

Poisons have long been a favored tool in Westeros for assassins, schemers, and those who prefer subtlety over open battle. Whether slipped into a goblet of wine, laced on a dagger’s edge, or mixed into a meal, poisons offer a deadly alternative to traditional combat, provided they are crafted with skill.
However, creating an effective poison is not without risk. The materials are costly, failure means wasted resources, and a careless would-be poisoner may fall victim to their own concoction. Witnesses and consequences matter - at any given moment, the story team may request additional rolls to prevent detection from NPC’s passing by.
Requirements to Craft Poison
Only individuals who meet one of the following conditions may attempt to craft poison:
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5 Points in Intrigue (INT) – Mastery in deception and underhanded tactics.
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Alchemy Magic – Knowledge of mixing deadly substances beyond common means.
Mechanics of Poison Crafting
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Each attempt at crafting poison requires a payment of 30 Copper Pennies (submitted via Story ticket).
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The crafter must make a successful Intrigue roll:
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Standard Roll: Must roll 15+ for success.
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With Alchemy Magic: Must roll 10+ for success.
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If the roll fails, the coins and materials are lost, and no poison is created.
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Players may make one attempt per week to create a poison, and one roll only per attempt.
Using Poison in Roleplay
Once successfully crafted, poisons can be used to attempt to kill or weaken another PC or NPC. Delivery methods may include:
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Ingested Poisons: Slipped into food, drink, or medicine.
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Contact Poisons: Absorbed through the skin, used on objects like letters or door handles, or applied to a weapon for use in combat.
All poison attempts must be properly roleplayed, and use of poison against another PC should be handled with HUD rolls or staff oversight when needed. Remember, ICA = ICC - you never know when an attempt might be made!
Note: The use of rare or unique poisons (such as the Tears of Lys or Basilisk Venom) may require additional IC justification or special materials beyond standard crafting attempts.
step 1 – prep time post (crafting & planning the poison)
Before attempting to poison someone, the player must successfully craft poison (via Intrigue roll or Alchemy Magic) and then roleplay preparing for its use.
Remember, each attempt at crafting poison requires a payment of 30 Copper Pennies (submitted via Story ticket).
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The crafter must make a successful Intrigue roll:
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Standard Roll: Must roll 15+ for success.
-
With Alchemy Magic: Must roll 10+ for success.
-
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If the roll fails, the coins and materials are lost, and no poison is created.
Players may make one attempt per week to create a poison, and one roll only per attempt.
What to Include in the Prep Post:
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Acquiring the ingredients
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How will the poison be applied – Is it ingestible or contact?
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Setting the stage – Where and when will the poison be administered?
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Handling the risk – What precautions are taken to avoid harming oneself during crafting or suspicion?
Example prep post:
The dim candlelight flickered as Lady Alanna carefully unsealed a small glass vial, its contents a deep, inky black. The alchemist's mixture had cost her dearly, both in coin and risk, but tonight, it would serve its purpose. Dipping the fine edge of a needle into the liquid, she worked it into the seams of a goblet meant for King Baelon’s feast. The poison would dissolve, tasteless and unseen. Now, all that remained was to wait.
step 2: Administration of Poison Post (Delivery & Execution)
The next post should cover how the poison is administered to the target. This must be realistic and fit the circumstances of the scene.
What to Include in the Administration Post:
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How the poison is delivered – Is it slipped into wine, spread on a blade, or left on an object?
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Disguising the act – Are there witnesses? Servants? Guards?
Example administration post:
The banquet hall was alive with laughter and music, the perfect cover for careful hands. Alanna lifted a pitcher, pouring dark wine into the goblet before King Baelon. Her fingers barely brushed the rim, but that was all it took. The poison had already seeped into the cup’s lining. "To your health, my King," Alanna toasted, watching to see if the king would raise his cup and drink.
step 3: Effect Post (Reaction & Consequences of Poisoning)
At this time, the Story team will step in and work with the target to see how (or if!) the poison takes hold. Once the poison is consumed or absorbed, the target player rolls for resistance (if applicable), and the effects unfold.
What to Include in the Effect Post:
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How the poison takes hold – Is it immediate or slow-acting?
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Physical symptoms – Does the victim feel weak, dizzy, or collapse outright?
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Does the poisoner stay or leave?
Poison Resistance Roll (Handled by Story Team)
Once poisoned, the victim rolls a flat d20 with no stat modifiers. The result determines the severity of the poison’s effect:
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1-3 → The poison fails completely. The victim suffers no effects - either the dosage was too weak, they unknowingly neutralized it (e.g., with wine or food), or their body resisted it.
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4-10 → The poison weakens but does not kill. The victim suffers severe illness or injury, requiring one RL week of convalescence (unable to fight or take major actions). If untreated, they may experience lingering effects.
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11-18 → The poison is fatal unless treated immediately. The victim collapses and will die within 48 RL hours unless healing magic, antidotes, or medical intervention occurs.
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19-20 → Instant Death. The poison is too strong, and the victim dies within moments.
Example Effect post:
At first, King Baelon felt nothing, raising his goblet for another drink. But as he set it down, a tremor ran through his fingers. The warmth in his chest turned to ice, his stomach twisting violently. His breath hitched, and then the coughing began - a deep, wracking sound that sent blood speckling his lips. Gasps filled the hall as the king collapsed to the floor, his body convulsing. Lady Alanna remained seated, watching in feigned concern as the scene unfolded before her.
poison crafting
Poisons have long been a favored tool in Westeros for assassins, schemers, and those who prefer subtlety over open battle. Whether slipped into a goblet of wine, laced on a dagger’s edge, or mixed into a meal, poisons offer a deadly alternative to traditional combat, provided they are crafted with skill.
However, creating an effective poison is not without risk. The materials are costly, failure means wasted resources, and a careless would-be poisoner may fall victim to their own concoction.
Witnesses and consequences matter - at any given moment, the story team may request additional rolls to prevent detection from NPC’s passing by