Difference between revisions of "Prepare Ingestive Poisons (sage ability)"

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Knowledge regarding the mixing/making of ingestive poisons for the purpose of harming others. Ingestive poisons are those that must be consumed rather than introduced into the bloodstream (through an injury), and should be considered separate from either [http://en.wikipedia.org/wiki/Toxin toxins] or [http://en.wikipedia.org/wiki/Venom venoms].
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[[File:Prepare_ingestive_poisons_2.jpg |right|560px|thumb]]
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Provides [[Knowledge Points|knowledge]] regarding the mixing/making of '''[[Ingestive Poisons|ingestive]] [[Poison (substance)|poisons]]''' for the purpose of harming others. These are introduced into consumables through knowledge of [[Dosing (sage ability)|dosing]].
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The character must compound the poison, a process that requires a [[Laboratory|laboratory]], time and the various ingredients of the poison.  These specific ingredients are, by and large, not too expensive, but some time and the character's full attention is required to produce a result.  Each recipe given below is sufficient to create a "batch" which is sufficient for 4 doses.  Poison cannot be made in smaller batches, nor can it be made in less time than indicated.
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== Amateur-made ==
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The character is able to make a group of somewhat clumsy poisons, which are easily detected (60% chance, minus the knowledge points of the preparer).  Once consumed, the imbiber will know that something is wrong immediately.  It will be clear that a poisoning has occurred, as the first effects take place. In each case below, roll 1d3 to determine the number of rounds that pass (12-36 seconds) before the first effects occur.
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=== Biliosus ===
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'''Ingredients:''' 20 grains [[Aliphatic (substance)|aliphatic]], 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound.
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::This herb-derived poison attempts to promote nausea in the imbiber.  Once consumed, the first effect is an intense nauseated response, at which time the imbiber makes a [[Saving Throws|saving throw]]. A success will mean the imbiber vomits and suffers 1-3  damage. The imbiber will feel sick for 2-8 rounds, reducing their [[Action Points|action points]] by 1 during that time.  No other effects will be experienced.
  
Everything is a poison, there is poison in everything. Only the dose makes a thing not a poison. Therefore, rather than attempt to produce a list of potential poisons, their individual attributes or effectiveness, for game purposes only two results from poison making are considered: lethality and detection. Any proper poison, consumed in sufficient amounts, will cause pain and death. The concern is that the more lethal a poison, the more easily its presence is noted.
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::If the saving throw fails, the imbiber will feel an intense wave of revulsion while vomiting for two rounds and suffering 2-5 damage; the imbiber cannot take any other action at this time. On the third round, the imbiber's [[Strength (ability stat)|strength]] ability will fall by 1 point.  The imbiber will then lose up to 1-4 additional points of strength each minute (every 5 rounds).  This weakness will be complimented by nausea, which will lower the imbiber's [[Armour List|armour class]] and [[Roll to Hit|rolls to hit]] by -2. The nausea will pass within 5-20 rounds after the last strength point is lost; the imbiber's strength will be restored by 1-3 hours [[Rest (healing)|rest]] following the subsidence of nausea.
  
While this may not hold true for extraordinary, unusual poisons found world-wide, this knowledge is not available to an amateur alchemist. The amateur, therefore, must make up their minds as to how lethal they want the potion to be, recognizing that greater lethality produces a better [[Saving Throws|saving throw]] for the potential victim.
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=== Ictus ===
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'''Ingredients:''' 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound.
  
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
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::This fruitseed-derived poison attempts to produce a partial paralysis in the imbiber. Once consumed, the first effect brings a conscious stiffening of the right arm, at which time the imbiber makes a saving throw.  If successful, the stiffness will pass in 3-12 rounds, during which time the imbiber will experience some difficulty and have a modifier of -2 for any action performed with the right hand.
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! Name !! Damage/HD !! Save
 
|-
 
| ailment || 1 || -2
 
|-
 
| grieve || 2 || -1
 
|-
 
| vex || 3 || –
 
|-
 
| rueful || 4 || +1
 
|-
 
| distress || 5 || +2
 
|-
 
| woe || 6 || +3
 
|-
 
| misery || 7 || +4
 
|-
 
| wretched || 8 || +5
 
|-
 
| reaper || 9 || +6
 
|-
 
| quietus || 10 || +7
 
|}
 
The poison is therefore created from source material, reduced, mixed and combined with other small elements in order to produce the lethality desired. Most of this material will be obtained from [[Arboriculture (sage ability)|plant material]] or [[Cultivate Mushroom (sage ability)|fungi]]; to make one dose of ingestive poison, assume that 3 lbs. of material is required.
 
  
Names are added to the individual poison options in order to give easy reference to what poison the character wishes to manufacture.
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::If the saving throw fails, the whole right arm and hand will become immobilized completely for 1-4 hours, during which time the imbiber will be unable to perform any actions with it.  After the time indicated, the effect will diminish, so that the imbiber will be able to regain partial use of the arm and hand (-4 modifier to all actions) within an hour; with each half hour thereafter, the negative modifier will improve for the imbiber by 1 point.
  
Damage per hit die & level indicates the damage the victim suffers if the save vs. poison fails. Poison ignores the character's combat ability, as it [[Hit Points|directly attacks the body]]. Moreover, both the initial die relating to the character's mass and the character's level are added together to produce a potential lethality. A first level fighter, therefore, imbibing a dose of misery, would suffer 14 overall damage were the saving throw to fail.
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=== Somnikus ===
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'''Ingredients:''' 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound.
  
Imbibed poisons of the type that can be created by this knowledge will not kill in a matter of seconds or even minutes, contrary to most beliefs. Expect the victim to experience a loss of one hit die or level every 10 rounds, calculating the amount of actual hit points lost per round accordingly.
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::This herb-derived poison attempts to cause the imbiber to sleep.  Once consumed, the first effect is a sudden awareness of being overtaken by sleep, at which time the imbiber makes a saving throw.  On success, the imbiber will collapse, will feel groggy for 1-4 rounds but will be completely aware of their surroundings and of what might be said.  If wishing to, the imbiber may choose to feign sleep at this point.  The imbiber will not be [https://tao-dndwiki.blogspot.com/search?q=helpless+defenders helpless], however; if they wish, they will be able to defend themselves, though they will suffer a -4 penalty to their armour class and rolls to hit for the time they are groggy. Once the grogginess has passed, this penalty is reduced by 50% for 1 round, and then evaporate the round thereafter.
  
It may seem that the ingested poisons here listed are a great deal less lethal than traditionally in D&D. The change is meant to reflect the effect of common poisons, where a given poison (usually something weak, such as ailment or grieve) is given in daily doses in order to steadily bring about demise of the victim. Faster poisons will be those that can be concocted once greater knowledge is obtained.
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::If the saving throw fails, the imbiber will collapse completely for 3-12 rounds and will be helpless during that time.  If the imbiber has a [[Constitution (ability stat)|constitution]] ability of less than 8, they must make a [[Ability Checks|constitution check]]. If this fails, the imbiber will collapse into a coma for one full day, thereafter requiring a full day of rest before any action can be taken.  Otherwise, the sleeping person will wake up normally once the somnikus poison has worn off.
  
Additionally, common poisons are often mistaken for the onset of a disease or parasitic infestation, so that the necessary antidote fails to be administered. Roll a d12 to see if this occurs. If the result is higher than the number of hit points damage/HD & level, the poison has been mistaken for something else.
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==== Vexation ====
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'''Ingredients:''' 10 grains [[Asphyxiant (substance)|asphyxiant]], 4 grains [[Arsenic (substance)|arsenic]], 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound.
  
Without an antidote, the poison will cause an additional 1d4 damage per day (regardless of the original lethality) for a three-day period. [[Rest (healing)|Resting]] will not begin until after this period is passed. If an antidote is given, resting may begin immediately.
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::This mushroom-derived poison attempts to kill the imbiber.  Once consumed, the first effect is a strong blow to the digestive tract, causing 3-6 damage. This is followed two rounds later by another effect, causing 2-5 damage. If this doesn't kill, the imbiber makes a saving throw; a success will mean that the poison has run its course; no more damage will occur and within 6-8 hours, the imbiber will actually feel better, with 1-4 hit points being restored.
  
Note that the practice of producing antidotes exists in another study entirely.
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::If a saving throw fails, then a third effect will be felt after 5-20 additional rounds, causing 1-3 damage.  The imbiber will then suffer 1 h.p. of damage about 20 minutes later, and 1 h.p. of damage an hour after taking the poison.  This is all the suffering that vexation is able to bestow.  It is rarely sufficient enough to kill a strong, fit levelled person, but it is effective against common folk and as a means to kill vermin.
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See Also,<br>
 
See Also,<br>
[[Alchemy (sage study)|Alchemy]]<br>
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[[Alchemy (sage study)]]<br>
[[Poisoning (sage study)|Poisoning]]
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[[Poisoning (sage study)]]
[[Category:Placeholder]]
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[[Category: Don't Review until 2024]]

Latest revision as of 00:38, 10 July 2022

Prepare ingestive poisons 2.jpg

Provides knowledge regarding the mixing/making of ingestive poisons for the purpose of harming others. These are introduced into consumables through knowledge of dosing.

The character must compound the poison, a process that requires a laboratory, time and the various ingredients of the poison. These specific ingredients are, by and large, not too expensive, but some time and the character's full attention is required to produce a result. Each recipe given below is sufficient to create a "batch" which is sufficient for 4 doses. Poison cannot be made in smaller batches, nor can it be made in less time than indicated.

Amateur-made

The character is able to make a group of somewhat clumsy poisons, which are easily detected (60% chance, minus the knowledge points of the preparer). Once consumed, the imbiber will know that something is wrong immediately. It will be clear that a poisoning has occurred, as the first effects take place. In each case below, roll 1d3 to determine the number of rounds that pass (12-36 seconds) before the first effects occur.

Biliosus

Ingredients: 20 grains aliphatic, 1 oz. horse chestnut or monkshood or spindle, 1 oz. soda ash, 1 oz. woundwort, 1 oz. witherite, 3 oz. gum arabic; 4 days to compound.

This herb-derived poison attempts to promote nausea in the imbiber. Once consumed, the first effect is an intense nauseated response, at which time the imbiber makes a saving throw. A success will mean the imbiber vomits and suffers 1-3 damage. The imbiber will feel sick for 2-8 rounds, reducing their action points by 1 during that time. No other effects will be experienced.
If the saving throw fails, the imbiber will feel an intense wave of revulsion while vomiting for two rounds and suffering 2-5 damage; the imbiber cannot take any other action at this time. On the third round, the imbiber's strength ability will fall by 1 point. The imbiber will then lose up to 1-4 additional points of strength each minute (every 5 rounds). This weakness will be complimented by nausea, which will lower the imbiber's armour class and rolls to hit by -2. The nausea will pass within 5-20 rounds after the last strength point is lost; the imbiber's strength will be restored by 1-3 hours rest following the subsidence of nausea.

Ictus

Ingredients: 20 grains aliphatic, 1 oz. broom or horse chestnut or nightshade or water hemlock, 5 oz. malus domestica, 1 oz. soda ash; 4 days to compound.

This fruitseed-derived poison attempts to produce a partial paralysis in the imbiber. Once consumed, the first effect brings a conscious stiffening of the right arm, at which time the imbiber makes a saving throw. If successful, the stiffness will pass in 3-12 rounds, during which time the imbiber will experience some difficulty and have a modifier of -2 for any action performed with the right hand.
If the saving throw fails, the whole right arm and hand will become immobilized completely for 1-4 hours, during which time the imbiber will be unable to perform any actions with it. After the time indicated, the effect will diminish, so that the imbiber will be able to regain partial use of the arm and hand (-4 modifier to all actions) within an hour; with each half hour thereafter, the negative modifier will improve for the imbiber by 1 point.

Somnikus

Ingredients: 10 grains conium, 1 oz. angel's trumpet or belladonna, 5 oz. white baneberry, 3 oz. soda ash; 5 days to compound.

This herb-derived poison attempts to cause the imbiber to sleep. Once consumed, the first effect is a sudden awareness of being overtaken by sleep, at which time the imbiber makes a saving throw. On success, the imbiber will collapse, will feel groggy for 1-4 rounds but will be completely aware of their surroundings and of what might be said. If wishing to, the imbiber may choose to feign sleep at this point. The imbiber will not be helpless, however; if they wish, they will be able to defend themselves, though they will suffer a -4 penalty to their armour class and rolls to hit for the time they are groggy. Once the grogginess has passed, this penalty is reduced by 50% for 1 round, and then evaporate the round thereafter.
If the saving throw fails, the imbiber will collapse completely for 3-12 rounds and will be helpless during that time. If the imbiber has a constitution ability of less than 8, they must make a constitution check. If this fails, the imbiber will collapse into a coma for one full day, thereafter requiring a full day of rest before any action can be taken. Otherwise, the sleeping person will wake up normally once the somnikus poison has worn off.

Vexation

Ingredients: 10 grains asphyxiant, 4 grains arsenic, 1 oz. four thieves' vinegar, 3 oz. gum ammoniac; 6 days to compound.

This mushroom-derived poison attempts to kill the imbiber. Once consumed, the first effect is a strong blow to the digestive tract, causing 3-6 damage. This is followed two rounds later by another effect, causing 2-5 damage. If this doesn't kill, the imbiber makes a saving throw; a success will mean that the poison has run its course; no more damage will occur and within 6-8 hours, the imbiber will actually feel better, with 1-4 hit points being restored.
If a saving throw fails, then a third effect will be felt after 5-20 additional rounds, causing 1-3 damage. The imbiber will then suffer 1 h.p. of damage about 20 minutes later, and 1 h.p. of damage an hour after taking the poison. This is all the suffering that vexation is able to bestow. It is rarely sufficient enough to kill a strong, fit levelled person, but it is effective against common folk and as a means to kill vermin.


See Also,
Alchemy (sage study)
Poisoning (sage study)