D&D 5E How to run a successful "poisoned NPC" scene in 5e?

Ah, I see. I mistakenly thought you were referencing something from within D&D itself, like an adventure or supplement which I could look to as a template for how it was handled insofar as the rules are concerned.
There probably is, it's a common enough trope. 1st edition seems most likely.

But for 5e, remember "specific beets general". So "X doesn't work on Y" is a specific rule, which beets a general rule such as "Lessor Restoration heals poison".

Just remembered - there is one in Baldur's Gate CRPG. Description and quest here: Marek and Lothander
 
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Quickleaf

Legend
There probably is, it's a common enough trope. 1st edition seems most likely.

But for 5e, remember "specific beets general". So "X doesn't work on Y" is a specific rule, which beets a general rule such as "Lessor Restoration heals poison".
Of course. What the DM says is how it is. That's the blunt instrument. However, the refined instrument is doing it in a narratively compelling way that engages players in working the challenge rather than evoking groans and eye rolls and "just run with it, it's the DM's show" quips.

To clarify: I'm less looking for permission, and more for inspiration.

Examples from folks' own sessions or past adventures where you've tackled something similar would be terrific.
 


BookTenTiger

He / Him
I think some flowchart planning will really help here.

If this were a book or a movie, you could precisely plan out how the characters will act. In a game, though, it's frustrating as a player to not be able to effect the outcome.

I notice in your plan, though, you have a few different ideas of how this will play out, which is good!

I would be less concerned with how the scene actually plays out, and focus more on how you can communicate consequences to the players. Any action they take should have consequences. You can have it all lead to the same follow-up scene (characters have to get by without the king), but still let it play out as consequences to the characters' choices, not despite their choices.

So, for example:

If they try to cure the king -

The vizier warns them that approaching the king without his permission is a crime.

The guards will try to block them while the royal physician is summoned.

The king will look worse and worse.


If they don't approach -

The king will get worse and worse.

They will head whispers from others in the court, wondering why they don't take actions.

They will see someone running away - if stopped, this person is a spy or a messenger or something, but not responsible for the poison.


If they cure him -

He is whisked away to a secret chamber.

He quickly whispers or sends a secret message: "Act as if I have died, I will send word!"

They hear whispers from others in court wondering how the characters knew and we're prepared for the king's poisoning!
 

jgsugden

Legend
Your gut instinct tells you the right path - this just doesn't work in D&D once you reach a certain level without awkward force.

This storyline is best run at low levels when the PCs do not have easy access to methods to remove poison. After they can just get rid of it with a spell they likely have prepared, it becomes a bit obvious that you want to tell your story despite their abilities. I run these storylines (not for a king, but for a local figure of power in a town, such as a mayor) at levels 1 or 2. I can extent it with curses in the place of poisons at levels 3 and 4. At 5 to 8 I can do a short term storyline with a curse, as PCs do not often have remove curse prepared, but you can expect them to prepare it with the next long rest (or even a short rest for a few oddball characters).

Similar storylines that can achieve similar goals and can still work (although PCs can overcome these with a little guile) are: Imposters replacing the king, Misdirection (I had an NPC use phantasmal force to make the leader of the PCs see his patron ordering the group away on a mission at once), and old age (The king collapses as you speak to him, and his attendants announce his body is giving out. This is no disease, curse, poison or wound - it is just the ravages of time. Unless someone brings him a potion of longevity within X hours he will pass from this realm).
 

Morrus

Well, that was fun
Staff member
We use a houserule condition called "Doomed". Somebody who is Doomed is going to die; there's nothing you can do to change that. It's written in the stars -- the wounds to their body or spirit are too previous. It's a condition that the DM can give to NPCs. Great for those "dying words" scenes without the PCs suddenly ruining all the drama.
 

aco175

Legend
Plot could call for the the ruler to need special plant to heal and the restoration spell only slows it. The PCs may find out that the plant only grow in X place which is where the spy lives or wants you to think he lives. PCs need to travel there and find antidote before ruler dies. They may or may not be wanted by the kingdom for attacking the ruler or ruler planned this and needs the PCs to take the fall while he figures out who the real threat is. If he is in a coma though, he may need to do this from the astral plane.

This may cause the plyers to make some judgements on stuff like guards attacking them and not wanting to kill them, or the ruler trying to help them be sending said guards in another direction or giving the party a NPC if needed- maybe a escape boat ride or something.
 

This is a great time for the PCs to discover the Pharoah is already dead, and their life has been extended by magical means. (Lich? Mummy? Or something else, you decide.)

The poison is not a poison in the conventional sense. It is an elixir deliberately concocted to destroy the reanimating magic.

In effect, the Pharoah has been "poisoned" by life itself.

Let's see them Lesser Restoration THAT.
 


Nitrosaur

Explorer
Maybe the NPC hasn't ingested exactly poison, but something that can't be easily healed? Like grounded glass or some similar small sharp thing? The NPC isn't poisoned, but has something wounding and making it's way through them, so lesser restoration doesn't get rid of it, and even if it's healed by cure wounds, the NPC will soon find itself debilitated again as the foreign objects shred their way through its body.

Edit: Also, maybe some kind of strong hemotoxin? Then, even if the NPC is healed by lesser restoration and cure wounds, it's going to spend some time ill as it's dissolved organs and destroyed blood recovers, so you can justify the need of Regenerate to instantly heal such gruesome damage.
 

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