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Post by Garolek Dolgarukii on Dec 16, 2009 2:03:15 GMT -6
From my notes for an abandoned city of the Snake-Men, here is a selection of poisons:
(1) Anti-Generative - causes utter sterility; prevents natural healing; any tissue cloned from the victim of this poison dies immediately. (2) Crystalline Coma - The circulatory system of the victim secretes a rapidly hardening crystalline compound. This crystal covers the victim in 1-6 rounds. To move or fight during this time, the victim must save vs Petrification. Once covered, the victim is in stasis until an antidote is applied to the crystal. (3) unnamed hemotoxin - the victim's blood will turn to grey ooze on contact with air. For each die of damage inflicted, the ooze has one hit die. (4) Radio Inducer - causes the victim to become subtly radioactive. Anyone spending 24 hours near the victim must save vs Poison or suffer a mutation. This poison does not adversely affect the victim, only those in contact with prolonged contact with him or her.
The others in my table are pretty standard, one killing and instantly preserving the victim, more being like super-acids that dissolve living tissue.
These toxins are usually found in flasks and vials blown from obsidian. There is a group of Space Alien Irrationalists in the underworld beneath this city who make a habit of poisoning their spears with random Snake-Men poisons.
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Post by chgowiz on Dec 16, 2009 7:58:17 GMT -6
Oh, I like these. I can actually use them in my AD&D game right now. Thanks!
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Post by Garolek Dolgarukii on Dec 16, 2009 10:37:37 GMT -6
Splendid!
I hope they freak your players out. ;D
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Post by chgowiz on Dec 17, 2009 10:12:13 GMT -6
Splendid! I hope they freak your players out. ;D We'll find out - given the nature of my d**ned in my AD&D game, other strange diseases mean more headaches.
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