The putrescent juices of those who died from sepsis.
4
A wriggling grub of Beelzebub.
5
Witch sweat.
6
Vampire bats bloated by drunkard’s blood.
7
Rainwater that’s collected in a troll’s footprint.
8
Teeth from someone who’s never eaten another living thing.
9
The sedimental dregs of other poisons that have gone rancid.
10
The scream of a child who wishes they were never born.
11
A pinch of powdered platinum.
12
The heartwood of a tree that grew at the heart of a forest charred to charcoal.
13
The tip of a knife wielded in treasonous murder.
14
The last work of an artist who died young.
15
Water from the lungs of a drowned lamb.
16
A monstrous hybrid of two or more venomous creatures.
17
Drool wrung from a food taster’s tongue.
18
The collected stench of a hundred goblins.
19
Goop drained from the chrysalis of a metamorphosing, toxic caterpillar.
20
The sting of a nettle which grows only where no light has ever shone.
D20
This poison appears as:
1
Black dust so fine it flows like a fluid.
2
Bubbling brown tar.
3
Something a little like vitreous fluid roiling into structures a little like eyeballs before dissolving back into formlessness.
4
Crusty bluish pus.
5
Sticky gelatin-thorns.
6
Hazy foam.
7
Wrinkled glue.
8
A clump of amorphous slugs.
9
Sputum and spider’s eggs.
10
Thin porridge.
11
Floppy snowflakes.
12
Half-dried toothpaste.
13
Oil that flickers like static.
14
The afterimage left in your eyes after staring at the sun.
15
Tiny featureless people tangled in an orgy/mass grave.
16
Lichen scraped off a rock.
17
Liquid velvet.
18
If it’s exactly like fresh blood.
19
Powdered rubies.
20
Buzzing, wet pollen.
D20
This poison tastes like:
1
A mouthful of rusty needles.
2
The last thing you ate.
3
Hot liquid sulphur.
4
Ammonia and fresh rain.
5
Rotten fruit and raw meat.
6
Sugar so sweet it burns out into bitterness.
7
Chokingly thick butter.
8
Gum-tightening sourness.
9
Stale, over-hopped beer.
10
Chalky rubber.
11
Wasps.
12
Muddy boot soles.
13
Rum-soaked paper.
14
Dusty cotton.
15
Old mold.
16
Nothing at all.
17
Ozone and copper.
18
Concentrated morning breath.
19
Bland, muted salt.
20
Burning-hot spice.
D20
This poisons’s effect is:
1
It turns the body’s healing processes against it. For 1d6 days, or until the poison is cured, any time the victim would be healed they instead take that same amount in damage.
2
Paralysis of the mind or body, with the victim choosing which at the beginning of each round. A paralyzed mind must act out without improvisation or adaption the course of action it was set to at the beginning of its paralysis.
3
Every round you fail a save against it, you weep out a significant fraction of your body’s water content. Victims of the poison are left as shrivelled mummies soaking in pools of their own tears. Normal sized and hydrated people die after three failed saves, and require swift moisturizing after two or else suffer significant damage.
4
Compulsive autophagia which can be suppressed momentarily through cannibalism.
5
Gradually losing physical cohesion, eventually dissolving into a puddle after enough failed saves.
6
Irresistible sexual attraction towards things it would be inconvenient-to-deadly to be sexually attracted to (e.g. swords, hungry tigers, volcanoes, etc.).
7
Cluster migraines whenever the victims thinks of harming or otherwise acting against the interest of the poisoner.
8
Making its victim horrendously flammable.
9
Transforming its victim temporarily into a mindless, rampaging monster.
10
Permanently accelerating the rate of its victims’ aging. Subtle at first, though doses are cumulative.
11
Total amnesia for 1d6 ten-minute turns, revert to level 0 until it wears off.
12
For 1d6 ten-minute turns give off really bad vibes, receive a -5 penalty to reaction rolls.
13
The one who administered it can automatically hit the victim with any attack they can make from any distance. The victim gets another save each round to resist the poison until they succeed.
14
For 1d10 rounds, any spell or other magical effect within 100 meters of the victim will affect them instead of its intended target.
15
It turns victims into walking blights who shrivel crop-fields and push the old and sick into the arms of death wherever they go.
16
Forced damnation. Victims will attract evil spirits, be smote by the sacred, catch fire if they set foot on holy ground, and suchlike.
17
Dangerous magnetization, metal objects will be attracted towards victims with lethal force for 1d6 ten minute turns.
18
Changing the substance its victim must breath to something other than air, such as (1d6): 1, water; 2, oil; 3, smoke; 4, screams; 5, sand; 6, ectoplasm.
19
It makes the bodies of victims increasingly swollen, spongy, and fragile, until even moving is harmful.
20
Unimaginable agony in the affected part, requiring a save not to be compelled to amputate it by any means available, and incapacitation of the part even if that compulsion is resisted.
D20
A quirk of this poison is:
1
In a precisely measured dose it acts as a medicine, bestowing a positive version of its poisonous effect.
2
If mixed with another potion or poison it converts that stuff into more of itself, but retains the assimilated matter’s appearance even to cursory magical investigation.
3
It can afflict victims that lack conventional biology.
4
It seeps into the blood of its users. Normally this is harmless, but if they are ever reduced to 0 hitpoints they must immediately save or suffer its effects.
5
If it’s used to feed a fire, that fire will spread the poison through its burns.
6
You can develop a resistance to it quickly.
7
Those poisoned by it will sometimes recall the dying memories of other victims of it.
8
If fed to a slime, that slime will inflict the poison on those it touches.
9
If boiled it releases a cloud of vapour that inflicts the poison’s effect on those who inhale it.
10
It has its own cruel intelligence, and will lash out if not used often enough.
11
Weapons dosed with it crumble apart after the dose affects an enemy.
12
A freshly mixed dose is only good for a day and a night before it loses its effect.
13
It’s only poisonous at night. If it’s still in a person’s system after night falls it takes effect as normal.
14
It has an important role in some rituals which might be used to rationalize why some people have it besides poisoning other people.
15
Those who survive it relive the experience in their dreams for the rest of their life.
16
It’s coveted as a currency by a widespread secret society sworn to a god-scorpion.
17
Blades quenched in enough of it soak it in and carry its infliction in their cuts.
18
It’s the signature weapon of a cult of treason.
19
It’s a delectable liquor to demons.
20
Stale samples of it become increasingly volatile explosives over time.
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