PDA

View Full Version : Poisons of The Society of Three


MindForge
17th February 2006, 06:40 AM
Society of the Three
Nothing is known about this secret organization. Most that have heard its name don’t believe the stories anyway. But to those who would listen they would hear rumors of three enemies turned brothers for profit and murder, creating the largest crime syndicate in the world. This is impossible because thieves’ guilds have always been at each others throats and many times wars between inner city guilds can erupt into violent bloodshed. But there are few that believe that these wars are orchestrated by a higher organization, The Society of the Three. The Society of the Three is also called The Triad of Blood to scare children… But the stories could not be true. Or could they? Vendors speak of poisons that only the triad can make. Unique poisons that can cause strange effects but always lead to death, for that is the reason that the foul poisons exist. A wandering merchant or rogue bearing a tattoo of three triangles on his neck wanders the streets selling unique poisons to those that can pay his prices. He says these poisons were maid in the House of the Three and should be kept secret. Who knows? Maybe this Society of the Three does run all the crime from deep within the recesses of alleys and dark shadows. One thing is certain; the poisons that are said to come from their House of Three are powerful and unique. Many are even magical.

Flame Vein
Type: Injury
Initial Damage: 1d6 Con
Secondary Damage: 3d6 Con
Price: Priceless (normally unattainable; as are all poisons of the Triad)
This poison has a deals initial damage of 1d6 Con as the victims blood literally catches fire causing a massive amount of damage. Instead of the standard one minute, one hour later, once the poison has fully integrated itself with the blood system it deals an additional 3d6 Con, usually killing the victim. At this time the veins literally flare up and flame can be seen under the skin as the skin blackens and the victim burns from the inside out. During the hour between the victim is wracked with pain and is treated as fatigued (Victim has –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.)

Heart Rot
Type: Ingested
Initial Damage: Sickened
Secondary Damage: 2 Con (repeats until cured or dead)
Price: Priceless (normally unattainable; as are all poisons of the Triad)
This poison is usually planted into someone’s drink and has an almost unnoticeable moldy odor. Once ingested the victim will feel sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) Then the real effects will start. The victim looses 2 Con per minute as their insides begin to rot and decay. The internal organs are experiencing a necromantic effect and rotting as if dead at a rapid pace. Even if the victim somehow lives from this ordeal. It takes twice as long for the lost Constitution to heal. Magic healing will heal it normally though.

Eldritch Nightmare
Type: Contact
Initial Damage: 1d6 Int and loss of spells
Secondary Damage: 1d6 hp, 2d6 Int and loss of spells
Price: Priceless
Even high ranking mages in the triad fear handling this poison. It directly affects casting ability. Just coming into casual contact with the poison will create a headache that will get worse over the next few minutes. It deals 1d6 Int damage immediately and removes 1 prepared spell from each level (at random). After one minute, the next effect takes place. During this minute the caster is treated as being dazed from the headache. The sheer pain of the headache causes 1d6 hp damage; the mage loses 2d6 Int and loses another prepared spell from each level (at random). The prepared spells are gone as if the caster cast them. Also a spell caster loses any spell he is no longer able to cast due to the ability damage. A spell caster also is not able to memorize new spells for a number of hours equal to the amount of ability loss to Int that had been dealt.

Ragecrave
Type: Inhaled
Initial Damage: None
Secondary Damage: 2d6 Int, 1d6 Wis, 1d6 Cha
Price: Priceless
Someone that inhales one of the glass vials full of the potent poison Ragecrave will find themselves filled with Rage and wanting to release their anger on anyone nearby. Those affected will find they have no friends and everyone is trying to kill them, or at least that is what they think. Fueled by anger the drug causes them to lash out murderously at all those nearby. It causes mild hallucinations and removes all effects of fear. The rage gives them bonuses (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 1d6+1 minute. During this time the victim can not be consoled and will find the quickest way to kill those that are closest to him or her and then continue. While under the effects of Ragecrave the victim is immune to mind-altering magic and charm.

Soulrend
Type: Ingested
Initial Damage: 1d6 Wisdom
Secondary Damage: 2d6 Wisdom
Price: Priceless; Unattainable
Someone afflicted with this potent poison will find themselves depressed and feel as though no one loves them. Some even commit suicide, but that is for those that are already in the fits of depression. It causes many to forget their tasks at hand and mope about. It is odorless and sweet to the taste. It causes an instant state of depression. This does not matter for some but for those of religious creed it damages their connection with their deity. They lose the sense of piety and can no longer cast their spells correctly. Divine spells require a Concentration DC 20 +5 per level of the divine spell being cast. Some spells may not be available due to the damage to their ability. After one minute another 2d6 wisdom damage is dealt and the effected will no longer feel the need to do anything and will need to make a concentration check DC 20 to perform any action. Again spells require the same Concentration DC 20 +5 per spell level to cast divine spells.

Fleshcrack
Type: Contact
Initial Damage: 1d4 Con
Secondary Damage: 4 Con (recurring)
Price: Priceless
Fleshcrack is another very potent magical poison used by the Triad. The poison causes the victim to dehydrate at a rapid rate. The poison need only come in contact with the victim for its effects to begin. Within moments the victim will take 1d4 Con damage and feel the need to consume water immediately. Those nearby may even notice small streams of mist caused by the water evaporating from their system at a rapid rate. The victim will receive 4 Con damage every ten minutes unless able to keep hydrated with a minimum of a gallon of water. Each 10 minute period the victim does not receive a full gallon of water will receive 4 Con damage. As the victim looses Con their skin becomes dry and begins to crack and peel releasing water into the air. The effects of the poison last for 1d6 hours. If the victim is killed by the effects of the potion their body quickly becomes a dry husk and is void of all moisture.

Bloodflay
Type: Injury
Initial Damage: None
Secondary Damage: None
Price: Priceless
This poison prevents wounds from healing. They will continue to bleed and only magic healing (1/2 effective) can help. For every 5 (rounded down) slashing or piercing damage the victim takes they will bleed for 1 more point of damage per round. For every five points of damage healed 1 bleeding HP will stop. This poison has been used as a last resort for assassins. If discovered they will attempt to get to their mark with a slashing weapon coated with the poison.