[Poisoncraft] 2 Copies Left ... Ever!

It's the end of an era. The year was 2004. Tickle Me Elmo was all the rage. Linkin Park was at the top of the charts. A wide-eyed optimist named George Bush was hurtling toward re-election. And a plucky young game designer released a tidy little poison supplement to little fanfare. But Poisoncraft: The Dark Art was the supplement that wouldn't quit. It garnered an ENnie nomination (losing to some fellow named Monte Cook). It quickly climbed the RPG Now best-seller list. And remains one of the best-reviewed D&D supplements ever published. [/nostalgia] :D

There are only 2 copies of Poisoncraft left at Indie Press Revolution, and I've decided that, when they go, I will not be reprinting. True, this is the age of print-on-demand, when a book need never go out of print. But just because we can keep something in print doesn't mean we should. Times are different; the market is different; I'm different. Poisoncraft will remain available via pdf, but if you've been waiting to get a print copy--it's been 3 years for crying out loud!--this is your last chance.

For those who already have Poisoncraft, feel free to eulogize in this thread with all of your fond memories. :p

UPDATE: Those last two copies are gone--apparently scooped up by a retailer pretty quickly after the news broke. -- Just checked, it was Aaron at Noble Knight. Thanks, Aaron!
 
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Justin D. Jacobson said:
For those who already have Poisoncraft, feel free to eulogize in this thread with all of your fond memories. :p

It is a great product. I use the material from my print copy any chance I can.
 

Varianor Abroad said:
Darkblooded hydra! :]
Nice!

One of the best encounters I ever had with my group was an innocuous swamp with a pack of stenchpadders. It took a few rounds for them to figure out what was going on, and then a few more harrowing rounds for them to figure out what to do about it.

For those who don't have the book, enjoy:

STENCHPADDER
Medium Vermin (Aquatic)
Hit Dice: 15d8+60 (127 hp)
Initiative: +1
Speed: 20 ft., swim 60 ft.
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +11/+21
Attack: Bite +16 melee (1d8+7)
Full Attack: Bite +16 melee (1d8+7)
Face/Reach: 5 ft./5 ft.
Special Attacks: Grappling affinity, improved grab,
venomous blood drain
Special Qualities: Amphibious, blindsight 60 ft.,
immunities, vermin traits
Saves: Fort +13, Ref +6, Will +4
Abilities: Str 20, Dex 13, Con 19, Int -, Wis 8, Cha 7
Skills: Hide +1*, Swim +15
Climate/Terrain: Temperate marshes
Organization: Solitary, pair, or pack (4-8)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Medium-size); 31-45 HD
(Large)
Level Adjustment: -
This simple creature looks like a large, flesh-colored worm with a ring of sharp teeth lining its lamprey-like mouth. The stenchpadder is an amphibious, oversized
worm. It swims and squirms without direction or purpose latching onto any living thing that crosses its path. Stenchpadders range in length from 5 to 8 feet. Their skin is gray and slimy and otherwise without distinction, which makes them difficult to spot.
Stenchpadders, despite their name, have no feet and use tiny, coarse cilia for movement in the water and on land.

COMBAT
The stenchpadder's strategy in battle is simple. It latches on to the nearest creature and doesn't let go until it is forcibly removed or until the prey has no
blood left to give.
Grappling Affinity (Ex): A stenchpadder enjoys a +5 racial bonus to all grapple checks made with its bite attack.
Improved Grab (Ex): If a stenchpadder hits an opponent that is its own size or smaller with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +21). If it gets a hold, it can use its blood drain ability in the same round. Thereafter, each successful grapple check it makes during successive rounds automatically deals bite damage and blood drain damage.
Venomous Blood Drain (Ex): A stenchpadder drains the blood from a grabbed victim with a successful grapple check. This attack deals 1d4 points of Constitution drain and exposes the target to the stenchpadder's injury poison (Fortitude DC 21 negates). Initial damage reduces the target's base attack bonus by 2 points; secondary damage reduces
the target's base attack bonus by 2d4 points. This ability is Constitution-based. (Note: This reduction in base attack bonus also reduces the target's grapple bonus.)
Amphibious (Ex): Stenchpadders have a simplistic respiratory system and are able to extract sufficient oxygen from water or air.
Blindsight (Ex): A stenchpadder can ascertain creatures by sensing vibrations in the water, ground, and air through its tiny, but sensitive cilia. This ability enables it to discern objects and creatures within 60 feet. A stenchpadder usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Immunities: Due to its primordial anatomy, the stenchpadder is not subject to subdual damage, ability damage, ability drain, death from massive damage, critical hits, and sneak attacks. Additionally, the stenchpadder's flesh is naturally conductive, making it immune to damage from electricity attacks and effects.
Vermin Traits: A stenchpadder is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).
Skills: Stenchpadders have a +10 racial bonus on Swim checks. *A stenchpadder's dull, uniform appearance affords it a +10 racial bonus to Hide checks when in murky water such as a marsh.
 


Congratulations, Justin! It's a huge achievement to sell out and I'm pretty sure this had a big print run. Poisoncraft had quite a life cycle and just kept selling!

I'm very happy for you... This almost brings a tear to my eye.
 




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