Poisons


Death Poisons a KingAtimy (Gas): A clear gas with no smell. Causes violent nausea and vomiting within 1 round (victim unable to take any action, save to move at 1/2 rate). Will kill victim through internal hemorraghing if left in it for five rounds. Effects last 5 rounds after victim is removed from the gas. This poison was developed in Ankham and is often sold to Jackscrag. Cost: 1,000 ch.

Cobweb (Ins): A black liquid smelling of distilled spirits. Causes 2d6 damage within 1-4 rounds. On 5th round victim is convulsed with muscular spasms for two days (completely helpless) and cannot hold down food or drink. Causes a dark brown cobwebbing all over the victim's skin that lasts 1-12 months. Save at -2 for severe nausea for 1-4 hours and no discoloration. This poison was developed in Bahr al'Raml but enjoys widespread popularity, especially in Saldon and Anseis. Cost: 500 ch.

Kiss (Ins): A sticky, clear gel usually smeared on a blade. Causes 3d10, instantaneously. Save for 1/2 damage. This poison was developed in Candor and is used throughout the Realms. It is most popular among the Houses Noctilucent. Cost: 500 ch.

Nimious (Ing): A thick white oil with a sweetish smell. Causes 1d6 instantly. Within 1-6 rounds the victim falls catatonic and begins to hallucinate. Save for no damage but -2 on all mental stats while victim fights off hallucinatory effects. Lasts 1-4 hours. Sometimes used recreationally. Nimious was developed in Saldon and is still rather specialized there. Cost: 200 ch.

Nitency (Ing): A syrupy amber liquid, usually dissolved in a hot drink. Odorless, but sweet-tasting. Causes 6d6, takes effect in 1-4 rounds, save at -1 for 1/2 damage. This poison was developed in Arquian and is popular in colder climes. Cost: 100 ch.

Nocent (Ins): A pale yellow gel that turns liquid when heated over 98 degrees. Odorless. Causes 2d6, takes effect instantly, save for no damage. This poison is the most common of all, and frequently used within the Realms. Cost: 50 ch.

Oculovore (Ing): Odorless, translucent liquid. Immediately causes dimming of vision, full blindness after 5 rounds. Effects permanent. Save -4 for half vision until cured. Oculovore was developed in Saldon and tends to be difficult to find. Cost: 300 ch.

Organic poisons: There are a variety of poisons that are distilled from plants and animals, usually named after the plant or animal from which they have been taken. Cost varies - see an alchemist.

Paeonin (Ing): A white liquid or powder with a distinctive smell of cherries. Causes 4d8, takes effect in 1-8 rounds, causes nausea lasting 1-4 turns, save at +2 for 1/2 damage. This poison was developed in Bahr al'Raml and is commonly found in the Realms. Cost: 300 ch.

Scotoma (Gas): A clear gas with no smell that causes violent vertigo and muscular contractions (sv. vs. dex every round or fall, -2 to all physical stats). Takes effect in 1-10 rounds, lasts 10-40 rounds after the victim is removed from the gas. Save for +2 to dex rolls (18 max) and no penalties to stats. Will kill victim who is left in it for 10 rounds. Developed in Saldon but particularly popular in Ankham. Cost: 600 ch.

Scouther (Gas): A clear gas with the smell of new-mown hay. Causes tears and choking in 10-40 rounds (victim blinded, can take no action while fighting to breathe; save allows half-movement). Lasts 6-12 rounds after victim is removed from the gas. Scouther was developed in the labs of Carillon University and is particularly used by the Dominions military to incapacitate enemies. Cost: 800 ch.

Spiderkiss (Ins): A translucent gel with a faint bitter odor that causes sleep in one round, -4 to save, which acts as a sleep spell. Developed and favored by the dark aseku. Not usually sold.

Tear (Ins): A salty, pale yellow liquid with no odor. Causes 5d6, takes effect in 1-10 rounds, causes severe cramps for an additional 1-4 rounds, save +1 for 1/2 damage. A commonly used poison of unknown origin. Cost: 100 ch.

Torture (Ins/Ing): A resinous, greasy poison that will liquefy at body temperature and can be used to coat blades in cool areas, or as an ingestive poison. It has a faint oily smell and flavor. Victim saves at -4. This poison causes 10 points of damage per round until the victim dies. Torture is extremely rare, developed by the yuanu-ti. Never sold.

These poisons are generally sold in vials (cost given is for one vial). One vial will coat 6 arrows, 12 needles, 1 dagger or 1 spear point, poison 2 cups of beverage or fill a 10x10 area with gas. Insinuative poisons wear off of weapons after one usage or after 2 days unused. Ingestive poisons store well for one year; insinuative poisons store well for two years; gases store well for 1-4 months.