Atlantean Trilogy Archive
An alchemist shapes a clay golem beside copper furnaces and a homunculus in a jar, with whales drifting past a sunken city beyond.

Curare

Alchemy, Venom

A plant toxin known mainly to jungle tribes, usually put on darts or arrows; it paralyzes almost instantly and can stop the heart and lungs.

From the book

Curare is a plant poison whose recipe is generally known only to the shamans and warriors of certain jungle tribes, who usually put it on the tips of darts or arrows. It strikes almost at once, within 1-2 rounds, causing paralysis and loss of muscle and motor control. A victim must save vs Constitution or die as his heart and lungs fail; those who survive stay paralyzed for 5-20 minutes.

Venoms are resinous toxins smeared on blades, darts, pins, arrows and the like; they act through the bloodstream, so they only work when they enter a wound or puncture. One dose coats a sword of any size, a two-handed axe, 2 hand axes, 4 spear or javelin heads, 6 daggers, 10 arrows or bolts, or 20 war darts, and the coating is spent on the first successful hit. Each dose takes a full day with a mortar and pestle, small cauldron or crucible and steady heat, succeeding 90% of the time plus 1% per level (99% at most). The maker must save vs Dexterity, +1 per level, or be exposed to the venom through a cut, scratch or fumes. Only alchemists may legally hold venoms in most of the Atlantean world; elsewhere a dose may fetch 200-600 G.P. on the black market.

At a glance

Ingredients
Not given (composition known to certain jungle tribes)
Effect
Paralysis and loss of motor control
Onset
1-2 rounds
Duration
5-20 minutes (survivors)
Save
Constitution or die from heart and lung failure
Delivery
Wound or puncture (edged weapons, darts, arrows)
Coverage per dose
1 sword, 1 two-handed axe, 2 hand axes, 4 spear/javelin heads, 6 daggers, 10 arrows/bolts, or 20 war darts; lasts until first successful hit
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)