ISSUE MAY VOL. XXXI NUMBER CONTENTS. FEATURES. MUSIC IN D&D by José Montero. What to play while you're playing. Suggestions and. Dragon Magazine - pdf, , MB. Dragon Magazine - pdf, , MB. Dragon Magazine - pdf. Title Slide of Dragon magazine
|Language:||English, Spanish, Portuguese|
|Distribution:||Free* [*Register to download]|
Dragon Magazine # - Download as PDF File .pdf) or read online. D&D Supplement - Dragon Mag Dragon Magazine - Free download as PDF File .pdf) or read online for free. Documents Similar To Dragon Magazine Dragon Magazine # Dragon Magazine Uploaded by. percentninja · Dragon Magazine pdf. Uploaded by. Ankharan Aelfana · Dragon Magazine # Uploaded by.
Success means the harvester got enough to make a dose. Fail by 5 or more, and the character is subjected to the creature's poison. Risky, but very cool. In Dragon Magazine , there is a poison-making guide that is pretty awesome. A lot of it deals with 3e mechanics based on the poison-making skill from Complete Adventurer , but there's plenty of stuff that can be lifted for whatever system you use. You make a check after a week of crafting, and the better the roll, the more in gp value you made.
So if you're making a poison that costs gp and you roll well, maybe you made 70 gp worth, so you've almost made a full dose.
Harvesting poisons from giant spiders, wyverns, etc is probably something any character with a good bonus to Nature should be doing. It seems like a fun way to make extra gold. According to this article, the raw materials only last d6 days. You could extend this with a successful "alchemy" Nature in 5e, I guess check. This prolongs the shelf life of the materials for one week.
Gentle repose and unguent of timelessness also can extend the shelf life of the materials. Some found the DMG rules too sparse and contradictory. There were a number of articles in Dragon Magazine that revised and overhauled the poison rules, including an article in issue 81 by Chris Landsea which sort of took everyone to task.
This article, from what I can tell, became the accepted rules method for using poison in 1e and was the foundation on which the 2e rules were built.
The Dungeon Master is honor bound to simulate this by making poisons difficult for most characters to obtain and employ, and by creating penalties and dangers to be coped with by those who try to disregard the laws of poison use. These flowers generate a fragrance that is either an aphrodisiac or a powerful sedative. Failure to cover one's nose or escape from the aroma causes the victim to become enamored with the first person of the opposite sex he or she sees.
Here's the basic idea of each type: Black Lotus: Inhaling this dust will either kill you or knock you out for hours. Brown Lotus: The victim becomes mentally like a child for a few weeks.
Green Lotus: Inhaling this dust causes temporary paralyzation, lasting four to twelve hours. Purple Lotus: Once digested, after one to twelve hours, the victim will suffer from a debilitating sickness for one to four days.
They die from it if they fail their save. Red Lotus: Inhaling this dust causes intense hallucinations for five to eight hours. Failing a save can cause permanent insanity. Yellow Lotus: Inhaling this dust causes lethargy, weakening the character for several weeks. Gray Lotus: Inhaling this causes a "state of catalepsy".
This is used by necromancers to create mindless servants. The victim is basically a living zombie, with the effect lasting for up to nine days. Blue Lotus: Causes mildly pleasant hallucinations and can give you clairaudience and clairvoyance for a time.
Using this more than once per week can kill you. Poisons are broken into classes, represented by a letter. They kick in at varying "onset" times. The strength stat is the damage. The number before the slash is what you take if you fail your saving throw. The number after the slash is if you make it! So a quick glance shows you that even if you make your saving throw, you are taking damage.
And if it is Type O, you're paralyzed no matter what!
You can't move for 2d6 hours. A "debilitating" poison weakens you for d3 days. All of your ability scores are cut in half and you move at half speed.
On top of that, you cannot heal by normal or magical means! If you die with poison in your system, it remains active for 2d6 hours after you die. So if you are raised during that time, you'll need to make an immediate save or suffer the effects of the poison again.
Wow, that's not cool. If you fail, you take initial damage usually it affects your ability scores. Then a minute later, you save again and take more damage. Temporary ability damage is pretty cool and scary, but in my experience calculating the myriad of effects of losing points in a stat grinds the game to a halt.
In my opinion, it's better to have the poison simulate the effects of stat loss through a single effect. Here's some of the poisons: Nitharit: You lose 3d6 points of Constitution. Dragon Bile: Lose 3d6 Strength. Striped Toadstool: Lose piles of Wisdom and Intelligence. Id Moss: Drains Intelligence. Lich Dust: Drains a total of 3d6 Strength. Drow Poison: Knocks you out for up to 2d4 hours. Shadow Essence: Drains 2d6 Strength and one permanent point of Strength!
The Book of Vile Darkness also covers crafting poisons, with identical material to the Dragon Magazine article. It also includes a weird new type of poison called psychic poison. Psychic Poison: "A psychic poison is a magical toxin that affects those who cast certain types of spells on the creature, object or area".
Those who cast divination or mind-affecting spells on a certain area must make a Will save or take stat damage like other poisons. These psychic poisons have weird names like "Karadrach", "Vashita" and "Blue Unlyn".
Dragon Magazine - "The Market is Bad" This article is part of the awesome Savage Tide adventure path, and details locations in the extremely seedy pirate town of Scuttlecove.
One such location is "Snake Charmer Poisons", in the city slums. It is run by Riordan Darkly, a fellow who has a small lab in interconnected basements under run-down shacks. He's been working a few poisons that will affect yuan-ti as well as people: Skinshedder: Strips portions of the victim's skin, causing flesh to blister as though burnt.
Skinvice: Hardens skin and causes paralysis. Positoxins In the Libris Mortis sourcebook, there's information on a type of poison that affects undead. Positoxin: "Positoxins are special alchemical substances distilled from holy water and laced with positive energy. It doesn't affect incorporeal undead. Here's some of them: Bloodwine: This is a drink meant to be given to vampires. It's got garlic in it. Liquid Mortality: This stuff can actually destroy undead.
The other positoxins have great names like boneshard paste, celestial essence, gravedust, and sunlight oil. Ravages The Book of Exalted Deeds says that the only poison that is acceptable for good-aligned characters to use is oil of taggit, because it only knocks people out. This book presents holy poisons that are ok for good-aligned characters to use, called "Ravages". Ravages deal ability damage like normal poisons.
Golden Ice: This crystalline stuff is cold but never melts. Touching it to evil creatures drains their DEX like crazy as the cold spreads through their bodies. Purified Couatl Venom: Drains piles of Strength. SlideShare Explore Search You. Submit Search.
Successfully reported this slideshow. We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads.
You can change your ad preferences anytime. Dragon magazine Upcoming SlideShare.
Like this document? Why not share! L'archetipo del monaco, Raimon Pani Embed Size px. Start on. Show related SlideShares at end. WordPress Shortcode. Full Name Comment goes here.
Are you sure you want to Yes No.