Poisons
Each poison below can be made with its condition at T1, T2, or T3 unless noted. The dose's DC and damage dice come from the maker.
Vermin bait (arsenic or aconite) is sold by the pennyworth for rats and wolves: 1 sp, too small a portion to poison a person.
Aconite (wolfsbane, monkshood)
A mountain flower whose root numbs the tongue, then the limbs, then the heart. Hunters smear it on wolf baits and arrowheads.
Aconite is administered through ingestion or a wound. A creature affected by aconite takes immediate Primal damage and, after one round, is subject to the Tainted condition. Its bitter, numbing taste gives it away in food or drink unless it's Masked, which is why hunters coat blades and arrows with it.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Primal damage; Tainted T1 (Delayed) | None | 1 ss |
| T2 | Primal damage; Tainted T2 (Delayed) | None | 1 gs |
| T3 | Primal damage; Tainted T3 (Delayed) | None | 4 gs |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested, Wound |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | Concentrated, Masked, Potent, Prolonged |
| Rarity | Common in upland and mountain country; Uncommon elsewhere |
| Notes | Legal to own as wolf or vermin bait |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Tainted T1 | 4 days, Peasant | 5 days, Knight | 7 days, Burgher | 11 days, Magnate |
| Tainted T2 | 10 days, Burgher | 11 days, Magnate | 13 days, Noble | 17 days, Royal |
| Tainted T3 | 19 days, Noble | 20 days, Royal | 22 days, Royal + 1 | 26 days, Royal + 2 |
Aqua Fortis (nitric acid)
The assayer's "strong water": it parts silver from gold. Its red fumes choke.
Aqua fortis is administered by contact, splashed by hand or thrown in its glass vial. A creature or object it touches takes immediate Sea damage, and metal has no resistance to it, except gold. Assayers use it to part silver from gold. A thief uses it on a lock: a steel lock takes a few vials.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Sea damage. Ignores the resistance of limestone, marble, chalk, and metal, except gold | None | 1 sc |
| Type | Sea |
| Workspace | Laboratory |
| Delivery | Contact. Can be thrown (see Incendiaries, Throwing) |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | Hazardous |
| Modifications | Lingering (Corroding), Thickened |
| Rarity | Uncommon: assayers, mints, and goldsmiths keep it |
| Notes | Kept only in glass |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications |
|---|---|---|---|
| Aqua fortis | 1 day, Peasant | 2 days, Knight | 4 days, Burgher |
Arsenic (white arsenic, ratsbane)
A white powder roasted from ore. Tasteless enough for sweets and wine, and its symptoms look like a bad stomach or the flux.
Arsenic is administered through ingestion. After one round, a creature affected by arsenic is subject to the Tainted condition, and while it's Tainted from arsenic it can't regain health. Because it's tasteless and looks like illness, it's the poisoner's choice for a quiet murder: the weakest dose makes the captain of the guard ill for the day, and the strongest kills without a Healer.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Tainted T1. No healing* | None | 1 ss |
| T2 | Tainted T2. No healing* | None | 1 gs |
| T3 | Tainted T3. No healing* | None | 4 gs |
* While Tainted from arsenic, the creature can't regain health. Once the Tainted condition is treated or ends, healing works again.
| Type | Stone |
| Workspace | Field kit |
| Delivery | Ingested |
| Use | Any time |
| Duration | Long |
| Crash | None |
| Properties | Delayed |
| Modifications | Concentrated, Masked, Potent |
| Rarity | Uncommon: apothecaries sell it "for rats." Common where ore is roasted |
| Notes | Recognizing it as poison takes an Identification trial or a Healer trial against the dose's DC. Often licensed. It keeps indefinitely |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Tainted T1 | 5 days, Peasant | 6 days, Knight | 8 days, Burgher | 12 days, Magnate |
| Tainted T2 | 15 days, Burgher | 16 days, Magnate | 18 days, Noble | 22 days, Royal |
| Tainted T3 | 30 days, Noble | 31 days, Royal | 33 days, Royal + 1 | 37 days, Royal + 2 |
Belladonna (dwale berry, deadly nightshade)
Sweet black berries that look like a meal. The poisoned burn with fever, rave, and fight, and the strongest doses stop the heart.
Belladonna is administered through ingestion, or by contact as a Thickened ointment. After one round, a creature affected by belladonna is subject to the Disoriented condition and, at higher strengths, the Tainted condition one tier behind it: the mind goes first, and the body follows. Its berries look like a meal, which is how most of its victims find it.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Disoriented T1 | None | 1 ss |
| T2 | Disoriented T2, Tainted T1 | None | 1 gs |
| T3 | Disoriented T3, Tainted T2 | None | 4 gs |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested; Contact through Thickened |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | Delayed |
| Modifications | Concentrated, Masked, Potent, Prolonged, Thickened |
| Rarity | Common in hedgerows and at woodland edges |
| Notes | One Intelligence trial per tier resists both conditions. Each failure advances Disoriented, and Tainted one tier behind it |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Disoriented T1 | 3 days, Peasant | 4 days, Knight | 6 days, Burgher | 10 days, Magnate |
| Disoriented T2, Tainted T1 | 12 days, Burgher | 13 days, Magnate | 15 days, Noble | 19 days, Royal |
| Disoriented T3, Tainted T2 | 27 days, Noble | 28 days, Royal | 30 days, Royal + 1 | 34 days, Royal + 2 |
Cantharides (blister beetle)
Green blister beetles, dried and powdered. Sold as a lovers' secret; it burns the gut and kills.
Cantharides is administered through ingestion or contact. Swallowed, it deals immediate Primal damage and, after one round, the creature is subject to the Tainted condition. On the skin, it only blisters. It's the usual secret ingredient of love philtres, which is how most of its victims come to take it.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Primal damage; Tainted T1 (Delayed)* | None | 1 ss |
| T2 | Primal damage; Tainted T2 (Delayed)* | None | 1 gs |
| T3 | Primal damage; Tainted T3 (Delayed)* | None | 4 gs |
* By contact, cantharides deals only its Primal damage, with no Tainted condition.
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested, Contact |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | Concentrated, Lingering**, Masked, Potent, Prolonged |
| Rarity | Uncommon: apothecaries |
| Notes | None |
** Lingering adds Attrition (Withering): the blistering keeps working.
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Tainted T1 | 4 days, Peasant | 5 days, Knight | 7 days, Burgher | 11 days, Magnate |
| Tainted T2 | 10 days, Burgher | 11 days, Magnate | 13 days, Noble | 17 days, Royal |
| Tainted T3 | 19 days, Noble | 20 days, Royal | 22 days, Royal + 1 | 26 days, Royal + 2 |
Hellebore, White (yerba de ballestero)
The crossbowman's herb: the root boiled down to a paste for bolts and hunting arrows. A wounded deer drops within a few hundred paces.
White hellebore is administered through a wound or ingestion. A creature affected by it takes immediate Primal damage and, after one round, is subject to the Exhausted condition as its strength fails and it collapses. Swallowed, it makes the victim vomit, which works against the poison.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Primal damage; Exhausted T1 (Delayed) | Self-purging* | 1 ss |
| T2 | Primal damage; Exhausted T2 (Delayed) | Self-purging* | 1 gs |
| T3 | Primal damage; Exhausted T3 (Delayed) | Self-purging* | 4 gs |
* Swallowed only. After the creature's first failed trial against the dose, its later trials against the dose have Dominance. Corrected removes this.
| Type | Primal |
| Workspace | Field kit |
| Delivery | Wound, Ingested |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | Concentrated, Corrected, Masked, Potent, Prolonged |
| Rarity | Common in mountain country; Uncommon elsewhere |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Exhausted T1 | 4 days, Peasant | 5 days, Knight | 7 days, Burgher | 11 days, Magnate |
| Exhausted T2 | 10 days, Burgher | 11 days, Magnate | 13 days, Noble | 17 days, Royal |
| Exhausted T3 | 19 days, Noble | 20 days, Royal | 22 days, Royal + 1 | 26 days, Royal + 2 |
Hemlock
A ditch weed often mistaken for parsley. The legs fail first, then the rest, and the victim stays awake to the end.
Hemlock is administered through ingestion, or through a wound as a Thickened blade coating. After one round, a creature affected by hemlock is subject to the Impaired condition. It grows in every ditch, and it's easily mistaken for parsley.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Impaired T1 | None | 1 ss |
| T2 | Impaired T2 | None | 1 gs |
| T3 | Impaired T3 | None | 4 gs |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested; Wound through Thickened |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | Delayed |
| Modifications | Concentrated, Masked, Potent, Prolonged, Thickened |
| Rarity | Common everywhere |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Impaired T1 | 3 days, Peasant | 4 days, Knight | 6 days, Burgher | 10 days, Magnate |
| Impaired T2 | 9 days, Burgher | 10 days, Magnate | 12 days, Noble | 16 days, Royal |
| Impaired T3 | 18 days, Noble | 19 days, Royal | 21 days, Royal + 1 | 25 days, Royal + 2 |
Henbane
A stinking weed of waste ground. Burned for toothache, brewed into ale, rubbed into witches' ointments. It drives a man mad and strong at once.
Henbane is administered through ingestion, as smoke, or by contact as a Thickened ointment. After one round, a creature affected by henbane is subject to the Disoriented and Invigorated conditions: it lashes out at whoever is nearest, with unnatural strength, and when the dose ends it's left exhausted. Unlike other poisons, it's resisted with a single trial. Some take it willingly, to fight as madmen.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Disoriented T2, Invigorated T1 | None | 1 sp |
| T2 | Disoriented T2, Invigorated T2 | None | 1 sc |
| T3 | Disoriented T2, Invigorated T3 | None | 1 gs |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested, Inhaled; Contact through Thickened |
| Use | Any time |
| Duration | Short |
| Crash | Exhausted at the dose's tier, for as long as the dose lasted |
| Properties | Delayed |
| Modifications | Concentrated, Masked, Potent, Prolonged, Thickened |
| Rarity | Common on waste ground |
| Notes | One Intelligence trial resists the whole dose: on a failure, the creature takes both conditions. A willing user takes them without a trial. Burned as smoke, it affects the user too |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Invigorated T1 | 12 days, Peasant | 13 days, Knight | 15 days, Burgher | 19 days, Magnate |
| Invigorated T2 | 18 days, Burgher | 19 days, Magnate | 21 days, Noble | 25 days, Royal |
| Invigorated T3 | 27 days, Noble | 28 days, Royal | 30 days, Royal + 1 | 34 days, Royal + 2 |
Oil of Vitriol (sulfuric acid)
Distilled from green vitriol in the alchemist's retort. It chars cloth, leather, wood, and flesh.
Oil of vitriol is administered by contact, splashed by hand or thrown in its glass vial. A creature or object it touches takes immediate Sea damage, which falls on armor first, and cloth, leather, wood, rope and flesh have no resistance to it. It's the alchemist's answer to a door, a rope, or a face.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Sea damage, to armor durability first. Ignores the resistance of cloth, leather, wood, rope, flesh, limestone, marble, and chalk | None | 1 sc |
| Type | Sea |
| Workspace | Laboratory |
| Delivery | Contact. Can be thrown (see Incendiaries, Throwing) |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | Hazardous |
| Modifications | Lingering (Corroding), Thickened |
| Rarity | Uncommon in cities with alchemists' laboratories; Imported elsewhere |
| Notes | Kept only in glass |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications |
|---|---|---|---|
| Oil of vitriol | 1 day, Peasant | 2 days, Knight | 4 days, Burgher |
Quicklime
Burned limestone, freshly fired, ground fine, sifted, and sealed bone-dry. Every sailor who has thrown it knows to check the wind first.
Quicklime is thrown in a pot that bursts into a blinding cloud. Creatures caught in it take immediate Sea damage and are Blinded for a round, and everyone inside is harder to see. The wind decides where the cloud goes, which can include back toward the thrower.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | A 10 ft radius cloud: Concealed T1 for the round. Sea damage; Blinded for 1 round* | None | 1 ss |
* Washing the eyes ends Blinded early: 1 AP with water, by the victim or an adjacent ally.
| Type | Sea |
| Workspace | Field kit |
| Delivery | Contact, Inhaled. Thrown (see Incendiaries, Throwing) |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | None |
| Modifications | Lingering (Corroding), Prolonged** |
| Rarity | Common everywhere there's building |
| Notes | The GM decides the wind. If it blows toward the thrower, they may be caught in the cloud too. Indoors or in still air, the cloud hangs where it burst. A character with Wilderness (Weather Sense) can read the wind before throwing. Raw builders' lime is a GM's improvisation, not a concoction |
** Prolonged: the cloud hangs for the encounter, and anyone inside at the end of their turn makes the trial. The GM moves or clears it as the wind dictates.
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications |
|---|---|---|---|
| Quicklime | 1 day, Peasant | 2 days, Knight | 4 days, Burgher |
Sublimate (corrosive mercury)
Quicksilver sublimed with salt and vitriol: a skin caustic for the apothecary, and a brutal poison for anyone else.
Sublimate is administered through ingestion, or by contact as a Thickened skin caustic. A creature affected by it takes immediate Stone damage and, after one round, is subject to the Tainted condition. Its vapors poison whoever breathes them, so making it is dangerous even for the alchemist. It's the costliest poison an apothecary sells, made only in a laboratory.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Stone damage; Tainted T1 (Delayed) | None | 1 sc |
| T2 | Stone damage; Tainted T2 (Delayed) | None | 2 gs |
| T3 | Stone damage; Tainted T3 (Delayed) | None | 8 gs |
| Type | Stone |
| Workspace | Laboratory |
| Delivery | Ingested; Contact through Thickened |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | Concentrated, Masked, Potent, Prolonged, Thickened |
| Rarity | Uncommon: apothecaries |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Tainted T1 | 4 days, Peasant | 5 days, Knight | 7 days, Burgher | 11 days, Magnate |
| Tainted T2 | 10 days, Burgher | 11 days, Magnate | 13 days, Noble | 17 days, Royal |
| Tainted T3 | 19 days, Noble | 20 days, Royal | 22 days, Royal + 1 | 26 days, Royal + 2 |
Verdigris
Green rust scraped from copper hung over vinegar. A painter's pigment, a surgeon's caustic, and a poison the body throws back up.
Verdigris is administered through ingestion or by contact on a wound. After one round, a creature affected by verdigris is subject to the Tainted condition. Swallowed, it makes the victim vomit, which works against the poison. Anyone with copper and vinegar can make it, with no furnace needed.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Tainted T1 | Self-purging* | 1 ss |
| T2 | Tainted T2 | Self-purging* | 1 gs |
| T3 | Tainted T3 | Self-purging* | 4 gs |
* Swallowed only. After the creature's first failed trial against the dose, its later trials against the dose have Dominance. Corrected removes this.
| Type | Stone |
| Workspace | Field kit |
| Delivery | Ingested, Contact |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | Delayed |
| Modifications | Concentrated, Corrected, Masked, Potent, Prolonged |
| Rarity | Common anywhere with copper and vinegar |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Tainted T1 | 3 days, Peasant | 4 days, Knight | 6 days, Burgher | 10 days, Magnate |
| Tainted T2 | 9 days, Burgher | 10 days, Magnate | 12 days, Noble | 16 days, Royal |
| Tainted T3 | 18 days, Noble | 19 days, Royal | 21 days, Royal + 1 | 25 days, Royal + 2 |
Yew
The churchyard tree. Its seeds and needles stop the heart with almost no warning; livestock are found dead beneath it.
Yew is administered through ingestion, or through a wound as a Thickened coating on arrows or quarrels. After one round, a creature affected by yew takes Primal damage and is subject to the Tainted condition, with no warning before.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| T1 | Primal damage; Tainted T1 | None | 1 ss |
| T2 | Primal damage; Tainted T2 | None | 1 gs |
| T3 | Primal damage; Tainted T3 | None | 4 gs |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested; Wound through Thickened |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | Delayed |
| Modifications | Concentrated, Masked, Potent, Prolonged, Thickened |
| Rarity | Common in churchyards and old woods |
| Notes | None |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications | 1 modification | 2 modifications | 3 modifications |
|---|---|---|---|---|
| Tainted T1 | 4 days, Peasant | 5 days, Knight | 7 days, Burgher | 11 days, Magnate |
| Tainted T2 | 10 days, Burgher | 11 days, Magnate | 13 days, Noble | 17 days, Royal |
| Tainted T3 | 19 days, Noble | 20 days, Royal | 22 days, Royal + 1 | 26 days, Royal + 2 |