Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
poison conversion rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Melatuis1" data-source="post: 3894227" data-attributes="member: 48402"><p>below is page 20 out of the DMG date 1975 on poisions. is this what you wanted?</p><p></p><p>Page 20, AD&D DMG, 1975.</p><p></p><p>ASSASSINS' USE OF POISON</p><p>Assassins use poison just as any other character does, according to the dictates of the DM. That is, they use the normal tables for poison types (q.v.). When an assassin reaches 9th level (assassin), he or she may opt to make a study of poisons. This decision should come from the player in the case of a player character, i.e. do not suggest it or even intimate that such a study can be undertaken. The study will require many weeks and cost from 2,000 to 8,000 g.p. per week. The assassin must find a mentor — an assassin who has already made such a study and actually has put the techniques into practice. In most cases this will be a non-player character assassin of 12th or higher level, who will charge the variable amount. The cost reflects both time and the poisons used in the training. If a player character is involved,, he or she must actually have a wide variety of animal, vegetable, and mineral poisons on hand for the training; but he or she can also set the fee as he or she sees fit.</p><p></p><p>It is not the place of this work to actually serve as a manual for poisons and poisoning. Not only is such a subject distasteful, but it would not properly mesh with the standard poison system used herein. Therefore, the assassin must spend 5-8 weeks to learn each of the following poison skills:</p><p>— proper use of all poisons effective in the blood stream only</p><p>— proper use of poisons effective through ingestion only</p><p>— proper use of contact poisons and poisons effective when in the blood stream or ingested</p><p>— the manufacture of poisons and their antidotes</p><p></p><p>Thus, after 20-32 weeks of study, the assassin will have complete knowl-edge of 90% of all poisons known. He or she can then use poisons at full normal effect and have the following options as well:</p><p>— choose to assassinate by an instantaneous poison</p><p>— elect to use a slow acting poison which will not begin to affect the victim for 1-4 hours after ingestion</p><p>— elect to use a poison which gradually builds up after repeated doses and kills 1-10 days after the final dose</p><p></p><p>The assassin must compound the poison, of course. The DM will have to adjudicate this manufacture as he or she deems best. To simulate such manufacture, h is suggested that a week of time and o relatively small out-lay {200-1,200 g.p. for materials, bribes, etc.) suffice for any poison. In-stantaneous and very slow, undetectable poisons should be more time-consuming and costly, but not greatly so.</p><p></p><p>This does not guarantee the assassin success, naturally, for he or she must stil! manage the poisoning and then escape. However, it will give a far better chance and also provide leverage with regard to a slow poison by knowing the antidote. Note that the assassin can stop his or her study at any point, knowing only the knowledge gained in the completed course of study. Also during any course of study, the assassin may not engage in any other activity, or he or she must begin studying again from the beginning of the course. This means that during from 5-8 game weeks the assassin character will be out of play.</p><p></p><p>One type of poison which assassins can learn to compound is blade venom. blade venom (always an insinuative poison; see Poison Types) evaporates quickly. For the first day after Ms application it does full damage, the second day half, and by the third day none. It is likewise removed by use; on the first hit it will do full damage, on the second hit half damage, and by the third it will be gone. Partially evaporated or used death poisons allow the victim a +4 on his or her saving throw.</p><p></p><p>Poison Types:</p><p></p><p>The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so. Poison potions generally do the same, although you may optionally elect to have any given one be slow-acting, so that the victim will notice nothing for 1-10 hours after quaffing it. Monster poisons are ail effective by either ingestion or insinua-tion into the body and blood stream of the victim. Poison potions must be ingested. If you allow poison use by characters in your campaign, users can purchase ingestive or insinuative poisons only, having to obtain dual-use poisons from monsters.</p><p></p><p>Purchased poisons are classified and priced as follows:</p><p></p><p>Poison : Cost/Dose : Onset time : Damage If Save : Damage If No Save</p><p>Ingestive </p><p>A* : 5 gp : 2-8 rounds : 10 hp : 20 hp</p><p>B** : 30 gp : 2-5 rounds : 15 hp : 30 hp</p><p>C*** : 200 gp : 1-2 rounds 20 hp : 40 hp</p><p>D**** : 500 gp : 1 segment 25 hp : Death</p><p>E : 1, 000 gp : 1-4 turns : 30 hp : Death</p><p> </p><p>Insinuative </p><p>A* : 10 gp : 2-5 rounds : 0 hp : 15 hp</p><p>B** : 75 gp : 1-3 rounds : 0 hp : 25 hp</p><p>C*** : 600 gp : 1 round : 0 hp : 35 hp</p><p>D**** : 1,500 gp : 1 segment : 0 hp : death</p><p></p><p>*Saving throw at +4, chance of tasting/smelling/seeing poison 80%.</p><p>**Saving throw at +3, chance of tasting/smelling/seeing poison 65%.</p><p>***Saving throw at +2, chance of tasting /smelling/seeing poison 40%.</p><p>****Saving throw at + 1, chance of tasting/smelling/seeing poison 15%.</p><p></p><p>Assassins use all forms of poison, other than those listed above, at an efficiency which gives the victim +1 on the saving throw; all other character types use them at an efficiency level which allows the victim +2 on saves (in all cases). Assassins who have studied poisoning have no penalty. (See ASSASSINS' USE OF POISONS.)</p></blockquote><p></p>
[QUOTE="Melatuis1, post: 3894227, member: 48402"] below is page 20 out of the DMG date 1975 on poisions. is this what you wanted? Page 20, AD&D DMG, 1975. ASSASSINS' USE OF POISON Assassins use poison just as any other character does, according to the dictates of the DM. That is, they use the normal tables for poison types (q.v.). When an assassin reaches 9th level (assassin), he or she may opt to make a study of poisons. This decision should come from the player in the case of a player character, i.e. do not suggest it or even intimate that such a study can be undertaken. The study will require many weeks and cost from 2,000 to 8,000 g.p. per week. The assassin must find a mentor — an assassin who has already made such a study and actually has put the techniques into practice. In most cases this will be a non-player character assassin of 12th or higher level, who will charge the variable amount. The cost reflects both time and the poisons used in the training. If a player character is involved,, he or she must actually have a wide variety of animal, vegetable, and mineral poisons on hand for the training; but he or she can also set the fee as he or she sees fit. It is not the place of this work to actually serve as a manual for poisons and poisoning. Not only is such a subject distasteful, but it would not properly mesh with the standard poison system used herein. Therefore, the assassin must spend 5-8 weeks to learn each of the following poison skills: — proper use of all poisons effective in the blood stream only — proper use of poisons effective through ingestion only — proper use of contact poisons and poisons effective when in the blood stream or ingested — the manufacture of poisons and their antidotes Thus, after 20-32 weeks of study, the assassin will have complete knowl-edge of 90% of all poisons known. He or she can then use poisons at full normal effect and have the following options as well: — choose to assassinate by an instantaneous poison — elect to use a slow acting poison which will not begin to affect the victim for 1-4 hours after ingestion — elect to use a poison which gradually builds up after repeated doses and kills 1-10 days after the final dose The assassin must compound the poison, of course. The DM will have to adjudicate this manufacture as he or she deems best. To simulate such manufacture, h is suggested that a week of time and o relatively small out-lay {200-1,200 g.p. for materials, bribes, etc.) suffice for any poison. In-stantaneous and very slow, undetectable poisons should be more time-consuming and costly, but not greatly so. This does not guarantee the assassin success, naturally, for he or she must stil! manage the poisoning and then escape. However, it will give a far better chance and also provide leverage with regard to a slow poison by knowing the antidote. Note that the assassin can stop his or her study at any point, knowing only the knowledge gained in the completed course of study. Also during any course of study, the assassin may not engage in any other activity, or he or she must begin studying again from the beginning of the course. This means that during from 5-8 game weeks the assassin character will be out of play. One type of poison which assassins can learn to compound is blade venom. blade venom (always an insinuative poison; see Poison Types) evaporates quickly. For the first day after Ms application it does full damage, the second day half, and by the third day none. It is likewise removed by use; on the first hit it will do full damage, on the second hit half damage, and by the third it will be gone. Partially evaporated or used death poisons allow the victim a +4 on his or her saving throw. Poison Types: The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so. Poison potions generally do the same, although you may optionally elect to have any given one be slow-acting, so that the victim will notice nothing for 1-10 hours after quaffing it. Monster poisons are ail effective by either ingestion or insinua-tion into the body and blood stream of the victim. Poison potions must be ingested. If you allow poison use by characters in your campaign, users can purchase ingestive or insinuative poisons only, having to obtain dual-use poisons from monsters. Purchased poisons are classified and priced as follows: Poison : Cost/Dose : Onset time : Damage If Save : Damage If No Save Ingestive A* : 5 gp : 2-8 rounds : 10 hp : 20 hp B** : 30 gp : 2-5 rounds : 15 hp : 30 hp C*** : 200 gp : 1-2 rounds 20 hp : 40 hp D**** : 500 gp : 1 segment 25 hp : Death E : 1, 000 gp : 1-4 turns : 30 hp : Death Insinuative A* : 10 gp : 2-5 rounds : 0 hp : 15 hp B** : 75 gp : 1-3 rounds : 0 hp : 25 hp C*** : 600 gp : 1 round : 0 hp : 35 hp D**** : 1,500 gp : 1 segment : 0 hp : death *Saving throw at +4, chance of tasting/smelling/seeing poison 80%. **Saving throw at +3, chance of tasting/smelling/seeing poison 65%. ***Saving throw at +2, chance of tasting /smelling/seeing poison 40%. ****Saving throw at + 1, chance of tasting/smelling/seeing poison 15%. Assassins use all forms of poison, other than those listed above, at an efficiency which gives the victim +1 on the saving throw; all other character types use them at an efficiency level which allows the victim +2 on saves (in all cases). Assassins who have studied poisoning have no penalty. (See ASSASSINS' USE OF POISONS.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
poison conversion rules
Top