Malrex
So ... slow work day? Every day?
Thought I would try to get a discussion going.
I've been playtesting Vermilion and the way the party has been going and the choices they made, I had to add an extra 'dungeon'. It's an embassy as a front...and really an assassin's guild. They don't know they are entering an assassin's guild as they want to break-in for a different agenda, so should be kind of amusing. I figured the guildmembers would be playing with all sorts of poison and so will be using different varieties against the party.
So it makes sense that the party will be obtaining various poisons as loot and this scruffy bunch-- I'm sure will be using it with glee. At first, I was a bit hesitant as poisons can really give characters an advantage--but I threw that out the window immediately as it's a temporary boost and sometimes the PCs deserve to use what they find! However, I've been meaning to read the 1e DMG some more about poisons and whatnot, but work has been crazy (again) so thought I would ask some questions here for fun since I seem to not leave my desk lately and game night is tonight!.
1. From what I remember, using poison is a big deal, and in fact, some classes were not allowed to use it. I'd like to see some roleplay come out of this within the group (although I think the lawful monk may be dead by next session), but how have the rest of you handled the use of poison among party members? do you just hand wave its use? do you remind paladins and rangers (I dont have any in my group, but curious) that they would probably be disappointed in others using it?
2. are people arrested immediately if known they use it? How easy is it noticed?
3. What are some drawbacks of poison? Do you have a % chance they may poison themselves when applying it without proper training, or is it just a simple dunk the blade in the jar (this is probably in the book....)?
4. How fast does poison leave the blade? I have one poison--Maddie's Revenge that does 4d6 damage first hit, 2d6 damage the second hit, and 1d6 the third hit before being gone, but what about regular poisons? Multiple hits or just one hit?
I've tried to come up with some poison varieties but had to throw this together pretty quickly so plan to revisit and upgrade. I got the typical wyvern poison, spider poison, purple worm poison, paralyzing poison, damaging poison, gas poison and one that make someone go unconscious...but do you have any favorite poisons? I think damaging poisons is kinda boring so was trying to think of something more clever.
Also...I got the place mapped with really rough notes, but I have never seen an assassin guild as a 'dungeon' (or a thief's guild, but made two of those already). I've made it a little fantastic since its also an embassy from a far off land of deserts, so want them to get a little taste of that culture, but also put in what I felt should be found in an assassins guild (rooms with wardrobes for disguises/makeup, alchemy lab mainly for poisons, meeting rooms with silencing effects to keep meetings private, some training rooms for thief activities, torture/questioning rooms, scroll room depicting past jobs, messenger birds ripoff from John Wick, and bunks to hole up in, etc). What else would you expect to find in an assassin's guild?
I've been playtesting Vermilion and the way the party has been going and the choices they made, I had to add an extra 'dungeon'. It's an embassy as a front...and really an assassin's guild. They don't know they are entering an assassin's guild as they want to break-in for a different agenda, so should be kind of amusing. I figured the guildmembers would be playing with all sorts of poison and so will be using different varieties against the party.
So it makes sense that the party will be obtaining various poisons as loot and this scruffy bunch-- I'm sure will be using it with glee. At first, I was a bit hesitant as poisons can really give characters an advantage--but I threw that out the window immediately as it's a temporary boost and sometimes the PCs deserve to use what they find! However, I've been meaning to read the 1e DMG some more about poisons and whatnot, but work has been crazy (again) so thought I would ask some questions here for fun since I seem to not leave my desk lately and game night is tonight!.
1. From what I remember, using poison is a big deal, and in fact, some classes were not allowed to use it. I'd like to see some roleplay come out of this within the group (although I think the lawful monk may be dead by next session), but how have the rest of you handled the use of poison among party members? do you just hand wave its use? do you remind paladins and rangers (I dont have any in my group, but curious) that they would probably be disappointed in others using it?
2. are people arrested immediately if known they use it? How easy is it noticed?
3. What are some drawbacks of poison? Do you have a % chance they may poison themselves when applying it without proper training, or is it just a simple dunk the blade in the jar (this is probably in the book....)?
4. How fast does poison leave the blade? I have one poison--Maddie's Revenge that does 4d6 damage first hit, 2d6 damage the second hit, and 1d6 the third hit before being gone, but what about regular poisons? Multiple hits or just one hit?
I've tried to come up with some poison varieties but had to throw this together pretty quickly so plan to revisit and upgrade. I got the typical wyvern poison, spider poison, purple worm poison, paralyzing poison, damaging poison, gas poison and one that make someone go unconscious...but do you have any favorite poisons? I think damaging poisons is kinda boring so was trying to think of something more clever.
Also...I got the place mapped with really rough notes, but I have never seen an assassin guild as a 'dungeon' (or a thief's guild, but made two of those already). I've made it a little fantastic since its also an embassy from a far off land of deserts, so want them to get a little taste of that culture, but also put in what I felt should be found in an assassins guild (rooms with wardrobes for disguises/makeup, alchemy lab mainly for poisons, meeting rooms with silencing effects to keep meetings private, some training rooms for thief activities, torture/questioning rooms, scroll room depicting past jobs, messenger birds ripoff from John Wick, and bunks to hole up in, etc). What else would you expect to find in an assassin's guild?