduction of the venom with a base resin that makes its applicable to weapons.
The venom functions by breaking down the potassium in the victim’s muscles, producing intense cramping and a loss of strength.
The antidote is a simple derivative of the raw toxin.
BELLADONNA
Also known as Deadly Nightshade, this plant has reddish stalks, bright green leaves with red ribs, and dull purple berries and flowers. Belladonna is one of the most toxic plants in the world. While the roots are the most deadly part, the poisonous alkaloids run through the entirety of the plant, causing delirium and hallucinations in those unfortunate enough to ingest it. The berries pose the greatest danger to children, as they are attractive and are deceptively sweet, yet just two berries can kill a child who eats them, and it takes only 10 or 20 to kill an adult. Likewise, consuming even a single leaf can prove fatal to humans.
Victims consuming the plant or berries suffer from nausea for 1d4 hours along with possible bleeding of the stomach as the poison reacts with the walls of the stomach, forming ulcers.
When prepared an infusion, only a drop or two is necessary to poison a medium sized creature, though most assassins introduce more just to be sure. Due to it’s inherent sweetness, it is very popular to introduce it in wine or other spirit.
The antidote is fairly simple and common because of so many accidental poisonings, but if no antidote is available, drinking warm vinegar can dilute and neutralize its toxicity.
BLACK ADDER VENOM
This poison is made from the collected venom of any of the adder family. Since the venom is quite lethal to begin with, little preparation is needed. Most alchemists simply reduce it down to a thicker, more concentrated version and add a simple resin that allows it to remain coated on a weapon until use.
The poison begins to rapidly weaken the subject, causing great pain and swelling from a poisoned wound. Within a matter of minutes, the poison causes excessive sweating and the heart to speed up. If the victim is poisoned twice in the same hour, they must make a Constitution save or die of a heart attack.
The antidote is a standard snake anti-venom commonly sold in many apothecaries or alchemy shops.
BLACK LOTUS EXTRACT
The Black Lotus is a rare and beautiful flower with long, dark purple petals and a velvety black interior. It grows in temperate marshes, often found sprouting from the organic matter that collects in the forks of trees.
Black Lotus Extract is produced by allowing the Black Lotus flower to rot, pressing out the fluid, and then blending it with a mixture of resins. This creates a sticky, dark purple substance that can be applied to arrows or blades as a paste to make any wounds inflicted with that blade resistant to healing.
A wound so poisoned will not close naturally and will bleed uncontrollably until some sort of clotting agent is applied or it is healed magically.
BLIND KILLER
This poison grants the drinker enormous temporary Strength, Dexterity and Constitution, while turning them into a sociopathic killing machine for one hour. After that hour the user will likely die, though the lucky ones merely enter a coma for a week and suffer a permanent loss of their mental faculties.
Initially the character’s body transforms, granting them an additional 4 Strength, Dexterity and Constitution points for one hour, while at the same time, turning them into a cold, mad killer. Within a minute after drinking the potion, they will simply start killing any living creature they see (including allies) for one hour unless they themselves are killed or subdued, or if they run out of victims. Should they run out of victims and if they are prevented somehow from finding more, their madness turns inward and they will kill themselves in the most brutal manner possible.
After an hour, their Strength, Dexterity and Constitution return to normal, and the character must make a Constitution save (DC 20). If they fail their save, they die instantly. If they succeed on their save, they merely fall into a coma for one week and lose 1d4 points of Intelligence and Wisdom permanently.
BLOODROOT
Crimson in color, this poison is made from the root of the Cylla tree (the same ones whose leaves are often used in healing potions). It is prepared through a process of reduction and distillation that produces a sweet, deep red liquid that can be added to many drinks without being detected.
The extract attacks the brain causing confusion and a sense of “detachment” while interfering with the autonomic nervous system causing a shortness of breath and weakness.
BLUE WHINNIS
Blue whinnis toxin is created from the blue whinnis mold which has a pale blue hue. In its mold form, it is only mildly toxic, possibly causing the eater a bout of nausea. To create blue whinnis poison, the toxic elements need to be properly extracted and concentrated, usually through a lengthy infusion method.
The poison causes the victim to become violently ill with nausea and dizziness. After an hour, the victim will fall into unconsciousness.
BRAINWEED POLLEN
The Brainweed is one of the rare plants that is found in caverns deep underground. It is a pale yellow, broad-leafed plant that sends out a single thin stem with an odd flower on the end. The flower resembles a large flying insect which attracts bats that mistake it for a real insect. The bats then spread the seeds and fertilize it at the same time. The pollen is difficult to harvest since they are hard to find and bloom so infrequently.
The Brainweed pollen invokes powerful hallucinations, leaving them at a disadvantage for the duration. Individuals affected feel as though their blood has begun to boil and are compelled to lie down and cut themselves open so that the burning sensations may ease, losing 1d4 Constitution points per round to bleeding.
The effects of the pollen last for only 2d4 rounds, though the victim can still bleed to death if they do not receive immediate attention.
BURNT OTHUR FUMES
The Othur tree is a twisted, vine like hardwood that grows at higher altitudes. The leaves are small and dark which stand out in stark contrast to the smooth, light gray bark. When the wood of the Othur tree is burned, the fumes have an acrid flavor and smell that can induce a debilitating disorder if inhaled over time.
The poison known as Burnt Othur Fumes is made from the
bark of the Othur tree, which is reduced and dried into a powder.
This powder can then be ignited with a single spark to release a 10-foot cloud of acrid fumes for 10 rounds. The fumes cause anyone in the area to become poisoned and begin coughing uncontrollably. The lungs are immediately blackened by the fumes, inflicting 1 point of permanent Constitution damage. After 5 rounds of exposure, victims suffer an additional 3d6 Constitution damage.
CARRION CRAWLER GLAND EXTRACT
The glands of this burrowing aberration produces a foul smelling fluid that can be distilled into an effective contact poison that paralyzes anyone who touches it. This poison has been used to great effect to paralyze and hold would-be thieves by coating particularly valuable items with it, though the faint smell can be a warning to a perceptive thief.
CASSAVA (CYANIDE)
A tough tropical plant grown for its fat starchy roots. The roots are boiled and eaten in soups and stews, or ground into flour and made into dumplings, puddings and breads, and used as a thickener for sauces and pies. The cassava plant is not harmful in its natural state, but alchemists use it to extract cyanide, a deadly poison that causes headache, dizziness, agitation, confusion, coma, and convulsions.
Cyanide acts almost instantly and only a small amount is needed for a lethal dose. It results in loss of consciousness in 10-20 seconds and death in 4-5 minutes.
If exposed to a lethal dose, the administration of an antidote is not often possible, since death comes within minutes. If the quantity consumed is below the lethal dose, saltpeter can be used to treat the cyanide poisoning.
CAUSTIC POTASH
Also known as lye, this substance is produced by leeching water through normal wood ash. It is most often found as a white or slightly yellow powder that reacts violently with water. When it gets wet, it heats up and burns whatever it touches.
It is most commonly used in a diluted form in soaps, but some have used a more concentrated version to clean drains.
When used as a poison, it is usually mixed with water and splashed onto the intended victim, resulting in extremely painful burns and irritated lungs.
It can be neutralized with a weak acid like vinegar. Trying to wash it off with water will double the effects.
CENTIPEDE POISON
Collected from the poison sack behind the first legs of the centipede, this poison is naturally sticky, and so only some reduction is necessary to prepare it for use. It can be applied as a sticky coating for any weapon that is likely to cause bleeding.
The poison effects the victim’s coordination by causing inflammation in the central nervous system. The victim will become feverish and their hands will tremble. Centipede poison isn’t extremely potent, but it remains in the system for a long time unless it is removed.
There is an antidote that is based on the centipede venom, and will neutralize the poison in a matter of minutes.
CHUUL GLAND EXTRACT
The paralytic glands of the Chuul are quite difficult to collect and even more difficult to prepare. One of the most challenging aspects is that the extraction process must begin within an hour after removing the tentacle from a live Chuul. It is not a complex procedure, but it has its own risks, not the least of which is that the tentacle retains it’s paralytic capabilities, and so a careless alchemist could find themselves unable to finish the extract due to paralysis. Fortunately, no particularly specialized equipment is necessary for extraction, and so it can be done in the field with a little advanced preparation.
The extract can be applied to a surface to be introduced through contact or it can be ingested in a 2% diluted form. In most cases this latter option would involve emptying a small vial into a pint or less of liquid.
The big advantage to this poison is that it is extremely difficult to resist and can remain potent, even on a surface, for up to a year without needing to be reapplied.
The paralysis is complete, but only lasts for a minute, so it’s uses are somewhat narrow.
COUATL VENOM
The venom is collected in a similar manner to that of many venomous snakes, usually enticing the Couatl to bite a specially prepared vessel designed for that purpose.
When introduced through a wound or as a drink, the poison of the Couatl dramatically reduces the victim’s strength, making any activity a great challenge. If the poisoning is severe enough, death can result from a sheer lack of energy in the body. In most cases, a lethal dose will make the victim fall into a deep sleep for a number of hours before their life ends. This has led to the poison being called “The Last Sleep.”
There is an anti-venom that must be introduced within an hour after the venom is introduced to the victim.
DARK REAVER POWDER
Made from the bones and innards of a particularly disgusting demonic beast called a Dark Reaver, this poison is quite rare. Once the innards and bones are removed, they are dried slowly over weeks in a clay kiln, and then ground into a fine powder. Surprisingly, the powder has a sweet coffee flavor to it which belies its true nature.
Once ingested, the poison works quickly to break down the bodies cells, causing profuse bleeding from all orifices, including eyes, nose ears and so on. Shortly after, the victim begins
to weaken and eventually slips into unconsciousness. If left unattended, the victim will bleed out within 2 hours.
DARK SLEEP
This poison is made from the oil of Kagafe Tree leaves, which must be harvested in the early spring before it has flowered.
There is some risk in this process since the Kagafe Trees have a sap that is intoxicating to the Fire Ants who are found swarming about them. Unfortunately, the sap tends to flow most heavily in the spring, making the Fire Ants much more frenzied and aggressive. If swarmed by Fire Ants, the pain of their bites is said to be nearly unbearable, and has been compared to having the skin flayed off or being burned alive.
Once collected, the oil is cold pressed from the leaves, producing about 1 ounce of oil per pound of leaves. The oil is then brewed with several common herbs to create a mildly sweet liquid that can easily be added to almost any drink without notice.
The drinker falls into a very deep sleep that will last for 1 hour or until the target is disturbed. If the subject is awakened before 1 hour has passed they will suffer a -2 penalty to all rolls for the next 10 rounds, as the grogginess wears off.
DEATH’S BLOOM POISON
The Death Bloom is a large, brilliantly colored mushroom that can only be found growing on the heads of decaying corpses.
If consumed raw, the eater gains some of the dead person’s memories, though at great risk. The mushroom’s toxins inflict necrotic damage on the brain, causing confusion and memory loss over time. This damage can take weeks or even months to heal, though some are never the same again.
The poison made from Death’s Bloom is a highly concentrated version of the toxin, so that only a few drops
are necessary to have a debilitating effect on the victim. In this concentrated state, the visions are extremely vivid and are almost exclusively limited to the moment of the person’s death. This can lead to long term trauma, even if they manage to recover from the poison itself.
The toxins can be neutralized by drinking a tea made
from the brain matter of the deceased person from whom the mushrooms were harvested.
DEATHBLADE
A tan or umber colored poison made from the broad blades of Deathgrass that grows in many alkali deserts and dry, salt lake beds. Called Devilgrass by some, this grass is most potent when collected at night, just before the first light of dawn touches the sky.
It is prepared through a simple distillation method that produces a pale green oil that has a faint salty smell. This oil is then used to coat bladed weapons, though due to it’s salty nature, it is often used with non-ferris metals such as bronze or copper.
When a wound is inflicted by a weapon so poisoned, it causes excessive bleeding and wracking pain throughout the victim’s body, leaving them weak and exhausted.
Most clotting agents will stop the bleeding, though the wound will still remain quite painful until healed.
DEATH CAP
These mushrooms can be found growing on the roots of trees in most temperate regions. It requires very little preparation, and is usually just steeped in warm water for a week or so.
Once the poison is ready, it is brown in color, odorless, and mostly tasteless, as it does have a faint earthy taste to it.
minutes to show any signs of poisoning. After the incubation period the victim begins to experience nausea, vomiting, abdominal pain, and diarrhea. These initial symptoms are followed (1d4 hours later) by a brief period of apparent improvement that lasts for up to 4 hours. Unfortunately, without treatment, severe liver damage and kidney failure often result in coma and death.
The Constitution save needs to be made when the incubation period has passed (DC 14), with a second save made immediately following the brief period of improvement (and only if the first one failed). If the second one fails, there is a 50% chance that the victim goes into a coma and a 50% chance of death (losing 1d6 points of Constitution per minute).
Only one mushroom is needed per dose. If more than one dose is ingested, the DC increase by 2 per dose after the first.
DEMON VENOM
Demon venom is exceedingly difficult and dangerous to acquire, due to the fact that demons disappear soon after having their material form destroyed. This means that the venom must be extracted before they are slain, making these toxins extremely rare.
There are stories of some demons collecting materials from others of their kind in exchange for some sort of favor or reward, though their prices are often too high for the average mortal who is willing to embark on a career in material component collection.
DEMON (BEBILITH) VENOM
Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. Those hardy souls who wish to harvest it must bring specially prepared self-sealing air-tight bladders, and then entice the demon to bite them. Once injected with venom, and assuming the collector survives the encounter, the bladder is brought to a specially prepared alchemy workshop where the venom can be prepared without coming into contact with the air.
Once distilled down, it becomes save to use in the air. When introduced into the bloodstream, the victim suffers cold sweats, extreme nausea, and greenish discoloration of the skin. Severe poisoning eventually leads to extreme weariness, and in come case, a deep coma.
DEMON (QUASIT) POISON
The difficulties associated with collecting Quasit venom has little to do with the danger involved, but rather the challenge of catching these small, elusive creatures. Some have had limited success with setting up Quasit traps, which consist of a heavy glass vessel with the right sort of bait, usually the tears of a weeping child.
Once captured, the Quasit will likely be willing to bargain for its release, and will generally give up some of its venom without a struggle. It is best to have a method of banishment to get rid of them immediately after release to prevent any sort of revenge from the angry Quasit.
The venom is clear with a purplish color and is fairly easy to prepare once it’s acquired. It effects the central nervous system, slowing down the body’s muscle responses, making even small tasks difficult. Some have also reported severe stomach cramps.
DEVIL DOLL POISON
The Devil Dolls or “Arusities” are drawn to the prime material plane by a child’s insatiable greed. They often take the form
of flawless porcelain dolls, but have been seen as wooden toy knights, puppets and stuffed animals.
Once identified and slain, the remains of these dangerous creatures can be burned to ash, mixed with wraithwood resin to make a paste, and then applied to bladed weapons.
This poison is quickly absorbed into the bloodstream, causing the victim’s veins to blacken, and their body to be wracked with a shuddering cold.
This poison remains in the body until removed by the application of leeches, which must be burned afterwards.
DEVIL POISON
Devil poisons are even more difficult to collect that demon venom, since there are few devils who are willing to bargain with mortals over such things.
Those who seek to collect devil poisons must do so while they are still alive because the corpses often burn away in seconds once they have been slain.
A few wizards and warlocks have managed to summon devils into protective circles and forcefully extract the poison, but this is quite risky since the circle must remain unbroken during the process. This means that someone must be inside the circle to perform the procedure, and there are few willing to do this, not matter how much gold is offered.
DEVIL (IMP) POISON
The poison of the Imp must be milked from the gland inside its stinger. This procedure usually takes two people; one to hold it and one to milk the poison.
The raw poison is blackish-red in color and smells of pitch. Once introduced into the bloodstream, it causes violent tremors and shaking in the limbs.
DEVIL (OSYLUTH) POISON
This Osyluth’s poison sacs are located in its scorpion-like stinger, and are extremely challenging to milk since the Osyluth rarely misses when they strike. One rather risky method to acquire the poison is to affix a specially designed collection bladder to the front of a heavy steel breastplate, since the Osyluth will aim for the chest roughly 80% of the time. Of course that remaining 20% makes many potential collectors understandably squeamish about using this technique. Most would rather risk slaying the Osyluth and quickly milking the poison in the moments before the carcass burns away.
The poison is a swirling combination of bright orange, pink, and green which must then be reduced to make it applicable to weapons and traps.
The poison quickly weakens the victim by seeping into the deep muscle tissue, causing severe cramping and spasms. In most cases, the victim becomes so weak that they are unable to lift themselves off the ground, and in some cases, can die the muscles that control breathing and circulation shut down.
DEVIL (PIT FIEND) VENOM
Perhaps the most difficult poison to acquire, the venom of the Pit Fiend is located in sacs near the base of the fangs. Unfortunately, the only practical method to collect this venom has been to
distill it from the blood of a poisoned victim. For this reason, itis mostly collected in an opportunistic manner by those who are trying to make the best of a horrific situation. Some unscrupulous individuals however set up cohorts as prey for the Pit Fiend explicitly for the purpose of collecting this valuable venom.
Once a victim has been poisoned, their blood is extracted and run through a complex distillation method to separate the poison from the blood. This must be done within 12 hours or the venom begins to deteriorate. The resulting poison is inky black in color and will stain any blade to which it is applied.
DIGESTER ACID
Digester acid is one of the strongest known, and is much sought after by alchemists and trap makers. It is very difficult and dangerous to collect and store. Only specially treated glass can contain the acid, though left to the open air it will oxidize in a matter of minutes. Unfortunately for most people, this is more than enough time for it to do a great deal of damage.
The acid is distilled to remove impurities, and is then usually stored in small vials with a long, slender dropper end. This is because many thieves use it to drip into a lock to dissolve the mechanism, and the dropper end makes it easy to do so.
A few brave individuals carry the acid in thin glass spheres about 2 inches in diameter. These orbs can be thrown at a target, inflicting extremely nasty and painful burns.
The damage can be limited if the area is immediately flushed with water, reducing the damage by half.
It is very possible that clothing, armor and equipment can be effected (GM’s discretion).
DRAGON BILE
Despite what the name suggests, this material is collected from a small poisonous lizard called a Bark Dragon rather than a true dragon. The bile is extracted from two sacks at the back of its throat, and must be fermented with several thickening agents before it is ready for use.
When touched, this poison propagates quickly through the skin, penetrating deeply into the muscle tissue, causing weakness and tremors. The poison radiates out from the point of contact, effecting the whole body in a matter of minutes.
There is no known antidote for this poison, though other potions can lessen its effects.
DRIDER VENOM
This spider-like venom is often farmed by ruthless drow elves that find the idea of exploiting these failures as just punishment. As there has never been any reported divine retribution for this behavior, it would seem their gods agree.
Drider venom is widely used by the drow, largely because they are immune to it effects, though some still utilize it as a recreational aphrodisiac.
The venom is generally delivered via special arrows, darts and daggers specifically designed for that purpose. Any non-drow wounded by such a weapon suffers a severe weakening
of the muscles which is enough to incapacitate most creatures. Many who have been poisoned by this venom have described the sensation as extremely pleasurable and even erotic, regardless of the severity of the wound.
Rumor has it that this poison has even entered the black market in many cities as a highly illegal recreational drug.
DROW SLEEP POISON
This poison is based on a secret recipe that is closely guarded by drow alchemists, though it is thought to involve the use of spider venom and a combination of specific mushrooms.
The resulting liquid is one of the quickest and most effective sleeping poisons known, putting its victims out just a few seconds after being wounded. Those unfortunate enough to have been subjected to this poison report terrifying nightmares, mostly involving spiders, while they are under its influence. A few have even claimed to have seen Lolth herself, and swear that it was really her in their mind, though this has never been confirmed.
EBON SPIDER VENOM
Widely used by drow and other assassins, this venom is known to have ended the lives of quite a few notable rulers.
Ebon Spiders are the bane of dark forests, twisting mazes, and underground tunnels. They are ruthless, intelligent hunters that despise all creatures that enter their territories, viewing them as food to be harvested. For that reason alone, this venom is quite rare, even amongst the drow.
The good news is that one need not confront one of these creatures to collect the venom as it seems to drip quite freely from their large fangs, leaving white, milky drops on the ground. These drops must be collected within a few hours after hitting the ground, but this is usually enough time to get in and out of the Ebon Spider’s territory before being detected.
Once collected, the venom is sealed in glass vials which prevents deterioration until it reaches the alchemist. The processing of the venom is a lengthy process of distillation that produces a clear sticky liquid that is easily applied to weapons and traps.
The initial effect of the poison is fairly typical for spider venom. The poison is introduced through the bloodstream and immediately begins to weaken the muscles, causing spasms and tremors in the extremities.
The long term effects however are somewhat more terrible. The victim of the Ebon Spider’s poison is subject to horrific nightmares for the rest of his life – assuming of course that he survived the encounter in the first place.
Once each year on the anniversary of the spider’s attack, the victim lapses into a comatose state for 24 hours that is marked by sweating, uncontrollable shaking, and vivid dreams that recreate the attack in their mind. Additionally, each time the victim finds himself in the domain of an Ebon Spider (which they immediately recognize from their nightmares), they suffers a disadvantage on all attacks, ability checks and saves. This effect can be avoided by using a remove curse spell if it is cast within 10 days after the attack. Afterwards, only a wish spell is sufficient to remove the effect.
ESSENCE OF VIPER LOTUS
The Viper Lotus is a plant that lives in the thin cold air found at higher altitudes. It generally grows in mossy cracks in the rocks, sending up a single, slender stem and flower. Only blooming at night, the flower’s petals have a green and violet pattern of swirls.
For a long time, the Viper Lotus was considered to be only
a legend by most, but it was re-discovered very recently on an expedition to the Great White Mountains. Research has since confirmed its terrifying lethality.
In its raw state, a single flower produces enough deadly toxin to kill a hill giant, but once it has been reduced and distilled, it takes only a drop.
Once ingested, the poison works quickly, spreading through the bloodstream like wildfire – almost literally. Those who managed to speak while enduring the torture inflicted by the Viper Lotus said that it felt as if they were being burned from the inside out.
The victim of this devastating poison has only a minute before they must make a second Constitution save (DC 16) or die in agony.
It has been rumored that the cloud giants have a cure for this poison, but if this is true, they are keeping it to themselves.
ETTERCAP VENOM
Extracted from the glands of the Ettercap located just inside the mouth on either side, this venom is bluish-black in color, and has a most unpleasant smell.
It takes several days to reduce this venom to the point where it becomes odorless, and another day to bind it to the resins that make it applicable to blades. Once the preparation is complete, it is a pale blue color with only the faintest licorice odor.
The poison causes the victim to lose fine motor functions and eventually all basic motor functions are disrupted, giving them tremors and extremely poor coordination.
Most universal spider anti-venoms will neutralize this poison.
FINAL TOUCH
The Final Touch is a contact poison made from the excretions of the Stripped Tree Frog that is native to many of the salt marshes in the southern continents. These frogs are about the size of a human thumb and so quite a few are needed to make a single dose of poison. The collection process is rather dangerous, due in large part to the fact that the marshes are them home to many apex predators, including the lethal Marsh Drake.
The frogs themselves also pose a significant risk since their poisonous skin is lethal to the most casual touch. Those who gather them use protective gloves and specially lined cloth bags, though accidents can still occur.
The good news is that once the alchemist has a number of these frogs, they can be kept alive in captivity under the right conditions for a number of years.
They are processed by floating them in a glass vessel of distilled water for an hour. The water is then reduced over a low heat for several hours and sealed in a clay pot for a week of fermentation and thickening.
The result is a thin yellow fluid that dries quickly once applied to as surface. Anyone who touches this poison falls immediately unconscious for several hours as the poison spreads through lymph system, destroying the victims cells from within. In most cases, the victim dies a very painful death as they bleed out through their pores. The few that have survived wish that they hadn’t since they are left in a pitiful and ruined state, covered with purple and black blotches, shriveled muscles, arthritic joints and their five senses reduced to almost nothing.
FORMIAN POISON
The Formian are a race of intelligent ant-like creatures that resemble a cross between an ant and a centaur. Their society
is structured much like that of ants, with different varieties of Formian having different responsibilities.
The Formian are quite pragmatic, and are often willing to sell their poison in exchange for certain materials that are not readily available to them. The most notable of these is iron.
Though there are three varieties of poison, they are all processed the same way. It is put through a rapid distillation process before being combined with a shellac-like resin that allows it to be applied to edges weapons.
FORMIAN (MYRMARCH) POISON
The Myrmarch’s poison effects the nervous system, causing trembling in the appendages, cold sweats and gray discoloration of the fingernails.
FORMIAN (TASKMASTER) POISON
Taskmaster poison severely weakens the victim, and is marked by aching muscles, spasms, high fever and sweating.
FORMIAN (WARRIOR) POISON
Formian Warrior poison is very similar to that of the Taskmaster, but slightly less potent and easier to resist. The symptoms are not quite as severe.
FOXGLOVE (TOXIC DOSAGE)
The Foxglove is a very common variety of plant that produces flowers at the top of a tall spike. The flowers are tubular, and vary in color with species, from purple to pink, white, and yellow.
The entire plant is toxic (including the roots and seeds). Mortality is rare if consumed raw, but it does happen. Most plant exposures occur in children younger than six years and are usually unintentional and without associated significant toxicity. More serious toxicity occurs with intentional ingestions by adolescents and adults. Early symptoms of ingestion include nausea, vomiting, diarrhea, abdominal pain, wild hallucinations, delirium, and severe headache. Depending on the severity of the poisoning, the victim
may later suffer irregular and slow pulse, tremors, various brain disturbances (especially of a visual nature with objects appearing yellowish to green), convulsions, and deadly disturbances of the heart.
Alchemists have managed to leech the toxins and concentrate them into a pale blue liquid that causes the same effects with only a few drops.
FRAWLANTA WORM MILK
These large pale worms live in stagnant underground pools far from the light. This poison is created by removing the small, spherical glands of several of these worms and expressing the ammonia-smelling fluid through a simple cold press method. The end product is a thin milky substance that dries quickly leaving a film behind that is generally applied to blades and the like by drow elven warriors.
This poison lasts for about 3 hours after applied. Those cut with the blade within that time suffer a loss of feeling in the limbs, weakness and tunnel vision until the poison works its way out of their system.
GIANT ANEMONE VENOM
The venom is a mix of toxins, including neurotoxins, that paralyze the victim. In the wild, the anemone uses this venom to hunt for prey, but a refined version is popular amongst some human hunters and those who wish to incapacitate their target without killing them.
The venom requires very little preparation except for the addition of a few light binding agents that make it applicable
to weapons, the most commonly used is that dart because
of it’s particular effectiveness in introducing the toxin to the bloodstream without seriously injuring the target.
There is an antidote made from the glands of the Jester Fish which is known to be immune to the anemone’s venom. This antidote can be taken up to 4 hours before exposure to protect against its effects.
GIANT ANT ACID EXTRACT
Extracted from a gland beneath the mandibles of a giant ant, this acid must be put into glass containers that have firm stoppers.
This is a fairly weak acid compared to some, merely inflicting additional damage to the victim. The reason that some favor it is that it also inflicts an incredible amount of pain. The pain is so severe that it will cause many to become stunned for a short time.
There are stories of this poison being used by some to torture victims with thousands of small, acid infused cuts.
GIANT BEE POISON
A fairly common and easily acquired poison, it is collected from the recently dead corpses of giant bees that are generally found near one of their hives. The poison remains viable for several hours after death, and is immediately sealed in an air-tight container to prevent degradation.
It is prepared through a reduction method the involves adding a few thickeners to allow it to adhere to the surface of a blade, arrow or dart.
Though it is not a particularly powerful poison, it does cause a great deal of pain to the victim, causing them to become stunned for a number of seconds after being wounded. The pain then diminishes to a dull ache that can linger for many hours.
GIANT TOAD POISON
This poison is extracted from the glands located behind the eyes and in the warts surrounding the eyes of the Giant Toad. When naturally excreted, it is a contact poison, however once extracted, it can only be introduced through the blood.
Once in the bloodstream, the victim begins to experience trembling in the hands and vivid hallucinations for a number of hours. The hallucinations always seem to relate to deep trauma from the victim’s past, and are therefore usually quite disturbing. If the victim has a particularly strong phobia or violent event in their past, the visions will be particularly acute, often causing them to reenact the events physically.
There is no antidote to the poison, though it does wear off quickly with no lasting physical effects. The mental trauma of the hallucinations are another matter.
A few sages have explored using this poison in conjunction
with guided meditation to help heal those with some sort of post traumatic stress.
GIANT WASP POISON
This poison is made from the stingers and connected innards of Giant Wasps, and is prepared by reducing it slowly, while adding ground pine resin. This give the poison a deceptively pleasant smell and allows it to be applied to edged weapons.
The poison acts by overwhelming the nerves, causing the loss of control to many of the voluntary muscles. The victim often jerks violently as they lose there basic motor functions. Additionally, this poison inflicts an extreme amount of pain, initially stunning the victim for several seconds.
GORGON BREATH VAPOR
This elusive substance can only be harvested from gases released from a dead Gorgon. One of the most common methods of collecting the vapor is through the use of the cantrip Manipulate Air (found in Gothnog’s Magnificent Cantrips) which allows the caster to create an air bubble around the Gorgon’s corpse and channel the vapor into a prepared vessel of some sort. The vapor is light green in color and seems to swirl about of its own volition.
The alchemist prepares the vapor under strictly controlled conditions by passing it through an alcohol solution. This condenses the vapor into a liquid that will erupt into a dense cloud upon contact with the air.
This vapor is usually sealed in glass spheres that are designed to break on impact with a solid surface. Once broken, the liquid turns back into a vapor that fills a 5 foot area. Each creature in that area must succeed on a Constitution save. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target.
On a failure, the target is petrified until freed by the greater restoration spell or other magic.
GREENBLOOD OIL
This oil is made from Rogue Vine and the reproductive glands
of the Green Rock Fish, both of which can be found in the vast subterranean swamps of the underworld. These components are stewed and reduced over low heat for several hours, and then
left to ferment for at least a week. The final step in the process involved adding a binding resin that thickens it slightly and allows it to be easily applied to a blade. The oil has a metallic green tint to it, which is especially noticeable when applied to steel weapons.
This is a “poor man’s poison,” causing burning at the site of the wound, mild nausea and disorientation. It is readily available in the right back rooms and is relatively inexpensive compared to some. It is commonly found in towns and villages near the caves where the necessary components are harvested. It is somewhat rarer in cities and trade centers since there are usually other more effective poisons available.
HELLEBORE (AKA HELL BOAR)
Black Hellebore is still used in some rustic areas as a medicine to deal with insanity, though its toxicity makes that rather dangerous. An overdose of Black Hellebore causes tinnitus, vertigo, stupor, thirst, a feeling of suffocation, swelling of the tongue and throat, vomiting, slowing of the heart rate, and finally, collapse and death from a heart attack.
When prepared as a poison, the root of the plant is reduced slowly into a black paste. The paste can then be introduced to the victim on the underside of a bit of food or the lip of a goblet.
This refined version works much more quickly, often causing a numbing sensation in the lips. Assassins often wait until the victim is drunk since the combination of this poison and alcohol is quite deadly.
HUGE SCORPION VENOM
Collected from the poison sacs at the base of the stinger, this is a concentrated scorpion venom that is distilled and mixed with wax for application to bladed weapons.
Once introduced into the bloodstream, it causes nausea, cold sweats and a yellowing of the skin. The poison is passed through the system quickly, leaving a mild headache for a few days.
This poison is found mainly near desert regions since it degrades quickly and so cannot be shipped effectively over great distances.
ID MOSS
This yellowish green moss grows on the trunks of so called
“hanging trees.” These are trees that have, for one reason or another, become a popular for local lynchings. The longer a tree has been used for such activities, the more plentiful and potent the Id Moss.
It is prepared by drying it out in a clay pot for several weeks and then grinding it to a fine powder. The powder is then blended with fine amber dust making the end product look almost like gold dust.
When inhaled, it immediately begins to cloud the mind with visions of death and sorrow. If the Id Moss was collected locally, it is possible that the victim might even catch glimpses of a well known hanging, experiencing what they experienced in their last moments before death took them.
In some rare instances, those with particularly weak minds have been overwhelmed by these visions and have fallen into comas, dying some weeks later.
INSANITY MIST
This vapor is made from the fermented saliva of several species of mind effecting creatures, such as brain crawlers, psychic moles, and Iluthiaad. Once collected, it is combined with a bit of Id Moss and set to ferment in tightly sealed glass vials. When producing these vials, it is critical to make sure to use ones that are strong enough to withstand the pressure that builds up within.
When the glass vial is broken, it releases a dense purple cloud of mist in a 10 foot area. It has no odor nor taste, but once inhaled it immediately begins to erode the will of the anyone within the area. They begin to hear voices and incoherent whispering. Over the next hour, the poison continues to erode on their sanity, leaving them gibbering and ranting. If their Wisdom drops to 0, they will develop a permanent insanity based on their character’s past, personality and/or the circumstances of the poisoning (GM’s discretion).
LICH DUST
Perhaps one of the most difficult and dangerous poisons to make is Lich Dust. It is made from the powdered bones of a destroyed lich, though some claim to have achieved similar results using the bones of an evil wizard. Since the bones do not degrade or lose potency over time, the remains of a single lich can produce nearly a hundred doses of the dust.
When the bones are pulverized, they are combined with powdered wraithwood and silver dust. The end result is a silver white in color and has a chalky, metallic taste.
A single pinch of the dust scattered over food or into a drink is usually enough to do its work. Once ingested, the dust begins
to work its way into the muscle and bones of the victim, causing necrotic damage that will, if left unattended, rot the body from
the inside out. The process is extraordinarily painful, and can take several days to run its course. During this time, the victim is also very sensitive to light, and will avoid sunlight to the best of their ability.
It can take weeks to recover from this poison, and in fact some
are never quite themselves again. If their Strength should drop to 0, they simply die, and 3 days later, their body reanimates as a zombie.
This poison can be removed by a priest who is able to destroy undead, and attempts to do so on the poisoned individual.
LOCKLING POISON
Found in most temperate forests, Lockling is a low ground vine that produces pale blue flowers and silvery-white berries. These berries are only mildly poisonous in their natural state, but when soaked in alcohol for a few days and then reduced over a hot fire, they produce a very effective poison that is generally applied to smaller cutting or piercing weapons such as daggers or arrows.
The poison causes weakening in the muscles, purple discoloration around the wound, and a bitter taste in the mouth. This latter symptom has led to the poison being called “bitter end” by many commoners.
There have been very few fatalities as a direct result of the poison, though many have died in combat after being weakened by it.
LOCOWEED
Locoweeds pose a danger to livestock, horses, and other grazing animals, because they contain a toxin that affects muscle control, producing frenzied behavior, impaired vision, and sometimes death. Most locoweeds, however, are unpalatable to livestock and are eaten only when other forage is unavailable. The level of toxicity depends on soil conditions; decaying locoweeds release toxins sometimes taken up by otherwise harmless forage crops.
Many species are low-growing plants, up to one foot high, of variable hairiness with fern-like leaves, and spikes of pea-like flowers. A few are especially dangerous, such as the woolly locoweed, with woolly leaves and violet flowers or purple locoweed, with dark pink to purplish flowers.
This poison is derived primarily from the flowers which are steeped in warm water for several weeks. The water is then distilled into a pale pink liquid.
Only a few drops are necessary to have an effect. The victim becomes immediately disoriented, finding concentrating very difficult. The strong effects wear off after a few hours, but they can remain confused for a number of days.
MALYSS ROOT PASTE
The Malyss plant is a short, broad-leafed plant with that produces yellow flowers and deep blue fruit with red seeds. The fruit is marginally edible, but only in small quantities.
The poison is made from the skin of the Malyss root, and is prepared by mashing it and mixing it with saliva (any will do). This paste is then sealed in a small jar to ferment for a week before it is ready to use.
The paste can be spread on any surface where it will remain effective for several weeks. Anyone touching the paste will begin to lose sensation in their outer extremities, making it very challenging to walk, use tools, hold weapons, or perform basic motor functions.
MANGONNEL SALIVA
This poison can be difficult to obtain. The Mangonnel is a rare beast, similar to a dragon in appearance but with only animal-like intelligence. These creatures live in deep lakes but on occasion may be seen upon the shore, usually to lay eggs. The creature salivates a natural poison that can cause paralysis and with repeated bites can even cripple limbs permanently, making the bones soft.
The saliva is a thick fluid, frothy with a faint blue-green tinge. It must be extracted from the creature while it is alive or within one minute of its death. Any longer and it loses its potency. Ideally, it should be kept in an air-tight container, as exposure to air will slowly weaken its effects.
Used as a poison, it must be injected straight into the blood of its victim, often achieved by coating the end of a piercing weapon, like a rapier or dart. Even when applied to such a weapon, it will lose its effectiveness within ten minutes. It
has no antidote, but is only lethal in very large doses, such as repeatedly being injected within a short period of time.
MEDUSA POISON
This is a potent poison when used upon a victim, as it can immediately drain his strength and slow his movements. Frequent injections can increase this effect, to the point where the victim can no longer have enough strength to even raise their limbs. A person suffering from Medusa poison will show signs of skin discoloration, equally all over their body, as it takes on a gray, stony appearance.
Acquiring this poison takes the bravest or most foolhardy of souls. The fluid must be taken from a Medusa’s eyes, and for this the Medusa must be alive. Some clever adventurers have defeated Medusae in the past by using the creature’s flesh to stone ability against it, but doing so will make the poison unobtainable. Strategy will certainly be required if one seeks such a poison.
There is no known antidote for this, but a victim can recover with time and rest, though without magical assistance, such a recovery might take weeks or months.
MOHRG ICHOR
Although uncommon, these undead might be found in several locales, ranging from a graveyard to city slums, or even the lair of a necromancer. Ghoul-like in nature, the Mohrg can paralyze its victims with a single bite. However, the paralytic ichor comes not from the teeth of the creature, but rather its tongue, which always looks black and diseased, part of the effects of being returned from death.
Typically, with careful extraction, a half-dozen tiny glands can be found just under the surface of the skin of the tongue. A skilled alchemists can draw the drops of fluid from each gland, perhaps enough for two doses of poison if the entire tongue is recovered intact. As with the creature, the poison merely needs to make skin contact with its victim for its effects to work. This occurs within ten seconds of contact.
There is no natural antidote for this, but its effects generally last only a few minutes. For the mohrg, this is more than enough time to devour much of its victim.
MOLD SPIDER VENOM
Mold Spiders live deep underground. They are milky white with tiny specks for eyes. Living on the underside of subterranean mushrooms, they feed on many of the sightless insects of the dark wastes.
The spiders are quite small, so they are often collected in large numbers and simply ground up together in a pot. The venom is distilled out of the resulting mash to create a sweet smelling blue oil.
Often used by dwarves, this venom is typically kept in sealed silver containers worn around the neck. It is applied to darts that are reserved primarily for use against the vile drow priestesses, since it seems particularly effective in disrupting their powers.
Of course the dwarves also appreciate the sweet irony of using a poison based on spider venom against them to add insult to injury.
MYCONID EXTRACT
While this unusual poison can be fatal in large doses, using
it to kill is contrary to its purpose, which is to control. This poison, once ingested, can cause the imbiber’s personality to be temporarily malleable. It does not break down will, allowing the poisoner to suggest ideas, rather it reduces emotional control, making the victim highly suggestible to moods. These might be anything from inappropriate joy to unprovoked rage. The would-be puppeteer need only speak a few sentences to one under the effects, for the victim’s mood to be highly altered.
The extract itself is a thin, pale green liquid, easily hidden in most ales or wines. It has a slightly grainy taste, not easily detected in a drink. The poison can only be obtained from living myconids, but acquiring it is not always dangerous. While difficult to find, colonies of the intelligent fungi can be found deep in damp caves. These creatures are not inherently violent, and may be willing to trade some extract for other commodities. The extracting is something that can be done painlessly, as adult myconids naturally seep it out slowly anyway.
While there is no antidote, the potion will not work on everyone, and in all cases will wear off within a matter of hours.
MYRISTICISM
Derived from Nutmeg, you can extract a poison called Myristicism. Extracting enough of this poison to do harm takes time. A failed craft check creates this poison, however it only has a hallucination effect. At full potency, the victim falls unconscious after 1 round (injury only). If ingested, effects take place after
1 minute. Myristicism also occurs in small amounts in black pepper, celery and carrots.
NAGA POISON
This venom comes directly from the fangs of a Naga. All versions of these creatures are highly intelligent and wary, and acquiring the poison through trickery will be almost impossible. The venom is still obtainable from a deceased Naga, but
dries up within a few days of death. It might be possible to arrange with a Naga to give or trade you some venom, but such negotiations would be highly risky. A guardian Naga, for example, might be convinced of the righteousness of a noble quest and offer the venom.
The strength and effects of the poison vary depending on the type of Naga from which it is obtained (see below). The poison is thick, but colorless, and must be handled with care.
While surface contact usually doesn’t trigger its effects, carelessly wiping one’s eyes might be enough to spread it from skin to bloodstream. The only known ways to counteract the poison are through magic.
NAGA (DARK) POISON
Perhaps the hardest of all the Naga venom to acquire, the effects of this poison do not kill, but are very effective at incapacitating. Once in the bloodstream, the victim will fall into a deep sleep for several hours. Note that waking someone under these effects will not be easy, and it will require extreme measures for the victim to not fall back asleep until the venom has run its course, usually two to four hours.
NAGA (GUARDIAN) VENOM
The strongest version, this venom severely drains the energy from it’s victim. This can cause a creature to have difficulty walking or fighting, or far worse, inducing a temporary coma. Against weaker victims, it often causes immediate death.
NAGA (SPIRIT) VENOM
It’s effects are similar to the Guardian venom, but to a lesser degree. Death is rare but possible against smaller creatures.
NAGA (WATER) VENOM
This venom works like that of the Spirit Naga, but it is easier to detect if used through food or drink, having a distinct, salty taste.
NECROTIC NIGHTSHADE
Created by the most loathsome of necromancers, this poison is crafted from a nightshade plant grown in the decaying heart of a child zombie. This plant and the heart and harvested under the light of the full moon. Both the heart and plant are ground into a paste with a mortar and pestle. This meaty liquid can make six doses of poison. This poison has the smell of rotting meat mixed with mint.
This poison causes terrible rashes that itch uncontrollably and sap the strength from the effected. Those that drink it experience horrific nausea, night sweats, cramps, diarrhea, and can even cause death. Some necromancers claim this poison can prevent the imbiber from becoming a werewolf if it is drunk within the hour of a werewolf attack.
NIGHTCRAWLER POISON
Obtaining this poison requires traversing into a lair of one of the most dangerous creatures alive. The Nightcrawler is a close cousin of the purple worm; a massive creature with skin of purest ebony. It’s venom is injected through its many fangs, hundreds of them lining the circumference of its huge maw. The poison, like it’s skin, is the color of shadow, thin and faintly smelling of burnt flesh.
The poison, once extracted, will maintain its consistency
for a long while, unless it is exposed to light, which will render it harmless within an hour. The venom is extremely toxic if introduced into the bloodstream. Within one minute of being poisoned, most victims will find their muscles insufficient to stand or even lift their own arms. Often, the effect is permanent, almost certainly dooming the victim to a slow death.
There is no antidote for this poison, and it is so potent that even those few that survive its effects are incapacitated for weeks while it runs its course.
NIGHT WINE
This drink is often found in tall, narrow bottles and has a rich midnight blue color that bubbles when opened. It is brewed from the berries of the Night Wind; a rare type of flowering seaweed that is found near many salt marshes. Though it tastes like a dark, bitter wine, it is actually a strong poison.
When drunk, especially in excess, it causes the imbiber’s liver to shut down. Depending on the dose, this causes damage which reduces the victim’s health, and can even lead to death.
It is often introduced to those who are already quite drunk
and therefore less likely to notice to poor quality of the “wine.”
Survivors have awakened days later and describe terrible dreams of drowning and pale yellow eyes. The disturbing similarity of the dreams has never been explained.
NITHARIT
This slow-acting poison can be extracted from the moss its named after. Nitharit moss is flaxen in color, and is found in small patches of swampy ground. If one were seeking it out,
its best to search out the hillocks and mounds which dot many swamps, and search for it on the underside of ferns. The moss is damp, and once gathered, it can be slowly simmered to boil away impurities and leave a strong extract of Nitharit poison. While the harvester can be poisoned in acquiring the moss, most often its effects are very weak until it is purified.
The poison has a sharp taste, easily detectable, but it need not be ingested to be effective. A few spoonfuls in contact with the skin is all that is required. The venom is a very subtle one, as its effects can take up to two weeks to take effect, making it easy for the poisoner to escape unnoticed. As the weeks progress, the victim will find himself short of breath much more quickly than normal. Even a brief exertion will leave him winded and weakened.
The frogs that live in the areas the moss is found excrete
a natural antidote. Otherwise, the victim, who almost always survives, can expect to be almost bed-ridden for up to a month.
OIL OF TAGGIT
Acquiring Taggit oil often requires braving a different kind
of danger, one of heights. High up on stony mountains, this rugged bush can occasionally be found growing from vertical splits or cracks in the rocks. It is in the roots of bush the oil can be obtained. The roots themselves are not particularly hard to remove, but are fairly well anchored and a couple of minutes of digging and chopping can free them.
Once they have been gathered, the roots must be slowly boiled. During this process, Taggit oil will seep from them as they soften, and float to the top of the water. Careful spooning out of this oil can yield a full vial’s worth from one plant’s roots. The oil is harmless to touch but makers should take care not to lick their fingers, as even a small taste may trigger the effects. The less pure the final result, the more bitter the oil will be, making it harder to hide in drink.
After consumption, the poison will take effect in under thirty minutes. The victim feels no illness, just a gradually increasing drowsiness that results in unconsciousness, usually lasting many hours. An antidote of simple apple juice will work if imbibed before the victim loses consciousness, otherwise only a long sleep will remove the effects.
OPIUM
One of the milder poisons on this list, it is almost never fatal, and some even take small doses of it willingly. These effects include a loss of balance and coordination, and are usually mentally debilitating as well. The poison is almost always consumed through inhalation. This can be via pipe, in a cigar form, or in some rituals, is ingested by holding one’s head over a bowl of smoldering opium.
The product comes from the harvesting of poppies, extracting certain juices from their seeds. This juice is more like a thick goo, which hardens enough to be easily transported. It is later mixed, usually with boiling water, to purify it and the end result is a material that is similar to clay in texture, but flaky and soft. There is no antidote, but the short-term affects dissipate with four to six hours.
PHASE SPIDER VENOM
Sky blue in color, this poison tends to clump up into cheese-like gobs after a few days. This doesn’t effect the toxicity of the poison, but it does add a little time to the processing.
The venom can be particularly hard to obtain, mainly due to its source being so hard to locate. Phase spiders are extremely difficult to detect, even if one has an idea where they might be residing. Like many creatures, they produce their poison naturally, and use it very effectively. It drips from the ends of their fangs when the creature is threatened or hunting; a black, oily liquid.
Sadly, killing a phase spider is the most common way of obtaining this venom, but it is never easy. Not only is the beast a dangerous one, it often flees to the ethereal plane when injured. The venom is not toxic to the touch, and even ingestion is an unreliable way to trigger its effects. A better method is to coat the end of a blade or arrow and cut the victim, putting it right in his bloodstream.
The poison takes effect almost immediately, savagely reducing its victims endurance, and causing them to become winded and fatigued very quickly. As it is so difficult to obtain, it is rarely used and thus there is no known antidote.
POISON ARROW FROG
This creature is named the Poison Arrow Frogs (or Poison Dart Frogs) because their skin contains a poison that can be used by rubbing your arrow tip on it. Once the poison enters the bloodstream of the target, the prey will begin to feel dizzy as paralysis sets in shortly followed by convulsions and death. The food caught in this way is not going to affect you as the poison has to gain entry in to the bloodstream for it to act.
The Poison Arrow Frogs are quite vibrant in the colors and markings on their skin, ranging from purest black through bright reds, gold’s, greens and even bright blue. Some almost seem to be metallic.
The poison must be harvested in the wild since the frogs in captivity quickly loose their poison. This is because they are thought to gain it from eating forest insects which have the poison in their system.
POISON OF THE CLOUDY MIND
This poison is less difficult than most to procure the ingredients, although few bother become they find them distasteful. While other recipes exist, the simplest method is to process the excrement of brain moles. These rodents live in all the dark damp places many do, but are much rarer. They have an oddbiology in that they crave and feed on psychic energy. Some have been known to keep living brain moles as pets, partially for the psychic protection they are said to offer.
The brain mole itself is not required, however, as careful extraction of minerals within their excrement can make an effective poison. To be used, the venom must be ingested, and it is far easier to disguise the taste within food rather than drink. Once it takes hold, the victim loses the ability for any higher brain function activity, including acts like fighting, reading, casting spells, or even climbing. Even speaking is a chore, and the victims vocabulary will be limited.
There is one positive side effect to this poison, and it is the reason why it is sometimes taken willingly; mental protection. A person under its effects is immune to all but the most power psychic attacks. There is no known antidote, but a person attempting to be poisoned this way might detect it long before they have consumed enough to become susceptible. The effects can last as long as twelve hours.
POISON OF DRYNESS
This poison is sought by those seeking to prevent a caster from unleashing their spells. It accomplishes this by drying out the casters mouth so much, that speaking is nearly impossible. Thus, any spells with a verbal component cannot be cast while under its effects. The key ingredient for this poison comes from the
‘flesh’ of a water elemental.
In most cases, the process is done by summoning a tiny water sprite to appear, and then killing it. The creature, after death, leaves behind a dessicated residue as the moisture evaporates. Even a small sprite leaves behind enough to fashion a dosage of poison. The residue is ground into fine, yellowish powder, a typically a pinch of this is sprinkled over the victims’ food. The powder has no flavor, and so is almost undetectable by taste.
One minute after ingestion, the victim will notice his mouth getting drier. Drinking liquids will quench the thirst, but the victim only feels increasing parched. In less than thirty seconds, he will lose the ability to speak. Once it has taken hold, other side effects may occur, such as dizziness or extreme sweating. The potion has no antidote, but is short-lived, lasting only an hour.
POISON OF HIDEOUSNESS
This poison is made by combining two other refined ingredients, a potion of Mimicry (page 18) mixed with Red Pepper (page 11). The Pepper needs to be well-mixed with the Mimicry potion, for a period of no less than one week. Unlike the potion, which allows the imbiber control over his appearance change, a dose of Hideousness poison is forced. Almost immediately after drinking, the victim will take on the appearance of a monster. The type of monster is based on the original ingredients used in the potion of Mimicry.
While under the effects, the victim can still speak if the monster shape allows it; a wolf could not talk, but a goblin could. The imbiber also gains the physical strengths and weaknesses of the monster (a vulture could fly), but not the magical powers the original monster may have possessed (a sample from a blink dog would not grant the user the ability to blink as per the spell).
The poison is sour-tasting, but can be covered up well with wine, especially cheap wine. A potion of Mimicry can reverse the effects, which otherwise last for three to four hours. The victim also suffers from a mild headache for several hours after the poison wears off.
POISON IVY
Care must be taken when gathering the main ingredient for this poison, lest the would-be poisoner become a victim. This poisonous ivy plant is not terribly rare, and many have fallen victim to it merely by walking through forested areas. The leaves of the plant are coated in a resin which can be scraped off. This resin is very viscous, almost a solid, and looks as a clear liquid with a gold tinge.
The resin can be coated to almost anything; a coin, a piece of cloth, or even the handle of a door. Once the victim makes contact with the resin, the poison will get into their system. This is a slow-acting venom, and normally it takes almost two full days for the symptoms to begin. They appear as small, pinkish bumps on the flesh which are itchy but not painful. Unless extreme care is taken, these bumps will soon spread to other parts of the victim’s body, with mere contact.
Note that the effects are not contagious, and touching another person while affected will not spread it. Over the course of the next seven to ten days, the effects will gradually worsen, and then gradually dissipate. At its peak, the victim will be extremely itchy, distracted, and irritated.
While there are salves that can ease the symptoms, there is no cure. Strangely, if a victim suffers from multiple applications, his immunity lessens. This means that symptoms will appear more quickly, be more severe, and last longer.
POISON OF LETHARGY
This poison, like a few others, can be derived from different sources. Any one of these ingredients can be sufficient to fashion a weak version of the poison. However, it is more effective when several are used to make a concoction. Any three or four of the following will work, and the list is not exhaustive. Alchemists have had success with hops, lavender, pipe-weed, strands of tea including chamomile, wild lettuce, ginseng, even strychnine in minute dosages.
Depending upon the ingredients used, the flavor of the
final result can be varied, but it will never be tasteless. It is most commonly disguised in tea, but can also be difficult to detect in wines or ales. The effects do not make the victim weaker nor sicker, but they have a powerful influence on his willingness to act. Only through a strong exertion of will can the user bring himself to do anything strenuous, except acts of pure self-defense.
The strength and duration of the poison depends of course upon its potency, but there is no antidote other than time and a good sleep.
POISON OF MADNESS
To acquire the main ingredient of this poison, one must indeed travel in dangerous areas. The flesh of a mind flayer is not easy to acquire, but fortunately for alchemists, the mind flayer need not be alive. In fact, even the bones of a mind flayer contain enough psychic residue to produce several doses.
Whether dried flesh or bone, the material should be cut up into small slivers, roughly the size of toothpicks. This material is then burned, and the fumes, when inhaled, can cause madness in a victim. The symptoms begin with hallucinations, which are always selective to the user as they are reflections of what he or she finds terrifying. The symptoms will continue, making it increasingly difficult for the user to think. Eventually, this will result in borderline insanity.
There is no antidote, and in most cases, the victim recovers fully within two days, as the symptoms gradually diminish. However, in some cases there will be permanent effects, and the user may suffer psychological disorders for life. These show up sporadically, and may range from depression to panic to insanity.
This poison is only effective in gaseous form.
POISON OF THE PIT
This poison is only used when extreme revenge is desired, as there are more surefire poisons to assassinate someone with. The maker of this venom must acquire the egg of a pit viper. The egg does not have to entirely viable, but enough of its original fluids must remain inside to make the mixture effective. The other half of this poison is a simple health potion.
Equal amounts of egg fluid are mixed with the vial of health, the latter of which should be used in its entirety. The mixture must then be slowly simmered while constantly stirred, until enough has boiled off to equal approximately the original amount of liquid. Once this is done, the poison will retain its potency for three days, after which time it will gradually diminish.
When drank, it will have the normal effects of a health potion, although an experienced adventurer might notice that the taste seems inconsistent with that of typical health vials. For four hours, no negative effects from the poison will be noticed, other than
a mild nausea. If vomiting is induced during this time, user will recover after a few hours of feeling ill.
However, if this step is not taken, the venom turns into a solid
that will continue to grow inside the stomach until it eventually rips through. This will occur within three to four days. During that time, the victim will suffer increasingly painful stomach aches, going from mild to intense. At the end, the victim must make a Constitution save (DC 15) or die. If the save is successful, the victim loses 1d4+4 points of Constitution, which will take up to a month to fully recover from.
PSEUDODRAGON POISON
Most Pseudodragon venom is collected by trappers who catch, milk and release wild Pseudodragons in many of the temperate forests of the north. There are however, some wizards who find that milking the venom from their Pseudodragon familiar to be an easy way to make a little extra gold on the side.
In it’s natural state, this venom is almost perfectly clear with
a slight red coloration, and has no scent. To prepare it for use, it must be blended with a light resin base that allows it to be applied to bladed weapons or other sharp objects such as darts or needles.
Once poisoned, the victim falls almost immediately into a deep sleep, and can remain that way for days. Due to it’s non-lethal nature, this poison is gaining favor with city officials because it can be used by city guards to capture criminals, allowing them stand trial for their crimes.
Many wizards and wealthy individuals incorporate this poison into traps used to protect some of their more valuable items.
PSILOCYBE
Created from the same mushrooms as Psilocybin Tea, this poison distills them into a toxin that expands the mind to the point of breaking. The mushrooms are prepared by mashing them up with fermented potato skins and choke berries. This mash is then distilled for at least 12 hours and sealed in a clay jar for a month. The product of this process is a thin, translucent green liquid that smells faintly of vinegar.
When ingested, the victim immediately begins to hallucinate violently, grabbing their head and screaming. They lose all touch with what is around them and simply try to get away from the horrors before their eyes. If used at the wrong time, the victim might put themselves great danger by hurling themselves from a tower, running in front of a fast moving carriage, or diving into the ocean to drown.
In any case, they become an immediate hazard to all around them and should be restrained immediately. As the toxin continues to erode the brain, they eventually stop hallucinating, but at this point the damage is already done.
Even if they recover, they are never quite the same, losing some of the cognitive ability permanently and often developing a mental disorder or nervous twitch.
The only known antidote is strong alcohol that, if administered within the first minute, dulls the mind enough to reduce the effects by half and will prevent any lasting effects. They will however sleep for 24 hours afterwards, and wake with the worst headache of their lives, leaving them at a disadvantage to all actions for 3 days.
PUFFER FISH
Puffer Fish poison is about 1,200 times deadlier than cyanide, and causes the death of countless people each year. Despite that, it is still sought after by the wealthy as a rare delicacy. As a food, it must be specially prepared by very skilled cooks to avoid the poison, and even then, there is still the occasional accident. It is customary for many cooks to sample the fish first as a show of confidence in their abilities.
In the hands of a skilled alchemist, this lethal toxin can be refined into one of the most deadly poisons available. Many parts of the blowfish contain its paralyzing poison.
Once ingested, the victim becomes paralyzed within 3d6 minutes (no save). Then 1d4 hours later, the victim must make a Constitution save every minute or loose 1d6 Con. The DC starts at 15 and increases by 1 every minute. Once poisoned, death is inevitable without the aid of magical healing.
There is no known antidote for this poison.
PURPLE WORM POISON
The poison glands of the purple worm are located just behind the stinger on the tail. There are three of them, each about the size of
a man’s head. The harvesting of Purple Worm poison sacs can be very difficult and dangerous, though some intrepid adventurers have developed a technique where they lure a worm to the surface with several individuals on horseback who then lead it into an ambush where their companions attempt to sever the last three feet of the tail.
The sacs are processed by draining the contents into a large copper pot where the liquid is reduced to about half of its original volume. Resins are then added to make it adhere to weapon surfaces more effectively. The end product is clear with a faintly sour smell.
The poison attacks the muscles very rapidly, causing severe spasms and cramping. The face of the victim contorts as the muscles tighten giving them the appearance of being angry, causing some to give the poison the name Purple Rage.
There is a simple antidote made from the lining of the poison sacs, and is often sold together with the poison.
QUICKSILVER
Despite its name, this one is a slow killer, but this is exactly what makes it all the more dangerous. Absorption of doses as small as a pin head have proven fatal; however, symptoms of poisoning start showing months after the initial exposure, which is far too late for any kind of treatment. A master assassin once spilled a drop or two of the poison on her gloved hand. The quicksilver went through the leather glove and symptoms appeared four months later. Ten months after that, she was dead.
Quicksilver looks like liquid silver, but it is dry to the touch. To make pure quicksilver, the alchemist has to extract it from a rare mineral called Cinnebar, which is a deep red color and is often found near active or recently dormant volcanoes. The easiest way to separate the quicksilver from the sulfur is to heat the rock until the sulfur combines with oxygen and the quicksilver turns to vapor at just below the melting point of zinc. The vapor is then condensed to form liquid quicksilver.
Once ingested, it begins to degrade the nervous system very slowly. The first symptoms will be constant itching, sweating and a loss of sensation in the outer extremities. Later symptoms typically include sensory impairment (vision, hearing, speech), disturbed sensation and a lack of coordination. Eventually, the brain degenerates causing dementia and madness, not unlike the symptoms of rabies.
RHUBARB
A dark green leafy vegetable with red stems. The stems have a very sour taste, but are safe to eat stewed with sugar as a dessert, pie filling, or jelly. The leaves on the other hand contain high amounts of a poisonous substance called oxalic acid.
It is prepared as a poison by reducing the leaves for several hours over low heat. The leaves are discarded and the liquid is put in vials to ferment for several weeks.
The processed poison is used most often as an insecticide, but it is quite effective against larger creatures as well. It causes weakness, abdominal pain and diarrhea. Large amounts can cause coma and death.
SASSONE LEAF RESIDUE
The Sassone tree is one of the few carnivorous trees in the world. They are found in only one region of the vast Gurath Jungle, and are quite challenging to find. This is because they grow parasitically in the upper branches of larger trees in the upper canopy. They eat mainly birds and small climbing mammals
by enticing them onto their broad, thick leaves with a sweet smelling berry-like appendage. Once they touch the leaf, they are immediately paralyzed. The leaf folds over them like a cocoon and begins the digestion process. The appendage attaches to the trapped creature and begins to draw out all of its nutrients. After transferring the nutrients to the tree, the leaf falls off and provides nourishment to the host tree.
The poison comes from the leaves, which have to be collected carefully so as not to damage the large purple bulb at the base. The alchemist expels the bluish green sap into a small jar that is heated until the sap softens into a thin blue liquid. It is then reduced for 30 minutes.
This poison can be applied to a variety of surfaces. When touches, the victim is burned as if by acid, leaving the contact area slightly blackened. Soon after, the victim suffers severe nausea and dizziness for a number of days.
SHADOW ESSENCE
Locating the creature needed for this poison will be difficult, but not as much as defeating it. Shadows are undead who dwell in the darkest of tombs. They can sometimes be lured out of dark corners with bait, that bait being any creature or object tainted with evil. Once defeated, the creature’s physical essence, what there is of it, will dissipate within a minute. This essence must be harvested before this happens.
Since the creature is sensitive to light, it must be stored in a specially prepared container. The vial or flask must have a spell of darkness cast upon it, so that no light can penetrate to spoil the contents. This has the effect of making the vial appear to have nothing but blackness inside, and it is not obvious that anything else is in the container. The vial should always be stored in a dark or dim place as well. A deep pouch can serve this function.
The essence, when used, will appear as an oily black liquid, best hidden in dark sauces. It must be ingested within one hour of application to maintain effectiveness. The venoms symptoms are not long lasting, beginning to fade within ten minutes. However, they are fast-acting, and within seconds of consumption the victim will feel their energy, their very life force draining from them. There is no known antidote.
SHUDDER SPIDER VENOM
The Shudder Spider is a loathsome creature that is found in the darkest forests, awaiting prey from their underground burrows. They are large enough to eat small mammals including rats, ferrets, and even small baby deer according to some stories.
The venom is harvested from the poison glands below and behind the mandibles of the spider, draining it with a large, tin and copper syringe. It must be sealed in an air tight container within 10 minutes after the spider’s death or the venom begins to deteriorate.
This poison is clear with a sap-like texture. It is highly versatile, and can be put in food, drink or used to coat weapons. Those poisoned are left short of breath and faint. As it moves into the central nervous system, they experience violent shuddering and spasms. If the blood thins too much, they are likely to suffer a heart attack.
This poison is very popular with kobolds and orcs.
SLITHERVINE POLLEN
This bright-yellow pollen appears in early spring. It is found
in small bell-like formations inside the pale red flowers of the Slithervine plant. At this time the pollen is not dangerous and is carried by bats and birds that come and drink the nectar from the large flower. Towards the middle of summer this pollen becomes deep orange. It is during this time, after the nectar dries up, that the pollen becomes poisonous and the flower begins to emit a
hideous stench. This smell repels most animals, except ants. This is when the pollen is harvested. Once dried under the sun this pollen keeps its potency for several years. The pollen once dried resembles large clumps of earwax. You can tell when the potency is gone as the pollen will no longer have a smell.
This poison can be ground into a powder and is often passed off as a spice which is added to spicy dishes. It is a neurotoxin and is at its most lethal when ingested. The first effects of exposure to this poison are heavy sweats and a bluish pallor in the cheeks.
SPIDER EATER VENOM
This is a poison most often sought by those seeking to incapacitate a victim for a long time without killing them outright. The unusual creature that produces this toxin is most often found in caves that are up the sides of mountains. Rarely are they encountered below a hundred feet. The key ingredient comes from the solitary stingers of these creatures, and is milky white in color.
This substance can be gathered from the beast while dead or alive, but it will slowly lose potency after the hornet-like creature has been slaughtered. Once acquired, the toxin is mixed with beeswax, creating a slightly sticky substance than can be coated onto blades or arrow tips. Once it enters the blood stream, the venom will run its course unless magical intervention occurs
(such as a potion of cure paralysis).
The immediate effects are minimal, with the victim only feeling a faint tightness in the chest, or mild coughing. After twenty-four hours, the real horror of the poison takes hold. The victim will feel his limbs stiffening, and within five minutes will be unable to move any part of his body except for his eyes, and mouth slightly. Nearly fully paralyzed, the poisoned person will be helpless to do more than breath or look around. The paralysis, untreated, will last at least a week and as many as six weeks. Without a dedicated caregiver, the victim will die from starvation.
STRANGLEWEED
This poison requires the tiny seeds extracted from the Strangleweed vine. This vine can be found in shallows of a warm sea. Anyone seeking to gather this ingredient should be wary of the dangers of strangulation from the source plant. The pollen itself can be found not only on the vines, but floating very near to them in the water. It takes many seeds to make even one does of this weed, as they are so small individually.
Once collected, the seeds should be crushed up, and their drops of juice mixed with a small amount of the sea water
in which they were found. Ideally, this mixture should be thoroughly shaken for many hours before the poison is ready. One easy method to accomplish this is by merely keeping it in the saddlebags of a mount. A good, vigorous run is enough to fully blend the ingredients.
As the poison will always have a salty taste, it is best disguised in salty foods, often poured over seafood. The effects take about ten minutes to show, at which point the victim will have difficulty breathing. For no less than an hour, any activity more strenuous than walking will leave him helpless and gasping. Ignoring this can lead to heart failure and death. There is no antidote, but if the victim keeps his movements to a minimum, the symptoms will pass within a few hours.
STRIPED TOADSTOOL
It takes these white toadstools three days to grow to maturity. At this time these toadstools grow a blue-brown strip around the top of their cap. Once this happens these toadstool become filled with poisonous spores. It is dangerous to collect these toadstools as they tend to release spores when disturbed. Those gathering these toadstools must be careful to have something to cover their face as they can easily poison themselves otherwise. Gloves are also a must. Commonly used by gnomes and dwarves these toadstools grow in carven mouths.
The raw toadstool is poisonous so nothing needs to be done to get the toxins out of it but it can be boiled and made into a soup or paste. It has little taste and the spores can be placed on food. The paste which is pale white in color can be coated on blades or other weapons. Those poisoned shake uncontrollably and their ears begin to ring sharply.
TENDRICULOS GASTRIC FLUID
Collecting the gastric fluid from this vile carnivorous plant involves a very strange sort of fishing. The collector must cast
a porous metal sphere attached to a chain into its maw which triggers its digestion cycle. The ball has a sponge-like material inside that absorbs the fluid, so after a minute or so, the ball is extracted by pulling on the chain. This often requires a horse or several strong men to do so. Once extracted, the sphere is left to dry for several minutes to avoid unintentional poisoning or acid burns. It is the sealed in a waxed leather bad for traveling.
The sphere is then opened in an alchemy workshop under very controlled conditions. The fluid is expelled into a copper vessel and heated over several hours to neutralize the acid, leaving the neurotoxin behind. The toxin is distilled into a concentrated amber sap-like liquid that can be allied to surfaces or introduced with food.
Once it is introduced to the victim, their muscles immediately seize up, leaving them completely paralyzed for up to 2 minutes.
TERINAV ROOT
The Terinav plant is a low desert scrub brush that thrives in high alkali environments. They are often found in small dry clumps in vast salt flats, and most people mistake them for dead sticks. If they are broken open however, their core is a startling pink color. Those who make the mistake of burning the sticks in a campfire can end up becoming intoxicated by the smoke. Many a traveler has wandered off into the desert night under the influence of this plant. The roots take some work to collect, but they have a very different application.
The roots are pink in color when harvested. They must be dried slowly in a kiln until they become translucent, and then ground into a fine powder. The powder is blended with a tacky resin that allows it to be applied to surfaces and easily absorbed through the skin.
When touched, this poison causes extreme itching that radiates out from the point where it was introduced, and effects the whole body in a matter of seconds. The victim becomes extremely distracted by the itching and looses much of their manual dexterity for several minutes.
The only antidote is washing the entire body with strong alcohol or some other solvent.
TOADSTOOL
This poison can be derived from a number of various mushrooms, though most alchemists prefer the Fire Fungi, a breed of bioluminecient mushroom that is found in many deep caverns. These mushrooms are easy to spot as they are short bulbous things that seems to be made from glowing magma. They are deceptively cold to the touch however, and are sometimes used by underground travelers as a convenient light source, for they will continue to radiate light for several days after being harvested.
The Fire Fungi have to be dried out for use, which is done by hanging them over a low fire or coals for several days. The dried mushrooms are ground into a powder that is ready to be used.
When ingested, the victim will begin suffering severer stomach pains, dizziness and diarrhea within the next few hours and this will last up to 12 hours. As the toxins are absorbed, the victim gets deceptively better for a short time, and they may even think that they have recovered, but a few days later, they suffer massive organ failure, dying in agony within minutes.
There is an antidote made from charcoal that can be used within the first 12 hour of poisoning. After that, there is nothing that will keep the victim from dying short of magical intervention.
TROLL BLOOD
Although used in some beneficial potions, troll blood can also be used to brew a particularly nasty poison that affects the mind. The toxins are extracted from the blood through a distillation process followed by several days of slowly reducing it to a syrupy gray liquid. This thick fluid can then be applied to bladed weapons or traps.
Once it enters the bloodstream, it begins to cloud the victim’s mind and confuse them. They develop a fever and yellow coloring around the eyes. The mental cloudiness eventually wears off, though the skin discoloration and mild fever lasts for several days.
The antidote is a simple infusion of Hissing Weed Tea.
UMBER MADNESS
Umber Madness is an ideal venom for when the poisoner’s escape is paramount, due to its prolonged incubation period. The poison also functions with several methods of application; ingestion, injection, inhalation, or even solid skin contact is enough to inflict its effects. After this is done, it can be anywhere from one to three weeks before symptoms begin to show, allowing the culprit plenty of time to escape and establish an alibi.
This certainly comes at a cost, however, as the only source
is the eye of an umber hulk, a monster feared by even veteran adventurers. In life, the creature can instill madness with a simple gaze. In death, the unique, polyhedral-shaped eye of the umber hulk can provide the fluid needed to make the venom. Preparation varies, depending on preferred method of delivery, but the result poison is a thin, golden liquid.
The effects begin gradually, only detectable by those who know the victim well. Small changes in personality, mood swings. These degrade over weeks, causing insomnia and hallucinations, increasing in severity. In many cases the victim goes permanently insane, but some strong-willed individuals have been known to regain their former selves, with much treatment and help.
UNGOL DUST
The White Ungol spiders are gigantic arachnids that usually live along trails in deep, ancient forests, or in caves near mountain passes. These are semi-intelligent creatures, making the collection the necessary ingredients all the more difficult.
The Ungol Dust is not collected from the spider directly,
but from the dessicated remains of their victims which often litter the ground near their lair. Of course the trick is to get the web wrapped corpse without joining them. Once this is done however, the processing is quite easy.
The dried corpse must be removed from the webbing, cut open, and the dried organs removed. The organs and ground into a fine dust and baked for a few hours at low heat to remove any lingering moisture. The dust is usually put into a leather pouch with a copper nozzle which can be squeezed to expel a small cloud of dust at the intended victim.
This is a particularly vindictive poison, because rather than killing someone, it destroys their skin and features. Once inhaled, the dust propagates through the upper capillaries and into the skin which begins to dessicate almost immediately. Their skin turns gray and translucent, with the blood vessels showing through slightly. The skin wrinkles and atrophies until the person looks as if they have been mummified.
Their health will otherwise be unaffected, and they will continue to function normally in all other ways.
Over time, they can recover most of their original appearance, but they are never quite the same again.
The effects can be avoided if the person immerses themselves in milk within 24 hours. They must remain immersed for at least an hour to benefit from this remedy.
UNGOL VENOM PASTE
This poison, also known as Glue Venom, is a modified version of a potion of spider climb, which is one of its two main components. Despite what the name implies, the poison comes not from an actual venom, but from the sticky goo secreted by the White Ungol spider. This sticky substance can be scraped from the hairs of the creature, but it must be fairly fresh, as the goo will dry and harden over time.
This thick glue needs to be mixed with a full vial of spider climb potion, and then heated for several hours. This helps
to thin the viscosity and make it drinkable. Unless tested, or magically identified, this concoction is indistinguishable from a potion of spider climb. When consumed, it will temporarily (1 minute) mimic the expected effects, meaning that the imbibers hands and feet will become sticky enough to allow him to climb on vertical surfaces. However, after the first minute, the stickiness will spread to other parts of the body, eventually coating all but the victims head. Moving at all will be difficult, as almost anything will stick to the person’s body. Items held by the victim will be impossible to put down.
There are a few ways to counteract the effects, none of them pleasant. One way is to immerse oneself in fire, long enough to burn away most of the substance. This will obviously be painful and damaging to the victim, and could easily harm them permanently or worse. Another method is to use boiling water, poured over every area where the skin is covered. This can have equally bad effects. Finally, the victim can coat himselfwith dirt and dust, and over several hours. The clinging goo will slowly lose its effectiveness, enough to be washed away with warm water and soap.
VERMIN VENOM
This venom can be acquired from the glands of almost any giant insect that feeds on decaying plant matter. When first collected, it is the color of spoiled milk.
Vermin venom is prepared through a simple fermentation technique that removes most of the smell and producing a white, milky fluid. It is better when the venom is milked from a living specimen, though this is obviously more dangerous. If taken from a dead specimen, victims will have an advantage when making their saves against its effects.
The antidote is a fairly common one that is easily obtained from any competent alchemist.
VIOLET FUNGUS POISON
The inexperienced might, at first, view their harvesting of this fungus as a simple one, free of threat. The mushrooms which make up this poison seem to lie innocuously upon a purple bed of tendrils. Once prodded, however, tendrils will shoot out quite far, attacking any nearby. These tendrils cause the same effects as the final venom.
While it is most often injected into the blood via weapon, even prolonged contact with the skin can be sufficient. The victim will feel both weak all over, shaking, and have difficulty even remaining standing. The feeling isn’t terribly painful, but victims have told of a fear that can grip them, as they feel a loss of body control.
There is no known antidote, but the effects are temporary. Fatality can only occur if the victim exerts himself greatly while suffering. Profuse perspiration is a common symptom, and usually the earliest sign of poisoning. Thirty minutes of rest is usually sufficient time for the effects to fade
VIPER VENOM
This is a common poison, and often one of the first taught to any would-be practitioner of the art. The viper that provides the main ingredient can be found in many locations, and is not too difficult a beast to capture. While viable fluid can still be obtained from the serpent after death, the sacs quickly dry up and lose their potency. It is far more efficient to capture a live viper and drain its toxins into a container.
Care must be taken lest the harvester become the victim. Any small bite is enough to trigger the effects. The poison is almost never fatal, but causes lingering pain in the area of injection. Also, the surrounding body parts become aching and numb, reducing their functionality. If the victim is stabbed in the arm, then it will become heavy and limb, all while delivering a steady dose of pain. The same is true for a leg, and if jabbed in the torso, breathing will become difficult while the poison lasts.
Being so common, antidotes are not too difficult to come by. However, this poison’s effects usually diminish within 20 minutes. Unless such a remedy is right at hand, it’s usually too late to be of use. Once in the bloodstream, the poison takes effect after only a few seconds, and the victim can do little else but tough out the pain while it lasts.
VOCAL VENOM
This poison is more feared by those in power than even the most fatal of toxins. It is considered so dangerous, even possession of it will result in immediate arrest in many areas. Strangely enough, once it is in the bloodstream, this venom does virtually no physical harm to the victim. Instead, he will feel a mild euphoria, and be very friendly with anyone around. And vocal.
So much so that no secret cannot be shared, as if the victim were speaking to a trusted friend. With gentle prodding, anyone under the effects will not only answer any question, they will do so happily and willingly. The secrets that can be spilled have no bound, and no force of will can overcome the compunction to share knowledge.
The key substance for this poison is the blood of a doppelganger. Their innate ability to learn secrets can be
‘stolen’, allowing an alchemist to brew up the most powerful truth serum of all. For proper effectiveness, several quarts of blood, all from the same doppelganger, must be slowly boiled for a long time until there is only a brown sludge remaining. This can be applied to any pointed or bladed weapon, but
is most often used upon a small item, like a dart. Killing the victim would be counterproductive.
Once in the bloodstream, there is no alchemical antidote. However, extreme pain or induced rage can allow the victim a chance to reassert control. Without such measures, the effects last for about an hour, after which the poisoned falls into a gentle slumber.
WYVERN POISON
This is a powerful toxin from a powerful creature. The sting of a wyvern usually incapacitates and often kills. Once extracted, it maintains almost full potency. This venom can be squeezed out of the stinger of a slain wyvern, which is usually far easier than obtaining it from a live one, although that is not impossible.
The poison is a reddish-green color, thick and viscous enough to be easily applied to weapon blades or tips. After injection, the victim will feel a stinging pain at first, followed by a shortage of breath and overall sleepiness. It is not a pleasant feeling
of drowsiness, but rather has been described as feeling slowly covered by tar. This near incapacitation, mixed with the pain, often brings its victims to a state of panic.
The effect lasts several hours, with the biting paid only gradually subsiding. A antidote can be fashioned from wyvern blood, but it must be administered soon after poisoning to be effective.
XILL VENOM
These hexapeds are indeed odd looking humanoids. There strangeness no doubt in part to their extraplanar origins. Yet despite having six limbs to attack with, it is from the bite of these creatures that the venom stems. There are other poisons which can be used to induce paralysis, but this one is sought for its speed and reliability.
Within seconds of entering a victim’s bloodstream, he will fall into a shallow paralysis. Breathing will not be affected, and even quiet speech is possible, but the victim cannot move at all. This effect will usually last for several hours. The Xill developed this poison naturally, as they often seek sacrifices which must be alive. Leaving the victim with the ability to scream is considered beneficial for their rituals.
Like other paralysis poisons, this one can be countered magically, but not with certainty. There is only a 50 percent chance of any normal counter-measures working against this venom’s effects.
YELLOW STAIN
The raw materials for yellow stain are harvested from three sources. The first is the Yellow Fungi that gives the poison its color and its name. It is found in deep caverns near underground lakes or rivers, particularly those warmed by volcanic activity.
The second ingredient is the dung of the Sallow Bat that feeds almost exclusively on the Yellow Fungi and is almost always found in the same vicinity.
The third ingredient is a binding agent made from Thag Beetle resin. The Thrag is a small orange beetle that feeds on the carrion that inevitable collects on the bottom of underground ecosystems. The Thrag Beetles make protective spheres from resin secreted from their mouths and attach them to cave walls. Just prior to death, they lay their eggs in these spheres and then die within, leaving their own carcass to feed their young. Some simply call these Carrion Beetles, and they have been known to cause great harm in large swarms.
Once the ingredients have been collected and returned to the alchemist’s workshop, they are all dried, ground into a fine powder, and baked in a kiln for several hours. The resin melts making a thick yellow paste that can be applied to any bladed weapon, staining it permanently yellow.
One of the fastest and deadly poisons every created, it is delivered into the bloodstream by a wound. Once there, it begins to ravage the victim’s organs, nervous system, and finally the brain. They literally begin to decompose from the inside out. From the moment the poison is introduced, the victim has mere minutes before they are dead and their body liquefies into a disgusting puddle of yellow ooze.
Considered one of the most horrific ways to die, the sight of a yellow-stained blade is feared by even the bravest of souls. It is often said that it is one of the few poisons that is just as effective unused since many will surrender rather than risk the death of the yellow stain.
It is known to be used by one particular cult as a method of ritual sacrifice, with the victim being tied down and then lightly cut with dozens of small, yellow stained wounds.
There is an antidote made from the Yellow Fungi that must be ingested within the first 3 minutes to neutralize the poison.
Due to the rarity of the ingredients, this poison is mercifully expensive and difficult to acquire.
The Primary Effect inflicts 3d6 damage each to Strength, Constitution, and Intelligence. After 3 minutes, these effects are permanent, and after 10 minutes, the victim must begin making death saves every round. If they succeed on their saves, they are in a coma for 2d6 weeks.
YUAN-TI VENOM
Most poisons have a very specific effect, where the only variation is severity. This potion is different in that it can affect a victim in a number of ways, all of which are bad. The source of this venom is from the fangs of the serpentine Yuan Ti. All of them are born with poison sacs, and any one of them can provide a suitable base.
When used in it’s pure form, the venom functions much
like any other, and in this case drains energy from the victim, making it more difficult to do physical chores. This effect lasts for up to an hour. However, this venom can also be altered, when mixed with the actual blood of Yuan-Ti, the combination can be distilled into a greenish paste. This paste can then be burned as incense, or even shaped into a candle.
The fumes from the burning, when inhaled, can trigger assorted effects, and more than one. The victim must make
a separate saves for each of the following effects; lethargy as described above, mental incapacitation leaving him dazed, blind fury which forces him to attack the nearest creature, and paralysis, all of which can last for a full minute. Note that it is possible for a victim to suffer multiple effects simultaneously.
There is no specific antidote, but leaving the area where the fumes are being generated lessens the duration of the effects.
ZOMBIE POWDER
This is a rather nasty necrotic poison that is made from the dried remains of destroyed zombies, and more specifically, their brains. Those collecting the primary ingredient usually just gather the heads to make transporting them easier.
Once they reach the alchemist, the skulls are split open and the brain matter is put into a clay pot where it is baked in a kiln for several hours to remove all traces of moisture. They are then ground into a fine powder that is blended with grave dust and several funerary resins.
When inhaled, this powder immediately causes dizziness and high fever. As it makes its way into the brain over the next several hours, it causes it to decay from within. After 5 hours, the victim begins making death saves. If they succeed, they recover after a few days. If they fail their death saves, they reanimate as a zombie 10 minutes later. Anyone turned into a zombie in this manner is highly contagious, with their bite having the same effects as the original poison.
There is no antidote, but a priest can use their ability to destroy undead to neutralize the poison if it is done within the first 3 hours after being poisoned.