Poison Mixtures

Chokevine Milk:

Tales abound about chokevine and its mythical ability to strangle careless travelers in the Eb’Sarab Swamplands. The truth probably arises from the plant’s natural defensive sap, which alchemists can concentrate and use as a poison. The sap normally enters the bloodstream of a would-be herbivore through needle-like thorns along the vine. The poison produces a painful sting and swelling of the throat that makes it difficult for the victim to breathe.

Efelmane:

The rare drug efelmane has been around for only 20 years, but its reputation is such that people who know about it assume it has been around forever. Efelmane is a favorite drink poison among assassins because it is nearly tasteless. After the poison reduces the subject’s awareness and ability bonus to Spot and Listen increasing chance of surprise by 1 in HackMaster terms, an assassin could easily sneak in and kill his victim.

Green Ape Musk:

The green apes of the Obakasek Jungle are aggressive predators who attack prey up to sizes as large as themselves. If they find their prey too much to handle, they release a dangerous musk and flee. The barbarian natives of the Obakasek Jungle, especially the fierce goblin tribe known as the Kumasu Karu, use the venom on blowgun darts to bring down small prey.

Kaldabran Death Fog:

The Kaldabran death fog bears the name of the two brothers who developed it. These Brolenese wizards developed the poison to subdue unruly slaves without harming them, and then added the benefit of a unique delivery system to the substance. The poisonous gas is sold sealed inside a rock that bursts upon impact and then spreads its contents in a cloud with a 10-foot radius, affecting targets inside the area for one round before dissipating.

K’Miwi Sap:

The Alubelok is home to a wide variety of exotic fauna. The K’Miwi tree grows thin and pale in the midst of the stagnant waters of the Alubelok Swamp. Legends among the lizard folk describe its poison as so potent that a bird who lands on its supple branches will die before the avian folds its wings underneath itself. Many intelligent creatures in the swamp have used the sap as a major ingredient in poisons for untold eons. While K’Miwi trees grow in many swamps, those in the Alubelok produce the most potent toxin.

Kobold Squeeze:

This bitter mixture causes feelings of tight constriction, difficult breathing and sometimes loss of consciousness or even death. Kobolds of the Arajyd Hills have been using it as a poison on their swords and spears for centuries; their shamans collect it from the skin of poisonous lizards to the east.

Lamish Berry Juice:

The lamish berry grows in high mountains, usually right at the tree line. A skilled alchemist can make its scarlet juice into a deadly poison. Curiously, the dwarves of the Byth Mountains make a sweet drink out of the same juice.

Ochre Mist:

Ochre mist is a diabolical poison accidentally invented in the labs of Bet Kasel’s College of Alchemy. In its basic form, the poison appears as a rust-colored lump that looks much like dried clay. When exposed to high temperatures, the lump gives off a slightly acrid odor. Inhaling the fumes causes disorientation, trouble with concentration and short-term memory loss.

Ooraau:

This sleep-inducing substance is a boiled concoction made from the crushed innards taken from three varieties of snails usually dug or dredged from the harbor or found in the sands off the Loonan shore. Properly applied, ooraau coats weapons with a dark, shiny, waterproof coating. It causes 1d4+1 rounds of unconsciousness as its initial and only damage. The blood of the victim will neutralize an ooraau weapon coating after a single damaging attack. Ooraau resists damp and cold, but does not keep well if weapons treated with it are sun-baked or exposed to fire. The ooraau-coating will quickly flake, crack and crumble away. A vial of ooraau holds enough to coat four Medium weapons.

Purgishow:

Also known as dark elf poison, this potent infusion is only rarely found outside the subterranean realm of the shadow elves. While the initial unconsciousness lasts but a minute, the secondary unconsciousness lasts up to 2d4 hours.

Saadolos Extract:

Saadolos is a root that grows only on the shores of Reanaaria Bay, mostly on the western shore. Rumor has it that tax-escort Helms in Geanavue use it on their hand crossbows. Theeffects last for one hour, minus a number of minutes equal to the victim’s Constitution score.

Salt Basilisk Ash:

Dried ashes of burnt salt basilisks, when mixed with certain minerals, form a deadly poison. The salt basilisk formerly dominated the Elos Desert, but is now extremely rare. Dejy hunters in the Elos Desert and humanoids in the Legasa Peaks are the principal users of this exotic poison.

Sittik:

Sittik is venom extracted from the marine snake known among the people along Lake Adesh as the “sleepy weed,” for its lack of energy. Humans use sittik on spears to weaken or paralyze large game animals.

Tart Water:

Tart water is known for its easily identifiable sour aftertaste. The poison is a specialty of certain mountain dwarves living in the Elenon Mountains, who presumably use some of the citrus fruits that grow in nearby Mendarn for key ingredients. Tart water is used as an arrow or bolt poison by some of the mercenary companies that seek employment by Mendarn or Pel Brolenon.

Withering Blue:

As far as is known, this rare poison is made from underground spores, and only found among the stone dwarves of Tellene. Legends among dwarven folk describe it as so undetectable that even the most powerful spells are helpless against it. However, no one has yet supplied any proof to support this theory. A full 8-ounce dose deals damage as listed on the table. However, withering blue can also be administered in eight small doses of about one ounce each (no more than two days between doses) with no saving throw. The victim loses 1 point of Strength and Constitution per 1-ounce dose.

Zeakue:

Zeakue (a.k.a. Breath Taker) is a very rare and virulent, though slow-acting, type of poison used primarily by tribes in the Vohven Jungle. The easiest way to spot this poison is by its bright blue color, though alchemical tests may also determine its origin. A character who comes into physical contact with Zeakue must make a Fortitude save to shake off the effects of the poison. If he succeeds on his initial save, there is no further effect and no further saving throws are required. If he fails, the victim suffers initial damage to his Constitution, begins to sweat profusely and starts to slowly perish. Thereafter, a victim must make a Fortitude save each minute after contact. Any failed save means that the victim suffers the secondary damage and begins to have trouble breathing. Within ten minutes, if still conscious, the victim’s breathing is labored and ragged. After 20 minutes, the victim’s eyesight begins to fade. If the victim is not cured within 30 minutes, whether he continues to successfully make his Fortitude saving throws or not, he dies.

A potion made of simian bone powder and rare herbs from the Vohven Jungle negates the effect of this poison, though it must be taken immediately after the first failed save.