
Black Death
Alchemy, Poison
Brings agony, convulsions and near-instant death; those who resist survive badly hurt.
From the book
Black Death combines 1 dr. each of mandrake, deadly nightshade, ghoul's tongue and wyvern's tail. It brings excruciating pain and convulsions, then death almost at once. A victim who saves vs Constitution survives, but loses half his remaining hit points and is incapacitated for 1-2 hours.
Poisons are liquids that must be swallowed, so they are hidden in food or drink. Each dose takes a full day to prepare with a mortar and pestle, a small cauldron or crucible and a steady heat source, with a 90% chance of success plus 1% per level (99% at most). The work is extremely dangerous: the maker saves vs Dexterity, +1 per level, or is exposed to the toxin. In most of the Atlantean world only alchemists may legally possess poisons, and elsewhere a dose sells illegally for 200-600 G.P.
At a glance
- Ingredients
- 1 dr. each of mandrake, deadly nightshade, ghoul's tongue and wyvern's tail
- Effect
- Nearly instantaneous death
- Save
- Constitution: lose 1/2 remaining hit points, incapacitated 1-2 hours
- Delivery
- Must be ingested (food or drink)
- Equipment
- Mortar and pestle, small cauldron or crucible, reliable heat source
- Time to complete
- 1 full day per dose
- Chance of success
- 90% +1% per level (max 99%)
- Mishap
- Maker saves vs Dexterity (+1 per level) or is exposed to the toxin
- Cost
- 200-600 G.P. per dose (illegal outside alchemists in most Atlantean lands)
- Requires
- Venoms skill (no prerequisite)