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*Dungeons & Dragons
Crafting poison
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<blockquote data-quote="GhostGirlJezz" data-source="post: 7412944" data-attributes="member: 6951861"><p>I might suggest looking at some real poisons in the world (poisonous plants/animals, or various animal venoms perhaps?) and look at their effects. Elderberry bush, for example, contains trace amounts of cyanide. It would take a lot of distillation to kill someone, but it might (when paired with the right ingredients or magical effects) work well enough to cause extra damage when applied to a weapon. Look at monsters in the MM that cause poison damage, and maybe require the player to gather ingredients from those monsters. </p><p>I believe that somewhere in the DMG there is a list of poisons, rated by cost. You could look at where those poisons would likely come from, and see what kind of ingredients might be available to the people making them in the first place. </p><p>All of this basically boils down to something like this:</p><p>Drow Poison</p><p>Ingredients: Cave spider Venom(1 vial), (Insert poisonous cave mushroom here)(2), a pinch of black salt.</p><p>process: *Must be made somewhere with no sunlight whatsoever. If sunlight hits any of the ingredients before they are finalized together, that ingredient becomes inert, and the poison is ruined* distill spider venom (probably takes 1hr or so), crush mushroom, strain, mix salt into mushroom juice, mix in venom. (This process does not in any way have to be realistic, it just has to be believable enough to keep immersion. it is a game after all.) </p><p>total time elapsed: 1.5hr, plus gathering of ingredients (Done in game)</p><p>Uses: 4 uses per vial (each vial of spider venom/2 mushrooms produces 1 vial of poison)</p><p>DC: 16 to craft 1 vial. (DC increases per DM's digression if the player wants to rush it/they try to flub some of the ingredients)</p><p>Result: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.</p><p></p><p>Obviously, since I pulled this directly from thin air, it can absolutely be changed/altered/ignored, but it's interesting to think about. It ads a layer of worldbuilding that the players often don't expect, and are pleasantly surprised by.</p></blockquote><p></p>
[QUOTE="GhostGirlJezz, post: 7412944, member: 6951861"] I might suggest looking at some real poisons in the world (poisonous plants/animals, or various animal venoms perhaps?) and look at their effects. Elderberry bush, for example, contains trace amounts of cyanide. It would take a lot of distillation to kill someone, but it might (when paired with the right ingredients or magical effects) work well enough to cause extra damage when applied to a weapon. Look at monsters in the MM that cause poison damage, and maybe require the player to gather ingredients from those monsters. I believe that somewhere in the DMG there is a list of poisons, rated by cost. You could look at where those poisons would likely come from, and see what kind of ingredients might be available to the people making them in the first place. All of this basically boils down to something like this: Drow Poison Ingredients: Cave spider Venom(1 vial), (Insert poisonous cave mushroom here)(2), a pinch of black salt. process: *Must be made somewhere with no sunlight whatsoever. If sunlight hits any of the ingredients before they are finalized together, that ingredient becomes inert, and the poison is ruined* distill spider venom (probably takes 1hr or so), crush mushroom, strain, mix salt into mushroom juice, mix in venom. (This process does not in any way have to be realistic, it just has to be believable enough to keep immersion. it is a game after all.) total time elapsed: 1.5hr, plus gathering of ingredients (Done in game) Uses: 4 uses per vial (each vial of spider venom/2 mushrooms produces 1 vial of poison) DC: 16 to craft 1 vial. (DC increases per DM's digression if the player wants to rush it/they try to flub some of the ingredients) Result: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Obviously, since I pulled this directly from thin air, it can absolutely be changed/altered/ignored, but it's interesting to think about. It ads a layer of worldbuilding that the players often don't expect, and are pleasantly surprised by. [/QUOTE]
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