d20 Bastion Press A Poisoner's Handbook.pdf

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Table of Contents
Introduction ................................................... 2
The Poison Chain ............................................................... 2
Adding A Twist ................................................................. 3
Feats .............................................................. 61
Monster Feats ................................................................... 63
Monsters ...................................................... 64
Credits
Lead Designers
Steven Creech and Kevin Ruesch
Art Director
Todd Morasch
Additional Designers
Alexander MacLeod, Alexandre van Chestein, Andrew
Anderson, August Hahn, Blaine Seitz, Brannon
Hollingsworth, Brian Dunnell, Canyon Cappola, Chad
Hughes, Charles W. Plemmons III, Chester G. Douglas,
Chris Jones, Christopher Campbell, Corey Ivy, Daniel
Braun, Darrell Ridley, F. Wesley Schneider, G. William
Harper, Gerald Brown, Ian Thompson, J. Thomas Enders,
Jaleigh Johnson, James Wilber, Jeff Welker, Jennifer
Kitzman, Jim Redmond, Jodi Ruesch, Johnn Four, Leora
Cappola, Loki Carbis, Michael Cantrell, Michael Griffith,
Nate Paul, Rasmus Pechuel, Rich Tomasso, Spike Jones,
Stefon Mears, Trampas Whiteman, Trevor Valentine,
Troye Grgurin, and Wiliam Ehgoetz.
Cover Artist
Alex Leonard
Interior Artwork
Alex Leonard, Andrew Baker, Ben Eargle,
Jamie Powers, and Todd Morasch
Playtesters
Christopher B. Jackson, David Brown, David Shearer,
Debbie Brown, Heiner de Wendt, Josh Hubbell, Josh
Rensch, Katherine Rehbehn, Matt Rehbehn, Ramona
Hubbell, and Shannon Bennett
Acknowledgments
We wish to thank Jim Butler, Greg Dent, Brannon Hollingsworth,
Doug Herring of Mystic Eye Games, Clark Peterson of Necro-
mancer Games, Matthew Sprange of Mongoose Publishing, Steve
Wieck of White Wolf, and especially Chester G. Douglas for their
invaluable assistance in the creation of this book. We also wish
to thank our wives and our families for their love and continuing
support. A special thanks goes out to our gaming group for pro-
viding years of inspiration and fun (especially in coming up with
new ways in attempting to kill an infamously resistant and resil-
ient dwarf).
Lead Editor
Duane Maxwell
Creative Director
Jim Butler
Distributed worldwide to the hobby, toy, comic, and book trade by Osseum Entertainment (www.osseum.com) and regional dis-
tributors.
1
Bastion Press and the Bastion Press logo are trademarks owned by Bastion Press, Inc. Òd20 SystemÓ and the Òd20 SystemÓ logo are Trademarks owned by Wizards of the Coast and are used
according to the terms of the d20 System License version 1.0. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc. and are used with permission.
A copy of this License can be found at www.wizards.com. ¨ 2002 Bastion Press, Inc. All Rights Reserved. Printed in the U.S.A. by Walsworth Publishing of Marceline, MO.
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Introduction
Poisons are an integral aspect of fantasy gaming. Not only
do they provide certain classes with the means to disable
or even kill an opponent, but they also add an element of
danger to certain kinds of monsters and traps. Poisons are
the means to cripple powerful and sometimes careless
player characters. Their effects often stay with the charac-
ter over time and hamper his abilities.
Gamemasters who use poisons in their games often
do so with little or no planning. The poison is added on a
whim, as an afterthought, or as a last-minute addition to
an encounter. Poisons, though, have huge story potential
that should not be overlooked. With a little planning,
creative gamemasters can transform poisons into special
events, compelling stories, and memorable campaign
highlights. Consider the following three means to help turn
poisons into exciting game elements that your players will
talk about for years to come.
4. A scholar discovered it but could not keep it a secret;
5. A summoned demon revealed it to a wizard; or
6. One of a countryÔs enemies gives to another to aid it
in a conflict against their common foe.
There are, of course, many other possibilities
gamemasters might think up concerning the origins of an
especially nasty toxin in their campaigns.
3) Creation
How is the poison made or processed? Consider adding
complexity, scale, or wonderment to this link in the chain
to add value to your campaigns:
1. Special time requirement (i.e. mixed on the equinox
or simmered for ten years over an open flame). (This is
especially useful for toxins derived in part or whole from
arcane elements.)
2. Unusual location requirement (i.e. near a volcano,
on the astral plane, and so on).
3. Powerful energy needed (i.e. a fireball must be cast
on it or a dragon must breathe on the mixture).
4. Strange equipment needed (this can be machinery
from a higher tech level, magical equipment, or simply
something foreign).
The Poison Chain
When poison finally reaches the glass of wine or the edge
of a blade, youÔre seeing just one link in a larger chain of
events. ItÔs within each step of this chain where your sto-
ries and adventures lie. LetÔs look at the seven links in a
typical Ñpoison chainÒ:
4) Obtaining The Poison
There are several opportunities to weave the seller, buyer,
and transport arrangements into interesting plot threads.
Assuming the maker of a poison isnÔt creating the
poison for personal use, she needs a buyer. Is there a
criminal organization that she could approach? Corrupt
agencies or guild members? A black market zone or
meeting area? The same problem exists for a buyer who
needs to find a supplier.
Then thereÔs the problem of transport. A substanceÔs
toxicity, ability to be identified, bulkiness, and ability to
be contained are all great options for creating storylines
or background campaign events with which to flesh out
your game world. For example, something is causing
inhabitants of a particular neighborhood or town to sicken
or even die. Investigation might discover a hidden alchemy
lab that accidentally spilled a toxin into the groundwater.
ItÔs up to the PCs to decide what to do about it.
1) Ingredients Or Source
What is the source of the poison? Is it a mixture of ingre-
dients? If so, what are those elements? Rare and exotic
ingredients and sources are ideal for quests, jobs, plot
hooks, and story lines.
For example, the powder from boiled-off black rose
broth creates a deadly substance, but it requires 1,000
petals to ensure the broth is potent enough. Harvesting
that many flowers is difficult and might take the PCs to
new lands or strange locations. This, in turn, leads them
into other stories and side plots.
The source could be difficult to handle. Imagine trying
to scoop out and carry hot lava. Turn the mission into a
puzzling dilemma by making the source dangerous,
aggressive, and poisonous (a green dragon, for example).
Unless the PCs brought processing equipment with them,
the source in its raw form could be heavy or cumbersome,
making it difficult to transport.
What are the legalities surrounding the ingredients or
poisonÔs source? An illegal source could be hard to find
and dangerous to transport. A sacrilegious ingredient
could pose many problems for PCs from followers of
various deities.
5) Application And Use
How must the poison be administered? Ingested, inhaled,
skin contact? Go one step further than this by adding a
little style to a poisonÔs application and use.
Replace the classic needle trap with a stinger,
tooth, or claw trap. Find monsters with body
parts suitable for delivering poisons into a
wound.
A wealthy merchant hollows out random gems
in his vault and fills the fragile husks with a
deadly liquid.
2) Discovery
If the poison is already known, who discovered it and
how? This tale would be great to weave into your cam-
paigns in the form of bardÔs tales, rumors and gossip,
world history, or skill-based lore.
Here are six ideas concerning how a poison might have
been discovered:
1. The poison was an accidental discovery;
2. The poison was initially created to be a healing agent;
3. The PCs unwittingly discover it;
The poison is put into incense form and packaged
in black foil with gold lettering.
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6) Effects
Look for story potential as to how the poison works and
how the victim is affected. For example, rather than slow,
painful death, the poison causes anger and violent rage.
Everyone in town is wondering at the reason behind a
series of recent attacks by local guardsmen. Meanwhile,
the PCsÔ new job of protecting the tannery workers as they
cart their production waste downstream is becoming more
and more dangerous....
could turn out to be useful or essential to another race,
species, or society. This creates a lot of potential for
misunderstandings and story conflicts.
5) Magic- or technology-based. Radiation has created
more comic heroes and villains than any other poison. A
popular science fiction showÔs main villains uses
nanotechnology to overcome opponents. With magical
poisons, the skyÔs the limit for effects and treatments.
Use Poison To Sow Fear
And Create Tension
The use of poison in most games creates two opportuni-
ties for tension. The first is the saving throw. An impor-
tant die roll such as this should always be ÑcelebratedÒ in
the same way game show hosts delay or embellish to add
drama to a final challenge or answer. Start by making the
game table quiet. Then ensure that everyone knows what
the player is rolling for. Next, describe the characterÔs cur-
rent, almost-poisoned state. Delay the dice roll for several
seconds then let the player nervously roll Ódem bones....
The second source of tension is fear of the unknown.
Is the poison lethal? How deadly is it? Even if the character
resists will she still suffer some effects? Will those effects
be permanent? The players wonÔt know the limitations,
7) Treatment
Antidotes are classic material for adventures and quests.
Add new twists and elements by considering the antidote
to be similar to a poison, complete with its own Ñchain of
eventsÒ. Consider an antidoteÔs source, discovery, creation,
availability, application, and effects.
The next time you or the PCs employ poisons in your
campaign, think about the poison chain and make an
adventure out of it. Pick just one link, some links, or use
them all to create side plots, story twists, and entire
adventures.
Adding A Twist
Here are some ways you can add twists to the poisons in
your games in order to surprise players and bring new
life to a classic game element.
1) Poisons donÔt have to be deadly. They can be
employed for reasons other than to kill. Here are a few
possibilities:
* Self-defense. The poison acts fast to incapacitate
an attacker.
* Truth drug. The poison reduces a victimÔs
inhibitions and self-control making
them easier to intimidate or trick.
* Social sabotage. The poison
creates large, red skin blotches and
acne and is perfect for use in social
conflicts, such as bard competitions
or in the pursuit of a love interest
shared by a rival.
* Coma. The poisoner wants to
manipulate others so he puts a loved one
into a coma and holds the antidote to
pressure a rival.
2) Delayed effect. Imagine a poison
that takes four weeks after initial contact
to take effect. The assassin is long gone
and the PCs start with a cold trail....
3) Mind-altering effects. The poison
generates a specific psychosis, such as
turning allies into enemies that the PCs
wonÔt want to simply hack down. A
poison-induced change in
personality or behavior creates a
mystery. And players can have
fun playing weird, poison-
induced quirks until their
PCs are successfully
treated.
4) One manÔs
poison is anotherÔs
cure. The poison
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effects, and side effects of the poison and that creates a lot
of healthy game tension.
Use this to your advantage. Before the PCs even come
into contact with the poison, let them hear rumors that
their foe is known to use poison. Feed them exaggerated
tales of what happens to poison victims. Give them
conflicting information about treatment and antidotes. Use
fake poisons to create false alarms. Make hidden rolls from
time to time. Often, the mere presence of poison in the
campaign creates a little player tension.
a higher political office is simply, cleanly, and silently Ñto
take care ofÒ those that stand in the way. In these sorts of
Ñpromotions,Ò poison often becomes the silent partner that
tips the scales in favor of one individual over another.
In a game, the great thing about poison is that it is
almost exclusively within the province of the gamemaster.
Player characters sometimes use poisons in combat, but
few use them as plot elements to bring a strategy to
fruition. In many cases, the characters are not morally
inclined to use poisons; those who do are usually amoral
or at least dishonorable. Even then, access to poisons is
most often controlled by the gamemaster, unless the
characters also have the required skills to make the poisons
they use. It is the gamemaster, therefore, who best sets
the tone for poisons in the campaign. Knowing what
poisons can do and setting up plots centered around them
can make for exciting game sessions. Player characters
armed with such knowledge can enhance the air of
intrigue, as well as better prepare themselves for the time
that they become the victims....
Poisons In Your Campaign
Throughout history, the applications of poison have
been varied and numerous. Despite what many might
assume, not all of these applications have nefarious
designs at their roots. Often, poison has been used to
help nearly as often as it has been to harm. Several of
these uses are as follows, along with the reasoning
behind them, and why those who elect to use
them do so.
Most commonly, people use poisons to
eliminate rivals. In the context of history,
this particular usage of poison is so
prevalent as to seem commonplace.
Kings and nobles, merchant princes
and guilders...they all retained a few
specialists schooled in killing off those
opposed to their employers. The less
fortunate have also used poison to strike out
against an undefeatable and unflinching tyrant.
In an attempt to free themselves from tyrannical rule,
rebellious insurgents often turn to the only weapon that
can pierce the unassailable tyrantÔs walls and murder him
subtly, thus assuring (or so they hope) their liberty and
freedom.
Political maneuverings, as well, often go hand and
hand with the use of poison. Many wars have begun as a
result of an ambassador falling to poison while in a foreign
land. While the death of an ambassador or other high-
ranking official while on foreign soil already creates an
atmosphere of tension between two powers, once the
presence of poison is detected, the stakes rise
considerably. Couple an event of this magnitude with a
pre-existing attitude of mistrust and apprehension and
the situation deteriorates rapidly from there. Such
raw-edged scenarios attract assassins and
poisoners like carrion attracts vultures.
Poisons are used not only to sow the
seeds of doubt, war, and murder in the
political arena but also to provide
convenient avenues for achieving
or furthering personal dreams,
aspirations, and careers.
The simplest way to
gain rank, status, or
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Poisons: A
Comprehensive Look
One of the problems concerning poisons is its effects on
high- or even epic-level characters: specifically, the high
likelihood that the character will make his saving throw
on nearly every time. In an attempt to counter this prob-
lem, we have created a variant system that allows a
gamemaster to bring the fear of poisons back to those char-
acters. Furthermore, we have created a means for a
gamemaster to quickly find a poison of appropriate po-
tency to use against his party on the spur of the moment
by establishing a toxicity rating to the poisons.
The Poison Summary Table (Table 2) represents a
comprehensive collection of poisons from nearly every
open content source available to date. In addition, we have
also obtained permission from Mystic Eye Games,
Necromancer Games, and White Wolf Publishing to
include poisons from their products that are classified as
Product Identity (see the OGL declaration at the end of
this book for specifics). We wish to publicly thank them
for contributing to this book in such a gracious manner.
DC Modifier = +1 (DC 13)
Damage Die Modifier = +2 (1 + d4)
Special Circumstance Modifier = +8
(Ability Drain (Con (x2)) + Hit Point Damage)
Final Toxicity Result = 11
Table 2 represents a comprehensive compilation of
nearly all poisons available from other publishers that are
both open game content and also product identity (used
with permission). If you plan to duplicate any portion of
this table or the poisons listed, you should reference the
legal information on the last page of this book to determine
what is open gaming content.
Table 2 runs across the bottom of a number of pages,
with poisons sorted alphabetically. An asterisk (*) in an
entry indicates that the effect is permanent. The
abbreviations listed under Type stand for Con tact,
Ing ested, Inj ected, and Inh aled. Always check the entry
for clarifications on the poisonÔs effects.
Variant Damage (Optional):
Variant damage is a new optional rule that puts the fear
back into poisons by causing additional hit point damage
to a character. Under this rule, a character must contend
with the poison on a long-term basis as it courses through
his system. Just as with the normal poison rules, the char-
acter must make both saving throws and if successful, his
body staves off the effects of the poison. The new rule,
however, raises the DC on the second save by two (DC +
2). If the character successfully saves, then he avoids the
secondary damage. If he fails the save, he incurs hit point
damage starting at a particular designated value and then
dropping by one per round until reaching zero. This means
that the character not only takes the initial and secondary
listed poison damage, but also suffers from continual hit
point damage until the poison has either run its course or
is cured through magical means. This optional rule is
meant to show how truly dangerous a poison can be if left
untreated. It also makes a spell such as delay poison much
more valuable to have in a spellcasterÔs repertoire.
For example, if an aranea poisons Brungar, the half-
orc barbarian, he must still make his initial Fortitude save
(DC 13) with failure resulting in experiencing the effects
of the initial damage (1d6 temporary Strength loss). One
minute later he must make a second Fortitude save (DC
15). Failure of the second save results in an additional loss
Definitions and Formulas
In addition to the normal terms used with the d20 system
and poisons, we introduce two new terms for use with
Table 2: toxicity and variant damage. These are meant to
add new elements to the game and provide gamemasters
with additional tools to use in their campaigns.
Toxicity
The toxicity rating of a poison serves as a quick reference
guide to the strength and potential lethality of the poison
and can be determined by the following mathematical for-
mula:
Toxicity = DC modifier + Damage Die modifier
(per die) + Special Circumstance modifier
(You should refer to Table 1 to determine the appropriate
modifier for the category.)
An example of this would be the determination of the tox-
icity for Bone Moss acid:
Table 1: Toxicity Modifier Table
DC
Modifier
Damage Die(per die)
Modifier
Special Circumstance
Modifier
10-12
+0
None
+0
Ability Damage (per effect)
+4
13-15
+1
1
+1
Blindness
Ï1
16-18
+2
d2
+0
Death
+10
19-21
+3
d3
+0
Hit Point Damage
+0
22-24
+4
d4
+1
Other
+1
25-30
+5
d6
+1
Paralysis
Ï1
31-35
+7
d8
+2
Permanent
+4
36-40
+9
d10
+2
Spell-Like Effect
+2
41-45
+11
d12
+3
Unconsciousness
Ï1
46-50
+15
d20
+4
5
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