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Unnamed Adventuring Company

Dungeons & Dragons

5e

Rotating

2021

Unnamed Adventuring Company

It all starts with a pack of wolves driving farmers from their fields and spiriting away entire flocks in the middle of the night.

With food supplies running low, the village council of Welton sends out a desperate plea for brave adventurers to destroy the beasts for good.

Notes

HOUSE RULES

Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and it's a fumble. An attacker can only fumble once per combat.


Crafting Poisons:

Poison Condition

The most commonly inflicted condition as the result of poison. A poisoned creature has disadvantage on attack rolls and ability checks.


Stacking and Partial Effects

You can not get the poisoned condition twice and effects from multiple poisons will not stack.


Using a partial dose, such as adding a dose to communal food, will reduced the effect, either by granting advantage on the save or lessening the damage dealt.


Additional Conditions

While the poison condition is in effect, different poisons may also impose one or more additional conditions (sometimes the additional conditions are only in effect if the saving throw fails by 5 or more). The additional condition might be Paralyzed, Incapacitated or Unconscious.


For the Unconscious condition, some poisons allow another creature to use an action to shake the target awake. Although awake, he would still have the poison condition.


Another effect could be that you can take either an action or a bonus action on your turn, not both, and you can’t take reactions.


Other poisons have you take some amount of poison damage at the start of each turn, or not allow you to regain hit points while you are poisoned.


The Poisoner’s Kit

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.


Being proficient with the poisoner’s kit is also the only way that you can craft your own poisons from scratch.


Poisoner Feat

You can prepare and deliver deadly poisons, gaining the following benefits:


When you make a damage roll, you ignore resistance to poison damage.


You can coat a weapon in poison as a bonus action, instead of an action.


You gain proficiency with the poisoner's kit if you don't already have it.


You can create Poisoner Feat Poison:

With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.


Crafting Poison (with Poisoner feat)

With each hour you spend crafting (up to 8 hours a day maximum), you can create a poison with a value of up to 50 gp or if it is greater than 50gp, you will make progress each hour in increments until you’ve spent enough time to reach the total market value of the poison.


In the creation of the poison, you must use up raw materials equal to half the item’s final value and some poisons also require specific items or monster parts.


A single dose of Purple Worm Poison (which has a market value of 2,000 gp) would then take 40 hours or 5 days to craft. It would also have a raw materials cost 1,000 gp and requires poison harvested from a purple worm.


In general if a poison mentioned a specific monster, item, or plant, they will be needed for the creation of the poison.


Harvesting Monster Parts

The necessary components required to craft more potent poisons may often require you to go and track down something nasty and collect some of its poison, venom, or other body parts straight from the source.


These caustic substances can then be synthesized into stable poisons to use. Some poisons specifically list a component that needs to be freshly harvested from a particular monster.


Even if you find and defeat the monster you need, however, getting a usable sample of poison is no walk in the park.


Any character can attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler.


Any creature that deals poison damage or causes the poisoned condition with a bite, claw, fist, slam, spit poison, sting, tail, tentacle, or touch attack, or the poisonous skin feature can be harvested.


The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check or Poisoner’s Kit check if you have this proficiency.


If the check is successful, the character harvests enough poison for a single dose of poison. On a failed check, the character is unable to extract any poison at all and, if they fail the check by 5 or more, they accidentally prick a finger on a fang and are subjected to the creature’s poison.


If not otherwise specified, created poisons will have a Constitution saving throw with DC equal to 8 + the harvested creature’s proficiency bonus + their Constitution modifier. If the extracted poison deals damage, the poison deal half damage on a successful save.


Types of Poison

Poisons come in the following four types:


Contact

Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.


Ingested

A creature must swallow an entire dose of ingested poison to suffer its effects. A partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid.


Inhaled

These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.


Injury

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.


Sample Poisons

CONTACT:

Carrion Crawler Mucus: (200 gp, harvested carrion crawler mucus) This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Oil of Taggit: (400 gp) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.


INGESTED:

Assassin’s Blood: (150gp) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.


Midnight Tears: (1500 gp) A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.


Pale Tincture: (250 gp) A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.


Torpor: (600 gp) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.


Truth Serum: (150 gp) A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.


INHALED:

Burnt Othur Fumes: (500 gp) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.


Essence of Ether: (300 gp) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.


Malice: (250 gp) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned and blinded for 1 hour.


INJURY:

Drow Poison: (200 gp, must be taught by drow, make in a place far removed from sunlight) This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.


Purple Worm Poison: (2000 gp, harvested purple worm poison) This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Serpent Venom: (200 gp, harvested giant poisonous snake venom) This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Wyvern Poison: (1200 gp, harvested wyvern poison) This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Character Build:

Ability Scores: Standard Array


Hit Points: Maximum for each level.

Milestones: We do not use XP, we level when the DM says we do.


Alignment: Alignment is mostly ignored. If indicated in a spell think intentions, good or evil.


Ammunition: You have unlimited standard ammunition for your weapon. This does not apply to ammunition with special properties.


Rations: It is assumed you always carry enough rations to feed yourself, unless otherwise indicated in play.


Encumbrance: We ignore this for routine equipment carried, but during play when Lifting and Carrying come into play, they are enforced.


Concentration: We ignore this.

Adventures

The Wolves of Welton (Winghorn Press) [Michelle] - Infernal Machine Rebuild - Part 1 (Extra Life) [Jessi] - A Wild Sheep Chase (Winghorn Press) [Melissa] - The Hidden Shrine of Tamoachan (TSR) [Yamil] - The Frog King [Jessi] - Destroy the Tower [Michelle] - Restore the Barrier [Jared] - Infernal Machine Rebuild - Part 2 (Extra Life) [Jessi] - The Bacon Festival [Michelle] - Test Subjects [Jared]

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