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Wicked Poisons

PostDateIcon Tue, 08/17/2010 - 3:59pm | PostAuthorIcon w00t

Kid Monster submitted "45 Wicked Poisons" at the Goblinoid Games > Labyrinth Lord forum. (Link to original post)

Kid Monster
A list of 45 vile poisons, for any assassins, anarchists, anti-paladins, or aberrant anti-social antagonists who might be in the (black) market for such foul things (like a few PCs in my group). I wrote these up for my own campaign before the (magnificent) Advanced Edition Companion came out, so they may not fully synch with the new poison rules presented there (which I confess I have only briefly skimmed), but they will hopefully still be useful.
- km
*****************************

Buying Poison

Most lethal poisons have a base cost of 200 GP per dose. The DM is free to adjust this depending on various factors, including the level of law-enforcement presence in the area. Selling, buying, or possessing poison is illegal in all but the most lawless or black-hearted realms.

Assassins, thieves, and halflings have the connections to buy poisons, provided that they are available. Other characters that attempt to buy poison have a base 25% chance of either getting ripped-off, murdered, or arrested.

Poison Codes:

C Contact
(+100 to cost)
I Ingested
G Gas, fumes, or dust
B Blade or needle venom
M Magical poison, need a spellcaster to create
(+ 1d6 x 100 GP to cost)
* Special rare ingredient needed to make
(+2d10 x 100 GP to cost)
U Undetectable w/o magic (+1000 GP to cost)
D Gives off a faint smell or taste (WIS or less on 1d100 to detect)
O obvious poison, strong odor or sinister appearance


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Wicked Poisons Table

d100Result
00-02Balrog’s Brew
03-04Black Toadstool Juice
05-07Blackleaf’s Surprise
08-09Brain-drainer
10Coldheart
11-12DOA
13-15Devil’s Pillow
16-17Driftvenom
18-19Dryad Arrow Venom
20-21Dust Elf Arrow Venom
22-23Dwarfbane Dust
24-25Emerald Death
26-27Feral Pixie Dart Poison
28-29Gloomdust
30-32Gravewine
33-34Green Wasp Poison
35-37Hey, Grandpa!
38-39Horned Ape Venom
40-41Inferno
42-43Invisible Chain
44-45Kill or Cure
46-47Lamia Lips
48-49Mage’s Muzzle
50-51Nagar-Soth
52-54Naptime
55-56Orc Arrow Venom
57-58Purple Mists of Mozog
59-60Scarlet Toadstool Dust
61-62Scorpion’s Kiss
63-64Shatterblack
65-66Slaughterfest
67-68Squidhead’s Surprise
69-70Stagheart
71-72Steak Sauce
73-74Stoner
75-76Stripper
77-79Surgeon’s Helper
80-81The Burn
82-83The Horror
84-85The Mess
86-87Underserpent Venom
88-90Vendetta
91-93Warpskin
94-97Whore’s Vows
98-99Wraith Lilly

Table Results

  • Balrog’s Brew - (B, M, O) Slowly Turns blood to molten lead over 1d6 +1 agonizing, helpless rounds. Instant death once transmutation is complete.
  • Black Toadstool Juice - (B,O) A favorite of vampire assassins. Victim begins to simply rot alive (-1 CON and CHA per hour, plus cannot heal lost HP). The corpses of those unfortunates killed by this poison quickly (1d6 turns) melt away to black goo, but their souls have a 50% chance of rising as specters.
  • Blackleaf’s Surprise - (B, *, U) Common in dungeon needle traps. Very expensive, but keeps forever and kills almost instantly. Requires a pinch of lich dust.
  • Brain-drainer - (B, U) Helpless Agony for 2d6 rounds as victim’s brain melts into goo and runs out his ears and nose. Even if countered before death, victim will permanently lose 1d6 INT.
  • Coldheart - (I or B,M, *, D) Ancient dwarf vendetta poison, seldom seen in the modern world. Victim feels pain in chest for three rounds, then heart turns into a gemstone (1d10 x 1000 GP value). The rest of the body is unaffected. Requires a medusa's venom, gathered in a platinum cup.
  • DOA - (I, U) Lose 1 STR an hour until dead. Cannot be countered by any mundane means, and even magical cures (short of Limited Wish) fail 50% of the time.
  • Devil’s Pillow - (C , D). Victim dies peacefully in sleep 1d6 days after contact.
  • Driftvenom - ( B,M,*,D) Magical poison makes victim weightless. He or she simply floats away for 1d4 hours. If the victim is underground or in a building, this is very inconvenient (and possibly fatal, as they will take falling damage when the venom wears off). Outdoors, the victim simply floats off into space and is never seen again. Requires a drop of pegasus milk.
  • Dryad Arrow Venom - (B, M, *, O) Victim slowly turns into a tree, losing 1 DEX, INT, and CHA every hour as skin turns to bark, hair to leaves, blood to sap, etc. When all three abilities hit zero the victim has competed the transformation, and is as immobile and unthinking as any other sapling.
  • Dust Elf Arrow Venom - (B, O) Victim tormented by terrifying, distracting hallucinations for one hour (-2 to all attack rolls and saves). Multiple doses “Stack” the effect, in both intensity and duration.
  • Dwarfbane Dust - (G, O) All body hair falls out. No other effects.
  • Emerald Death - (C, D) Paralysis for 3 rounds, followed by death. Victim’s dead skin is left a very distinctive shade of green.
  • Feral Pixie Dart Poison - (B, O) Peaceful sleep for 1d4 hours. Victims cannot be awakened early.
  • Gloomdust - (G, O) Deep depression overcomes victim, who refuses to move, speak, or do anything for 3d6 hours. 10% chance victim dies of grief.
  • Gravewine - (I, M, *, U) Victims lungs fill up with maggots. Will “Drown” in ten rounds. Made from vampire’s blood.
  • Green Wasp Poison - (B, *, O) Causes a massive, lethal, allergic reaction in most humanoids. Face, neck, and hands swell up to grotesque proportions, eyes swell shut, and victim dies from constricted airways and auto-immune shock after 1d6 helpless minutes.
  • Hey, Grandpa! - (I, D) Minor chest pains and headache for one hour, followed by death
  • Horned Ape Venom - (B, O) Sickness and weakness for 24 hours (victim helpless), then death.
  • Inferno - (B, M, *, O) Nasty fever for 1d6+1 turns (during which time victim is helpless). Then victim spontaneously combusts with incredible heat, and is almost instantly reduced to a handful of blue ash. Requires special scented bath oils from the harems of the City of Brass.
  • Invisible Chain - (I, D)
    A favorite of slavers and kidnappers, generally put in the captive's food and water. Takes effect after one turn, makes victim docile, quiet, and stupid for 2d6 hours. Victims must roll WIS or less on d% to take any aggressive or assertive actions (one try per hour). All attacks are at -2 to hit and damage.
  • Kill or Cure - (I, D). Drinker must save v. poison. If successful, any other poisons currently in his system are purged. If the throw is failed, he dies. A Dwarf “Antidote of last resort”, sometimes used as a poison itself.
  • Lamia Lips - (C, U) Contact poison sometimes used in poison lipstick by elite assassins. Over-stimulation of the brain’s pleasure centers makes the victim helpless with heavenly ecstasy for 2d6 rounds, followed by a massive aneurism and death.
  • Mage’s Muzzle - (I, U) Numbs vocal cords, victim cannot speak for 2d6 hours.
  • Nagar-Soth - (B or I, *, D) Victim has unspeakably horrifying nightmares every time he sleeps. Cannot heal of recover spells. Lasts 3d6 days. 25 % chance every time victim sleeps that his heart will stop.

    [Unendurable Nightmares of Nagar-Soth]
  • Naptime - (I, U) Another “Micky”. Takes effect after 1d6 minutes. Deep sleep for 1d6 hours. Impossible to wake victim up before duration ends.
  • Orc Arrow Venom - (B, O) Only about 10 % of orc tribes still retain this ancient recipe. One failed save within 24 hours: Sickness & nausea (-2 to all d20 rolls). Two failed saves within 24 hours: Unconscious 1d6 hours. Three failed saves in 24 hours: Death.
  • Purple Mists of Mozog - (G, *,O) Dreaded poison gas kills instantly. A save must be made each round that a breathing creature spends in the gas. Dissipates in 3d6 turns underground, or 3d6 minutes above ground.
  • Scarlet Toadstool Dust - (G, *, U) Victim appears catatonic and totally unresponsive, but in their mind they are trapped in a hallucinatory fantasy world where their every wish comes true. Victim must roll WIS or lower on 1d100 to escape, one try per day. After three failures, they are lost in their inner fantasy forever. Scarlet toadstools grow only in dragon’s dung.
  • Scorpion’s Kiss - (I, D, ) Another common “Micky”. Deep sleep for 2d6 hours. 10% of victims enter a coma and simply never wake up.
  • Shatterblack - (C, M,*, U) Victim and possessions turn into glass. Requires an elf’s tears to make.
  • Slaughterfest - (C, D) -4 to saves. Paralysis for 3 rounds, followed by death. This poison is so incredibly toxic that a second person can even be poisoned simply by touching the body of a person killed by it with their bare hands (Save v. poison at +2). Difficult to safely handle, even an experienced killer will accidentally poison himself 5 % of the time.
  • Squidhead’s Surprise - (C , M, U) Bad headache (-2 to attacks & saves) for one hour, followed by agonizing headache (helpless) for one turn, then head explodes in a shower of blood, brains, and skull fragments (all in 10' must save v. breath weapon or take 1d4 damage).
  • Stagheart - (B or I, D) Great euphoria and energy for 1d6 hours (+1 to hit and damage), then heart stops.
  • Steak Sauce - (I ,C , or B, U) Victim’s body begins pumping out pheramones that attract predatory creatures for the next 24 hours. Double normal chances of wandering monsters. Victims without a super-human sense of smell or a magical means of detecting poison may not even realize that they have been poisoned, and just think themselves unlucky.
  • Stoner - (B, M, *,U) Painful stiffness for 1d4 +1 rounds (-2 to all d20 rolls), then victim and possessions turn to stone, then stone animates and attacks all present. Stats as a living statue. Requires gorgon’s blood.
  • Stripper - (B or I, D) Victim’s skin melts off. Other organs remain intact. Death from hypothermia, dehydration, and shock finally comes after 2d6 helpless minutes of screaming agony.
  • Surgeon’s Helper - (G, O) A rag or mask soaked in this poison must be held over the victim’s nose and mouth for one full round. Sleep for 2d6 turns.
  • The Burn - (I, U) Helpless with burning fever for 1d4 days, then 90% chance of death. Those who survive left sterile and covered in scars (-1d6 CHA).
  • The Horror - (I, D) Ten rounds helpless with unbearable fear, then heart stops. Victims slain by this poison are left with an expression of utter horror on their faces, a sight known to disturb even hardened assassins. Creatures immune to fear are immune to this poison.
  • The Mess - (I or B, D) 2d6 helpless rounds of agonizing gut pains, then internal organs turn to goo and spray out victim’s anus in a shower of explosive, bloody diarrhea. An infamous tool of orc tribal politics.
  • Underserpent Venom - (B, U) Keeps forever. A common needle trap poison in dungeons. Three rounds of paralysis, followed by death.
  • Vendetta - (I, M, *,U) Eyes heat up to white-hot temperatures over 2d6 agonizing, helpless rounds, then explode. System Shock roll needed to avoid death from head trauma, victims who live still face 2d6 damage plus permanent blindness. Magically, the last sight the victim sees is the face of the one who poisoned him. There is no way for an assassin to negate this effect. Requires an eyestalk from a Tyrant Orb.
  • Warpskin - (B, M,*, O) Victim shape-shifts at blinding speed between dozens of different forms for 2d6 helpless rounds until finally killed by system shock. Made from doppelganger’s spinal fluid.
  • Whore’s Vows - (I, D) A common “Micky”. Takes effect in 2d6 minutes. Victim becomes stupid (-4 INT), suggestible (-4 WIS) , and horny. Similar to alcohol but effects more profound and victims are more docile.
  • Wraith Lilly - (B or I, M, *, D) The victim slowly turns insubstantial and translucent, fading in and out of reality. After 1d6+1 hours, they simply fade away to nothing, and can be restored to life only by a limited wish. Requires a flower found only on the Astral Plane.
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