Showing posts with label Poison. Show all posts
Showing posts with label Poison. Show all posts

Saturday, November 2, 2019

Free and Pay-What-You-Want 5e DMs Guild Highlights: Week Ending 11.2.19

Every week, talented creators upload Dungeons and Dragons products to the DMs Guild, pricing them as free or pay-what-you-want in order to reach customers. Dozens of new free and pwyw products are added each week alone. It is a lot to sort through. My hope is that highlighting a few of each week's best supplements will help the designers get the attention they deserve.

You can find previous posts in this series HERE.


5e Puzzle: The Rotating Rings 



5e Puzzle: The Cubic Conundrum



5e Puzzle: The Looping Labyrinth



Anybody else terrible at coming up with puzzles and riddles? I don't even really try anymore. These three highly creative offerings from the talented Stephen Bull are just what the doctor ordered. 


MZA1 Creature Features in the Jungle from Jon Hild



This was a really cool idea. Three mini-adventures based on movies (The Ruins, The Relic, and Alien vs Predator) re-flavored and ported into the jungles of Maztica. 


Eberron Battlemaps: Sharn Pack 1 from Thomas Pedersen


Gearing up for the new Eberron release? This is a pretty solid collection of battlemaps to use in your adventures. Includes gridded and gridless versions.


Lithin's Medicine Cabinet from Christian Olesen


Handy little supplement that includes random tables for ingredients and dozens of new concoctions both helpful and harmful. I liked the vibe of the cartoonish artwork as well. 


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Wednesday, November 13, 2013

Curse of the Crab Spider!


The Crab Spider is a cruel monster. Appearing in Moldvay's Basic D&D rule set, this spider is both stealthy (surprises on a 4 in 6) and poisonous. It has a twist though: the poison does not kill instantly; rather, it is lethal after 1d4 turns. I assume that this delay is to somewhat "soften" the creature and allow for at least the possibility of magic items or spells offsetting the poison. I imagine that many DMs might say something like, "You can feel the poison coursing through your bloodstream, and you know that if you aren't treated soon that you will die." However, as I was pondering this creature, I found myself inspired to look at it another way. The delayed effect of the poison doesn't have to play out in such a straightforward manner. The DM could in fact just continue the game without saying anything, then about 20 or 30 minutes down the line, after the encounter is pretty much forgotten, get a grave look on his face and say something like, "Uh, Doug. You are noticing that your leg is swollen AS ALL HELL where that spider bit you. You are also feeling a little confused...dizzy...you stumble...save vs poison." It is much more terrifying for the PC to be unprepared, thinking that everything is ok, and then have the bite come back to haunt them. That got me thinking...

Delayed effects. That is what I want to talk about today. Delayed effects are a great way to add twists to your game and to horrify your players. There are all kinds of ways you can use them. Here are a few ideas I came up with.

Poison: Well, the aforementioned Crab Spider gives us a good example of delayed poison use. Lets think of another. What if the party are guests at some banquet? Everything goes swimmingly and it is a lovely evening. A few hours later, back at the inn, they all start projectile vomiting, developing visibly dark, swollen lymph nodes. They were poisoned at dinner and didn't realize it. What do they do now?

Diseases: In my experience, both as a player and DM, diseases make for great, memorable roleplay opportunities. Maybe they get into a fight in a tropical clime, and their open wounds allow for some kind of parasitical infection that doesn't manifest itself for a week. Maybe they pick up something passing through a town, developing a fever weeks later. Confuse them as to where they contracted the disease. Diseases also need not be lethal. They could just make for fun scenarios. Maybe they catch a severe cold and every time they interact with NPCs, you cue them to sneeze. With no handkerchief.

Curses: You could have some old woman in a marketplace curse the party, a la Drag Me to Hell. Weeks later, strange things start happening. Only through the help of a sage do they even recall the curse. Savor the look on their face when it dawns on them.

Bodily Transformation: A scratch from an undead creature could set off a metamorphosis, like something from The Fly. Again, let weeks of game time go by, then maybe an affected PC starts losing his or her hair, or has a fingernail come off really easily. Trying to figure out the cause of the symptoms becomes an adventure in itself.




Hauntings: I like this idea a lot. The PCs kill someone or something, perhaps accidentally. Days later they maybe dream about it, then start seeing it while they are awake. Others cannot see it. This would be fun with like spooky, freaky little Goblin children or something.


These are just a few random ideas, but I hope they get your wheels turning. Delayed effects such as these can really add another dimension of horror to a game, serve as adventure seeds, and/or simply encourage some fun, often hilarious roleplay. I am curious to hear if any of you out there have used similar delayed effects in your games. If so, leave a post!

Friday, December 14, 2012

Meet the Poisonous Tree Frog

Happy Friday. Today I thought I would share another 4e Forever monster. This time its the Poisonous Tree Frog. I am still working on the fluff, so it is just the stats for now. This little guy uses his absurdly long tongue to pull creatures adjacent and into his highly poisonous secretions. This is a very fun monster to DM; use a large encounter area and spread these guys out so you can pull PCs all over the place. Hope you like it!

The Poisonous Tree Frog

Monday, August 13, 2012

Memorable Mechanics Part 5: Poison

Hello, hello! Before I get started, I really want to thank readers for the response to the first 4e Forever playtest. That post quickly became my most viewed of all-time, and I have gotten lots of feedback. It is much appreciated! If you haven't checked it out yet, it is free to download, and I would love to hear your "two cents". I had the pleasure of running an online game with some folks and it was a sight to see 20+ PCs and henchmen take on 40 Giant Ants!

I haven't made a post in the "Memorable Mechanics" series in a while, but thought I might share some of my recent ideas regarding Poison in 4e.


In the old days, poisonous creatures were feared and dreaded. In fact, if I was playing, and I knew a creature was poisonous, I would likely yell to the party to run. Why? Well, one bite could mean death. Since that time, the history of poison in D&D has been one slow, gentle retreat from the cruelties of yore. Nowadays, there are only a few points of light in the 4e community and blogosphere that feature anything approaching save or die mechanics.

Now, I do not want to go back to insta-death from poisons, but I do want to bring a healthy fear of poison back to the game. To do that, I first wanted to differentiate between common "poison damage", and capital-letters-run-like-hell Poison. As you know from this blog series, I want to add memorable mechanics to games. Even if it goes badly for your PC, things are a lot easier to take if you died a spectacular or memorable death. I also like 4e conditions a lot; as I have mentioned before, I like the codified nature of them, how they are the same table to table. So, my thought was to come up with a "Poisoned" condition. Something not quite "save or die", but still "run like hell".

As I was thinking about bringing this idea into my 4e Forever project, I realized that if I gave EVERY Giant Snake and Centipede the ability to poison PCs, it would be too much. So I decided to make "poisoning" a daily, perhaps weekly, ability for a creature. Once they have "spent" their poison, it has to have time to build back up. The determination of whether a creature is currently "poisonous" is left to random chance, partly because I am always looking for any excuse to make a random roll. So for example, if a Giant Rattlesnake is encountered, there may be a 2 in 6 chance that it is currently poisonous.

So what is the "Poisoned" condition?

Poisoned (edit): A poisoned creature is weakened, slowed, and grants combat advantage (save ends all). If the creature is not currently bloodied, its hit points also drop to their bloodied value. On each failed saving throw, the creature's hit points drop to zero.

I am really digging this! I hope you like it too! If you have any thoughts, leave a post, and thanks again to everyone for checking out the playtest!