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 A Poison Distillery and Recipies

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T O P I C    R E V I E W
Elrond Half Elven Posted - 06 Aug 2006 : 17:42:40
Recently one of my players (A Drow Assassin) told me that he'd like to rent or buy a small house and use it specifically to manufactor poisons. Unfortuntely I've never been to adept at bottony, Mycology (or even Biology for that matter ) have have absolutely no idea what equipment etc the player would require. I was wondering if anyone could hint at this or possibly help me construct a list. (This player is a bottonist, and it would be quite nice to impress him )

Secondly I was wondering if anyone could help me construct 'recipes' for poisons. Perhaps selecting fantasy poisons from various sources (in particular this excellent resource by Susannah Redelfs and hosted here at candlekeep).

Any help here would be greatly appreciated!

Hanx
Elrond

Mod edit: added quotation marks to the coding to make it show up correctly.
20   L A T E S T    R E P L I E S    (Newest First)
Beirnadri Magranth Posted - 25 Aug 2006 : 16:26:40
if the character has access to magic this changes things a bit. in a magical toxicology lab one might have magically reinforced cages for exotic creatures, evil essence-harnessing devices, a collection of portals to different exotic locales to collect the different ingredients, and all sorts of containers with interiors environmentally suited to best preserve the substance within, these conatiners can float and spout openings of perfect size so they can be commanded to mix poisons all by themselves. a magical toxicology lab might be suited with area spells that nuetralize poison in case it spilled or leaked out into the room. a toxicology lab might rely on magically animated iron lung-esque apparati to cultivate spores and develop airborne pathogens.

or if the character doesnt have magic it should have ovens to store warm ingredients and cool ice wells to store cold ingredients. many escape passages so if it is in a land where toxicology is forbidden the maker can escape to safety easily.
The Sage Posted - 08 Aug 2006 : 01:06:14
quote:
Originally posted by Asgetrion

I seem to recall that the old "gray" 1e Forgotten Realms boxed set had a bunch of poisons described in detail (ingredients and how to make them)

Aye, it does.

The FRA also mentions a few by name, with few supportive details.
Wandering_mage Posted - 07 Aug 2006 : 22:13:42
I would like to learn more about poisons and herbs in the Realms. It just adds more to the game when your character can identify a poison that is more unique than... spider poison!!! How about Black leaf poison? Doesn't that sound cool. Not that it is a real poison. I think candlekeep has an herb description section which I read through once already. I picked a few things for a campaign I'm planning in the Dales. If only I had a poison or two to add.
Asgetrion Posted - 07 Aug 2006 : 22:09:08
I seem to recall that the old "gray" 1e Forgotten Realms boxed set had a bunch of poisons described in detail (ingredients and how to make them)
GothicDan Posted - 07 Aug 2006 : 21:34:17
Woohoo! I wasn't the one who went off topic this time!
Wooly Rupert Posted - 07 Aug 2006 : 21:14:54
I saw a topic here, I know I did...
warlockco Posted - 07 Aug 2006 : 18:11:30
quote:
Originally posted by The Sage

quote:
Originally posted by Jorkens

quote:

Originally posted by GothicDan

When I played in 2E, almost all of my characters had the Herbalism proficiency.


And their names were Cheech and Chong?

Sorry couldn't resist.

Well, to be fair... I'd rather say just Chong.



Why do I suddenly have the munchies...
The Sage Posted - 07 Aug 2006 : 16:05:46
quote:
Originally posted by Jorkens

quote:

Originally posted by GothicDan

When I played in 2E, almost all of my characters had the Herbalism proficiency.


And their names were Cheech and Chong?

Sorry couldn't resist.

Well, to be fair... I'd rather say just Chong.
GothicDan Posted - 07 Aug 2006 : 15:06:38
*Blinks a few times.*
Jorkens Posted - 07 Aug 2006 : 15:02:58
quote:

Originally posted by GothicDan

When I played in 2E, almost all of my characters had the Herbalism proficiency.


And their names were Cheech and Chong?

Sorry couldn't resist.
GothicDan Posted - 07 Aug 2006 : 15:00:32
Herbalism is so overlooked sometimes in D&D. :)

When I played in 2E, almost all of my characters had the Herbalism proficiency.
Jorkens Posted - 07 Aug 2006 : 14:59:13
The wild dwarf would as Dan says, be be limited to natural poisons. I don't agree that these are more limited in potency, its more a case of needing fresh ingredients for the natural poisons, such as frogs, snakes, plants etc. These poisons would have to be found locally (where the dwarf would be an expert)and the dwarf might be severely limited outside of his jungle environment as he has little knowledge of the ingredients needed in other lands. With time he will of course learn.
Na-Gang Posted - 07 Aug 2006 : 14:54:34
quote:
Originally posted by GothicDan

Well, there's a reason why science was able to improve upon poisons and venoms and develop antidotes. It's because it was, well, science. Your Wild Dwarf is probably going to be limited either to poisons that he could directly 'milk' from animals or plants, or those which could be created in very simple ways according to prepration more similar to 'cooking.'



I was thinking along those lines already, I mean he's not going to be able to produce the vast majority of poisons. And the one's he's going to be able to make are going to require ingredients from the jungle, since that's all that he's really familiar with (as far as poisons go).
GothicDan Posted - 07 Aug 2006 : 14:51:31
Well, there's a reason why science was able to improve upon poisons and venoms and develop antidotes. It's because it was, well, science. Your Wild Dwarf is probably going to be limited either to poisons that he could directly 'milk' from animals or plants, or those which could be created in very simple ways according to prepration more similar to 'cooking.'
Na-Gang Posted - 07 Aug 2006 : 14:46:14
One of the PCs in my campaign is a Wild Dwarf. A wild dwarf would certainly not need access to a laboratory, and even if he had access he wouldn't know what to do with it all.

How, then would you guys suggest I deal with that since he has Craft(Poisonmaking) and has hopes to make some of the deadly stuff.
warlockco Posted - 07 Aug 2006 : 13:41:47
Basically he would need a complete Alchemy/Chemistry Lab setup for starters, of course this is totally dependant on what type of poisons he wants to make too.
GothicDan Posted - 07 Aug 2006 : 10:02:22
I believe the Lords of Darkness book also has some about Poisons in it. Maybe Champions of Ruin, too.
Ergdusch Posted - 07 Aug 2006 : 09:57:29
There are specific poisons for the Underdark in the 3. Ed. sourcebook of the same name - Underdark. Just to get some inspiration...
Kiaransalyn Posted - 06 Aug 2006 : 20:01:02
As regards sourcebooks, the Arms and Equipment Guide has a decent section on poisons and you may also want to check out the Book of Vile Darkness.

Mostly for poison manufacture you want to extract it from its source, if it's a creature or distill it from its plant. Wooly said it all with regard to equipment. Although, this link might help:
www.ilpi.com/inorganic/glassware/index.html
Wooly Rupert Posted - 06 Aug 2006 : 18:58:29
Equipment: Mortars and pestles, cutting boards and knives, sources of fire, beakers, vials, various liquids, containers for storage, bowls and pans for mixing stuff up... Racks for herbs and containers of leaves and roots, diagrams of specific plants, books of plant and herb lore... Oh, and hooks and such for hanging up stuff to dry out.

If you've a copy of the old Aurora's Whole Realms Catalog, the wizard section should have lots of nifty stuff to inspire you, equipment-wise.

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