Poisons

Poisons are meant to reflect accurate possibilities in terms of what kind of effects were available. This generally means that expecting to “dip your dagger” in poison and have your opponent drop dead in mid-battle is not a credible possibility.   The most deadly poisons available by natural means in this setting are more useful ingested than injected. They can be prepared into poisons by a skilled apothecary or alchemist, differing from the natural state in both the ability to mask the taste and the deadliness of the effect. Of course, there are many UN-natural poisons that would be far more deadly than those listed here; you just won’t find those with bushcraft. You’ll find them by harvesting the bodies of deadly magical monsters in dark places, engaging in powerful rituals of magic to summon forth the dew of chaos, or making pacts with demons to draw forth the venom from it.   For any poison or herb to be made into an effective dose, a certain amount of money must be spent (note that the costs below are for production, not retail value), and a test of the apothecary knowledge must be made. Note that if the apothecary has their own lab facilities the material represented by the construction costs will already be present in a basic apothecary/puffer’s lab.   The DC of the wilderness knowledge skill represent the difficulty in finding the specific herb. Most poisons or herbs take one day to prepare a given dose, and one day of searching to find herbs in the wild, assuming it is the right kind of wilderness area and time of year.   The following is a list of some common poisons, followed by other herbs which can be found by those with wilderness knowledge and prepared by those with apothecary skills:   Arsenic:
—Wilderness lore: n/a
—Apothecary: DC12
—cost: 60gp
Arsenic is a poisonous powder that must be ingested. Its taste can be detected by skilled food tasters. 10-60 minutes after ingesting the victim feels nausea and may experience vomiting or diarrhea; after 2d6 hours the victim must save vs. poison or become incapacitated for 1d6 days, after which he must make a second save vs. poison or die.     Cantarella:
—Wilderness lore: n/a
—Apothecary: DC14
—cost: 150gp
A more powerful variant of arsenic, still ingested. Tasteless, colourless and odourless. Both saving throws are at –2.     Autumn Crocus:
—Wilderness Lore: DC12
—Apothecary: DC10
—cost:48gp
This poison is effective ingested, but is one of those rare venoms that can be made into an effective poison to put on a blade or arrow (as an injected poison, it requires an apothecary check and costs 450gp per dose!). The ingested form causes an immediate burning sensation in the throat, and then in 2d3 hours it causes severe and bloody diarrhea, then convulsions, and respiratory failure. The victim must save vs. poison or become bedridden; if he is bedridden after 1d3 days he must make a second saving throw or die. The weapon-variety of this poison must hit and do damage to take effect, if it does so the victim must make a saving throw vs. poison with a +2 bonus after 2d3 rounds, or suddenly drop dead from massive heart failure.     Belladonna (aka Deadly Nightshade):
—Wilderness Lore: DC10
—Apothecary: DC12 (takes 2 days to prepare)
—cost:30gp
Useful in small doses for medicinal purposes as anesthetic and to aid sleep (in said use, the cost of preparation is only 9gp), the poison version will create disorientation when drunk, and make a person highly susceptible (save vs. poison or will answer all questions posed with disinterested candour anyone affected by belladonna must make a save vs. poison with a +3 bonus or will die within 1d6 hours.     Bullrush:
—Wilderness Lore: DC12
—Apothecary: DC8
—cost: 9gp
Bullrush can be prepared as a simple sleeping concoction, in which case its cost is only 18sp, and its effect is to aid in getting a good night’s sleep. As a poison, it can be ingested to cause the person taking it to fall into a drugged sleep within 10-60 minutes of having taken it, being unable to stay awake unless they make a saving throw vs. poisons. They will be unable to be roused for 2d6 hours.     Cow Wheat:
—Wilderness Lore: DC14
—Apothecary: DC10
—cost: 18gp
Cow-wheat is ingested, and will cause its victim terrible headaches, suffering a –1 to attack and skill rolls. Additionally, if they fail a save vs. poisons, they will become utterly confused and incoherent, incapable of effective communication or any kind of activity requiring mental clarity for 1d12 hours.     Cyanide:
—Wilderness Lore: DC12
—Apothecary: DC12
—cost: 90gp
Derived from bitter almonds or laurel, cyanide is a very deadly poison when ingested. Its fumes are equally toxic if burnt. It leads to unconsciousness from respiratory failure and death if a save versus poison (with a –2 penalty) is not made after 2d6 rounds.     Darnell:
—Wilderness Lore DC16
—Apothecary: DC12
—cost: 30gp
When drunk, a person must make a save vs. poisons or go blind for 1d6 hours.     Deathcap:
—Wilderness Lore: DC12
—Apothecary: DC12
—cost: 18gp
A mushroom, when ingested it causes abdominal pain, vomiting and diarrhea, leading to renal failure. Victims must save vs. poison with a +2 bonus or die after 1d10+5 days.     Foxglove:
—Wilderness Lore: DC12
—Apothecary: DC12
—cost: 12gp
Ingested, it causes pain and difficulty breathing, and may cause cardiac arrest. 10-30 minutes after taking it, save vs. poison to avoid death; however, its symptoms are identifiable to doctors; and by inducing vomiting, giving charcoal, and fruit juices, the effects can be significantly nullified, granting a +6 to the saving throw if a skilled physician makes the correct diagnosis.     Hemlock:
—Wilderness Lore: DC12
—Apothecary: DC8 (but takes 2 days)
—cost: 18gp
Hemlock is a deadly poison that is ingested; it is of very noticeable flavour, however, making it difficult to use for assassination. Anyone who ingests it must save vs. poison or will die in 2d6 hours; feeling no pain but only a gradual numbness and paralysis that creeps up the body until one can no longer breathe.     Henbane:
—Wilderness Lore: DC12
—Apothecary: DC8
—cost: 48gp
Henbane can be used to make a healing medicine (costing only 4sh) that can heal an extra +1hp overnight, though drinking it causes a deep sleep (one will not awaken normally from it for at least 10 hours, though if violently roused they may save vs. poison to see if they wake; the sleep being interrupted negates the healing bonus). The sleep usually brings strange dreams with it. In more powerful essence, henbane is a poison, identifiable by a telltale rash, leaving its victim confused before falling into unconsciousness as above; after 10 hours go by, the victim must save vs. poison with a +1 bonus, or will die.     Leopardsbane:
—Wilderness Lore: DC18
—Apothecary: DC5
—cost: 36gp
This plant can be used to make a poison that is effective against animals of various kinds, including cats of all varieties, dogs or wolves, and horses. Animals susceptible to the poison that eat it will die within 10-60 minutes of ingesting if they fail a save vs. poison (felines of all varieties suffer a –2 to their saves). Humans who eat it will feel unwell for several days, but suffer no other ill effects.     Mandrake:
—Wilderness Lore: DC16
—Apothecary: DC5 (but takes 4 days to prepare)
—cost: 30gp
A plant long associated with witchcraft, taking small doses of this drug will produce a hallucinatory trance where the user will experience visions. Prepared as a poison, it must be ingested and works in 10-30 minutes, causing loss of bowel control, nausea, unconsciousness, and then potentially death. Characters must make a save vs. poisons with a +1 bonus, or fall into a coma and die within 10-20 minutes.     Wolfsbane:
—Wilderness Lore: DC10
—Apothecary: DC12 (takes 2 days to prepare, as a poison)
—cost: 60gp
Very well known in its natural form for its capability to stave off wolves or were-wolves, this plant can also be prepared as a significant poison. As a poison, it can be ingested, or made into an unguent that is absorbed through skin. In either form, the immediate effect is a tingling sensation, then numbness and tightness of breath as well as blurred vision. It later causes paralysis and then potentially death. Ingested, death will occur in 1d6 hours if the victim fails a saving throw vs. poisons. Taken from a weapon injury, death will occur in 10 minutes if the victim fails a save versus poison.