Poisons in Misty Isle of Harn | World Anvil

Poisons

Apothecaries, Alchemist and Arcanists can manufacture potent poisons although in many cases possession of poisons and the herbs/ingredients used in manufacture is highly illegal in many regions. Many of these poisons are manufactured by assassins and the church of Naveh.

Poisons are usually supplied in units of 1 dose. The number of applications per doses varies on the size of the weapon.

Applications per dose

Large or Medium weapon (e.g. Shortswords and larger) = 1

Small Weapons (e.g. Daggers) = 2

Small Missile (e.g. Arrows) = 5

Example Herbal Poisons

Night Scorpion Venom

Poison Very Rare

A Sticky black venom. Can be applied to piercing or slashing weapons.

Damage

The target must make a DC 12 Constitution saving throw or be blinded and taking 2d8 Poison damage on a failed save, or half as much damage on a successful save and with no blindness. If the target fails their saving throw by 5 they are Paralysed, however they can make a saving at the end of each round to act normally, but they will still be blind. The Blindness last 2d6 hours.

Shelf-Life

2 years.

Ingredients

Night Scorpion Venom.

Manufacture

DC 15 using Poisoner's kit.

Cost: Sale Price 400sp. Weight: 1/2 Lbs


 

White Death

Poison Very Rare

A white sticky fluid, the most deadly poison made from natural ingredients, which can permanently damage the victim's heart. Can be applied to piercing or slashing weapons.

Damage

The target must make a DC 15 Constitution saving throw, taking 4d10 poison damage and be Paralysed for 24 hours on a failed save, or half as much damage on a successful save with no paralyzation but the victim has 1 level of exhaustion for 24 hours. If the victim is reduced to 0 hit points but survives he will have his constitution permanently reduced by 1d4 points.

Shelf Life

3 years, however must be used within 3 days of application of the weapon.

Ingredients

Gaethipa and white wine.

Manufacture

Made in batches of 4 doses. DC 15 using Poisoners or Herbalist kits.

Cost: 240 sp per dose (black market price)


 

Haze

Poison Very Rare

A grey gel which can be applied to bludgeoning and slashing weapons.

Damage

The target must make a DC 15 Constitution saving throw, and on a fail their vision clouds making obscuring everything over 15ft for 1d6 hours. This gel will remain coated on the weapon for up to 4 hits.

Shelf Life

2 years, however, must be used within 1 hour of application.

Ingredients

Gaethipa, Fallow Mushrooms, Quickweed, and Spirits.

Manufacture

Made in batches of 2 doses. DC 15 using Poisoners or Herbalist kit

Cost: 100sps per dose (black market price)


 

Blood Bane

Poison Common

A blue fluid which can be applied to piercing and slashing weapons. This poison acts as an anticoagulant causing injuries to bleed and slows healing

Damage

The target must make a DC 13 Constitution saving throw, and on a fail there wound starts to bleed badly. At the start of each round, the victim takes d10 damage. The Bleeding can be stopped after a DC15 healing check, 1 use of a healer's kit or the application of magical healing.

Shelf Life

1 year, however, must be used within 24 hours of application.

Ingredients

Turmeric, vinegar, ground copper and arsenic.

Manufacture

Made in batches of 5 doses. DC 15 using Alchemist or Poisoners kits

Cost: 120 sp per dose (black market price)


 

Wheezing Surprise

Poison Common

A pink sticky liquid which can be applied to piercing or slashing weapons. On a hit and entering the bloodstream it will cause a short-term sharp lost of breath and intense bout of coughing.

Damage

The target must make a DC 11 Constitution saving throw, taking 1d4 poison damage on a failure to save and is slowed for d4 rounds, or half as much damage on a successful save with no slow or coughing.

Shelf Life

Indefinite, however, must be used within 3 days of application.

Ingredients

Gaethipa and Brimstone.

Manufacture

Made in batches of 5 doses. DC 10 using Poisoners or Herbalist kits.

Cost: 20 sp per dose (black market price)


 

Ull'nabs Bane

Poison Common

A dark blue sticky liquid with an acrid smell. Can be applied to piercing or slashing weapons.

Damage

The target must make a DC 13 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful save.

Shelf Life

Indefinite, however must be used within 3 days of application.

Ingredients

Baneberry and Doshenkana.

Manufacture

Made in batches of 5 doses. DC 10 using Poisoners or Herbalist kits.

Cost: 20 sp per dose (black market price)


 


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