Poisons in Mardlo-Arias | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Poisons

Given their insidious and deadly Nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. .  

Poisons come in the following four types:

  Contact: Contact poison can be smeared on an object and remains potent until it is Touched or washed off. A creature that touches contact poison with exposed skin suffers its Effects.   Ingested: A creature must swallow an entire dose of ingested poison to suffer its Effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced Effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.   Inhaled: These poisons are powders or gases that take Effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its Effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.   Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.   Table: Poisons Poison Type Price per Dose Assassin’s blood Ingested 150 gp Burnt othur fumes Inhaled 500 gp Crawler mucus Contact 200 gp Drow poison Injury 200 gp Essence of ether Inhaled 300 gp Malice Inhaled 250 gp Midnight tears Ingested 1,500 gp Oil of taggit Contact 400 gp Pale tincture Ingested 250 gp Purple Worm poison Injury 2,000 gp Serpent venom Injury 200 gp Torpor Ingested 600 gp Truth serum Ingested 150 gp Wyvern poison Injury 1,200 gp  

Sample Poisons

Each type of poison has its own debilitating Effects.   Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.   Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.   Crawler Mucus (Contact): This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success.   Drow Poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.   Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.   Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.   Midnight Tears (Ingested): A creature that ingests this poison suffers no Effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.   Oil of Taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.   Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the Effect ends and the creature can heal normally.   Purple Worm Poison (Injury): This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.   Serpent Venom (Injury): This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.   Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.   Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the Effect of a Zone of Truth spell.   Wyvern Poison (Injury): This poison must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.   Brawler's Bourbon (Contact Aquatoxin): A creature subjected to this poison must succeed on a Constitution saving throw, Saving Throw DC: 12, or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Uncommon   Brawler's bourbon is a favorite among fighters that don't mind cheating. It looks, tastes, and smells like regular bourbon whiskey, but actually contains a rather potent poison. It has a unique property: ingesting a dose of the poison gives immunity to its effects for 24 hours. Clever cheats will typically take a swig before a fight and accidentally spill some on their hands, delivering a dose with a swift punch to exposed skin. It does not wash off with water. Acquisition: Brawler's bourbon is made from a narcotic plant that resembles black corn, but grows low to the ground and only in the underdark. The kernels are ground to a pulp and mixed into a liquid, typically bourbon.   Cost: 100gp   Mother's Mercy (Ingested): Poison Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw, becoming poisoned on a failed save, and must repeat the saving throw at the start of each of its turns. While poisoned in this way, the creature's Constitution score decreases by 2. On each successive failed save, the creature's Constitution score is further reduced by 1. If a creature's Constitution score is reduced to 0 in this way, it dies. After two successful saves, the poison ends and the creature's Constitution score is restored. Varies   This toxin looks like, tastes like, and has the texture of cow's milk. Those affected by the toxin slowly lose all bodily strength until they are left unconscious, eventually dying peacefully and without pain.   Cost: 600gp   Dust of the Desert Winds (Inhaled): Poison Saving Throw DC: 11 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or take 3 (1d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) poison damage. After five successful saves, the poison ends. If the creature spends its action consuming a liquid, it automatically succeeds the saving throw for that turn. This effect ignores a creature's immunity to poison and poison damage, but cannot affect a creature with no natural bodily moisture (such as a Skeleton or an Iron Golem). Varies   This powder has uses as a desiccant when properly packaged and used in small quantities. However, it is also the favored poison of assassins that dwell in the harsher climates of the world. 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 desiccated husk. Acquisition: Beneath the desert sands grows a fungus that draws moisture from its surroundings. The spores of this fungus can be gathered and stored for later use as a poison.   Cost: 150gp   Young Wyvern Poison (Injury Venom): Poison A creature subjected to this poison must make a Saving Throw, DC: 15 Constitution saving throw, taking 18 5d6 poison damage on a failed save, or half as much damage on a successful one. Rare   Slightly more potent than serpent venom, but not quite as deadly as purple worm poison, wyvern poison is the mid-range vehicle of death for assassins with extremely high-priority or powerful targets. It is kept regulated for the creation of antivenom, especially in regions where wyverns are more common. Acquisition: This poison must be harvested from a dead or incapacitated wyvern. It requires no further preparation.   Cost: Market Value: 800gp  

Knowledge Check

  Many poisons are virtually unknown to those that do not study the subject. The Knowledge Check is a reflection of the relative obscurity to have knowledge of the toxin, as well as providing a Difficulty for a Wisdom (Medicine) skill checks to treat the poison.

Saving Throw

  While most poisons directly aff ect the body, requiring a Constitution saving throw in order to avoid the Primary Eff ect, some seek to aff ect the mind of a target, requiring a Wisdom saving throw. Each poison has the applicable Attribute listed, along with the Difficulty Class. Any damage inflicted occurs immediately upon the failure of the saving throw. Victims that have failed their initial saving throw against a poison suff er from Disadvantage on all subsequent saving throws.  

Frequency

  The listed duration is the amount of time in between saving throws to resist the onset and recurrance of a poison’s Secondary Eff ect. The Secondary Eff ect takes place each time the saving throw is failed.  

Primary Effect

  Upon failure of a saving throw, the character or creature is immediately afflicted with the Primary Eff ect. Any penalties due to loss of Attributes take eff ect immediately. All damage is considered permanent until the victim makes the appropriate saving throw.   In addition, a poisoned creature suff ers from being Disadvantaged on Attack Rolls and Ability Checks. This includes saving throws made to resist the Secondary Eff ects of a poison.  

Secondary Effect

  The character suffers additional eff ects after the failure of the second and subsequent saving throws.  

Increasing Potency

  The poisons listed are at the base Potency, which may be altered by a character with suitable knowledge of poisons and toxins (as determined by the Dungeon Master), and a successful Intelligence check against a DC of 15.   Increasing the potency adds a +2 bonus to the saving throw DC, and an additional damage die is inflicted per failed saving throw.   Diluting the poison and decreasing the potency lowers the saving throw DC by 2, and damage suffered is halved. Additionally, any Wisdom (Medicine) skill checks to determine the nature of the poison has the DC increased by 2.
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 eff ect upon the victim. The veins closest to the surface of the skin become visibly black, giving the toxin it’s disturbing name, as the poison begins working it’s 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 Eff ect: 2 (1d3) Constitution damage
  • Secondary Eff ect: 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 intensely that the remains are little more than charred bones.   There are several methods of creating Blood Fire poison, although the most common involves the fruit of a desert cactus soaked in the saliva of giant lizards mixed with distilled alcohols. After several days of soaking the fruit is removed from the mixture and ground into a paste.  
  • Knowledge Check: DC 12
  • Category: Injury
  • Saving Throw: Constitution DC 12
  • Frequency: one Round
  • Primary Eff ect: 5 (1d6+1) fire damage
  • Secondary Eff ect: 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 pungent juice made from King’s Pear seeds, this milky substance has a rather intoxicating 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 headaches 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, believing that they have suddenly been surrounded by monstrosities. A few unfortunate souls have survived the experience, and the mark of paranoia often follows them until the end of their days.  
  • Knowledge Check: DC 14
  • Category: Ingested
  • Saving Throw: DC 15 Constitution
  • Frequency: one Minute
  • Primary Eff ect: 7 (2d6) psychic damage
  • Secondary Eff ect: 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. Created 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 desiccated husk.  
  • Knowledge Check: DC 16
  • Category: Inhaled or Ingested
  • Saving Throw: Constitution DC 15
  • Frequency: one Round
  • Primary Eff ect: 4 (1d6) poison damage
  • Secondary Eff ect: 4 (1d6) poison damage
  • Cost: 200 gold pieces
  Ghost Blossom Extract Created from the juice of a pale white flower that only blossoms 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 Eff ect: 6 (2d4) poison damage
  • Secondary Eff ect: 6 (2d4) bludgeoning damage
  • Cost: 200 gold pieces
Jade Frog Poison The vibrantly colored tree frog that dwells high in the treetops 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 Eff ect: 3 (1d4) poison damage
  • Secondary Eff ect: 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 local 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 Eff ect: 1 (1d2) Constitution damage
  • Secondary Eff ect: 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. Assassins often utilize the poison on their blades as it has a high enough viscosity not to drip onto their own exposed flesh, plus the rarity often causes medical aid to be less than effective, as healers are unaware of a cure.  
  • Knowledge Check: DC 20
  • Category: Injury
  • Saving Throw: DC 16 Constitution
  • Frequency: one Minute
  • Primary Eff ect: 5 (1d6+1) acid damage
  • Secondary Eff ect: 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 sentence 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 Eff ect: 2 (1d3) Wisdom damage
  • Secondary Eff ect: 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 eff ects.   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 stripping 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 Eff ect: Lose highest 1d4 Spell Slots
  • Secondary Eff ect: 4 (1d6) psychic damage
  • Cost: 750 gold pieces

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!