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General Tabletop Discussion
*Dungeons & Dragons
Crafting poison
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<blockquote data-quote="Lanliss" data-source="post: 7097776" data-attributes="member: 6801219"><p>I like the basic idea for this type of thing of having two ingredients, a dry and a wet. You need enough wet to make the dry into a paste, so Spider venom would take a bit of time to make usable. I would allow the player to visit Apothecary shops and such, since a lot of venemous things also have medicinal properties. Once they have enough of the ingredients, I wouldn't make the actual construction take longer than an hour or two, short enough to do over a short rest.</p><p></p><p>I would also give basic quests for some stuff. For example, Spider venom. You need a lot, so you need to find a lot of spiders, or a large spider. Either way, I am sure it can be handled by a Survival or Nature check, to either forage for small spiders or find evidence of a large one in the area. </p><p></p><p>Finding a large one triggers an encounter, where they must kill it in such a way as to not make it unharvestable. I would say any bludgeoning weapons are too risky to use, as they might paste important parts, and Fire damage would burn out the poison. Now they must kill it using only weapons and spells that fall into the allowed categories, making it more interesting. Once they finish the fight, assume they harvest it succesfully and give them 1-3 doses worth of Spider venom, allowing them to make 1-3 batches of Poison, which get 4 uses per batch. That means one spider could give them enough poison for 12 poisoned arrows, or as little as 4.</p><p></p><p>If they go the route of only looking for small spiders, give them 1 dose worth for every 8 hours of foraging.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7097776, member: 6801219"] I like the basic idea for this type of thing of having two ingredients, a dry and a wet. You need enough wet to make the dry into a paste, so Spider venom would take a bit of time to make usable. I would allow the player to visit Apothecary shops and such, since a lot of venemous things also have medicinal properties. Once they have enough of the ingredients, I wouldn't make the actual construction take longer than an hour or two, short enough to do over a short rest. I would also give basic quests for some stuff. For example, Spider venom. You need a lot, so you need to find a lot of spiders, or a large spider. Either way, I am sure it can be handled by a Survival or Nature check, to either forage for small spiders or find evidence of a large one in the area. Finding a large one triggers an encounter, where they must kill it in such a way as to not make it unharvestable. I would say any bludgeoning weapons are too risky to use, as they might paste important parts, and Fire damage would burn out the poison. Now they must kill it using only weapons and spells that fall into the allowed categories, making it more interesting. Once they finish the fight, assume they harvest it succesfully and give them 1-3 doses worth of Spider venom, allowing them to make 1-3 batches of Poison, which get 4 uses per batch. That means one spider could give them enough poison for 12 poisoned arrows, or as little as 4. If they go the route of only looking for small spiders, give them 1 dose worth for every 8 hours of foraging. [/QUOTE]
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