Showing posts with label thieves. Show all posts
Showing posts with label thieves. Show all posts

Saturday, September 21, 2013

The Blacks Hands Guild Laws

The Black Hand are the Thieve's and Assassin's Guild in my world, a criminal empire run by rutheless magic proof Irontooth Gnomes , and shamelessly based on real world criminal organizations. There are other criminal groups in my world, the Black Hand is the strongest and best organized of them.

There are 12 rules for the Black Hands Guild in the 7 Kingdoms, any violation of these rules calls for removal of the appendage on first infraction. The amount of removal based on the degree of violation. Limbs are removed by a blade if the Guildmaster feels the error was made with good reason, with fire or starving rats if the offense caused the guild danger or difficulty.

The Black Hands 2 Hands of Law:

Right Hand :No killing another member of equal or higher rank without permission , maiming requires a weregild be paid to the guild. Weregild to be set by the Grandfather. Lesser thieves may be slain with reason and a weregild must be paid to the grandfathers. Any who defy this law lose the Right Hand.

Left Hand :The Grandfathers word is law on his city. No tradework beyond basic pick pocketing or confidence schemes may be performed in a new place until you have made contact with the local grandfather and received permission. Any who defy this law lose the Left Hand.

The Lesser Laws of the Black Hand are known as "The Fingers of the Law" and to break them is to forfeit the involved finger.

The Black Hands 10 fingers are:

Right thumb. No one can present himself directly to another of our agents. There must be a third person to do it.

Left Thumb. No one may steal from a Wizard, High Priest, Member of High Nobility ,King or High Official without the word of the grandfathers.

Right Ringfinger. No consorting with the Watch or the Slayers Brotherhood

Left Ringfinger. Don't go to outsiders with Hand business

Right Pointer. Always be available for the Hand, even if your wife's about to give birth.

Left Pointer. Appointments must be respected but the secrecy of the Hand comes first.

Right Middlefinger. Senior guildsmen must be treated with respect.

Left Pinky. When asked for any information by any senior member of the Guild, the answer must be the truth.

Right Pinky. The Guild always gets it's cut off the top , You will use no non-guild fences.

Left Middlefinger. Non-guildsmen are never to hear of guild business, Rival guilds and freelance thieves are shunned and reported.

Friday, September 20, 2013

24 Poisons of the Realms


1: Thieves Lament
An inhaled poison made of Komori root powder.It is pale blue grey and is a dust. It causes immediate intense bleeding and swelling causing 4 hp of damage around, leading to death within 3 hours. The initial save is made at plus 4.

2: Glasswrack 
This inhaled poison of alchemical origin looks like fine ground glass and is made from the distilled essence of dragon, snake, drake and lizard scales. It causes stomach cramping and nausea followed by digestive track failure taking effect within 4 hours, accompanied by causes uncontrollable dance like muscle contractions that render the vicitm paraylzed.The initial save is made at no penalty

3: Tuni
This injected poison of fungus origin .It causes massive fever causing 2 con loss an hour taking effect within 1
minute of insinustion. The initial save is made at minus 1

4: Scar Beetle Oil
This contact poison is made from the liquified shells of the Scar Beetle. The oil is bright viridian and smells of acid.
It causes blindness taking effect within 1 minute, accompanied by coma like sleep and intense nightmares within 20 minutes, and leaves survivors with weakness and stiffness for up to 1 hour after awakening. The initial save is made at no penalty.

5: Eriki Lizard venom
This contact poison of reptile origin.Clear liquid, lemony smell. It causes intense bleeding and swelling causing 6 hp of damage a round taking effect within 1 minute, with a new saving throw each round. Once a save is made the toxin has run it's course. The initial save is made at minus 4

6: Ocavia 
This ingested poison of alchemical origin is made from boiled a base of wormwood and oil beetle extracts. Purple liquid with a bitter oak scent . It causes intense all over body pain like being set on fire , Con check to take any action, taking effect within 10 hours, and leaves survivors with an intense sense of euphoria and an inability to feel pain for up to 2 hours after the initial effect has run it's course . The initial save is made at minus 3

7: Deathgrip
This injected poison is made from boiling the larvae of Yste flies.Brown goop with horrible meat smell.
It causes immediate liver death , fatal in 72 hours or less.The initial save is made at no penalty

8: Snailbite
This blue contact poison of is a sticky tar like resin of fungus origin.It causes immediate massive fever causing 1 con loss an hour, leading to painfull death within 8 minutes.The initial save is made at minus 4

9: Gung Root 
This injected poison is made from Gungin bush root , boiled in oil ,it is a  dark yellow in color and smells of chlorophyl.It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 65 minutes, accompanied by agonizing cramps -3 to all actions. If the save is made it serves as a potent stimulant and sexual aid. If not the corpse may be able to hold the lid up of his own casket. Sleep will be impossible for 24-36 hours after it enters the body. The initial save is made at plus 3

10: Greentooth
This ingested poison of is made from pulped bark of Red Jarwalla trees. It is brown-black in color, and smells sweet. It causes immediate true sight and fever leaving the victim unable to act unless a saving throw vs poison is made, this fever forces a loss of 1 CON point and hour until the CON reaches 3 , whereupon it breaks, after the fever breaks the true sight wears off, this change in perspective requires another save or death within 3 minutes occurs, seemingly of a heart attack. When Greentooth is consumed it stains any bone surface green, thus the name. The initial save is made at no penalty

11: Hasim also known as Bloodfire Venom
This contact poison of monsterous alchemical origin , made of the boiled organs of several breeds of magical snake and demon blood. It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 3 minutes, after 7 minutes the victims skin begins to smoke, and the Hasim sets the victims blood on fire for 5 points of damage and a loss of 2 Constitution and Perception a round. A save vs poison is required vs both effects.  The initial save is made at plus 5. If the saves are not made Holy Water will stop the effects on consumption as will entering a circle of protection.

12: Aruk
This injected poison of monster origin is made from boiled down Gelatinous Cube. It causes intense bleeding and swelling causing 1 hp of damage a round taking effect within 95 minutes during which time the victim feels no pain at all those making the save still feel no pain, those that fail thier save but live find themselves paralyzed for up to 1 hour afterward unless the make a 2d10 CON check. The initial save is made at minus 1

13: Kakomi Vapor
This inhaled poison of vegetable origin is an oily red liquid that boils at exposure to air unless the temperature is 50 or less. It causes immediate stomach cramping and nausea followed by digestive track failure, leading to death within 1 minute or less after being breathed. The initial save is made at plus 2

14: Crowkiller
This ingested poison of vegetable origin, looking like golden nuggets the size of corn kernels. It causes brain fever causing 2 Int, Wis, Chr loss an hour taking effect within 8 hours, leaving the victim incapacitated for a day or more. The initial save is made at plus 4. It is commonly used by Halfling farmers.

15: Naga Blood
This injected poison of monster origin. It causes astral perception and brain fever leaving the victim unable to act
taking effect within 10-22 hours, and leaves survivors with hallucinations for up to 40 hours .The initial save is made at plus 4.


16: Banga Nag
This contact poison of shellfish origin. It is a black oily resin. It causes immediate massive cramping and bleeding causing 9 hp of damage immediately, leading to death within 25 minutes. The initial save is made at minus 2.

17: Hwan Nag
This contact poison made from sea urchin's spines. It causes convulsions save vs poison at -3 each round to act, taking effect within 6 hours, and leaves survivors with synesthesia for up to 1 hour afterwards . The initial save is made at plus 3

18: Jester's Curse
This contact poison of vegetable origin, made from Mandrake harvested from beneath a hanged gypsy.
This Brownish green resin causes causes the uncontrollable laughter ,until death by a heart attack , save each turn vs death taking effect within 9 minutes,accompanied by massive bleeding at the areas of contact 1d4-1 pts of damage per round, and leaves survivors with synesthesia for up to 1 hour .The initial save is made at minus 4

19: Drake's Bile
This contact poison of monster origin, it takes the form of a Reddish orange sticky goo.It causes hallucinations taking effect within 10 hours, accompanied by pancreas failure , fatal in 72 hours, and leaves survivors blind for up to 6 months .The initial save is made at minus 3

20: Hellbroth
This contact poison of alchemical origin it is a yellowish sticky mess smelling and looking like honey.
It causes intense bleeding and swelling causing 2 hp of damage a round taking effect within 4 minutes, and leaves survivors with painful joints for up to 10 days . The initial save is made at minus 4

21: Crypt Wine
This injected poison of fungus origin , taken from various underground dwelling fungi particular to graveyards. It causes massive fever causing 2 con loss an hour taking effect within 80 minutes, at runs it's course in 2-20 hours. The initial save is made at plus 5

22: Redskin
This injected poison of vegetable origin It causes intense pain and burning causing 4 hp of damage a minute taking effect within 8 hours, accompanied by respiratory failure save or die, and leaves survivors with a massive skin discoloration .The initial save is made at plus 3


23: Miser's Lament
This injected poison of shellfish origin It causes sleepiness taking effect within 10 minutes, accompanied by
massive cramping and bleeding causing 1 hp of damage immediately.The initial save is made at minus 4


24: Popskull
This ingested poison of vegetable origin. This reddish black liquid smells of turnips . It causes weakness -6 Strength and Constitution taking effect within 11 hours, and leaves survivors bleeding from the nose, gums and eyes for up to 1 hour .The initial save is made at plus 1