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Poison?

Discuss Quests, Cards, Monsters etc from the Kellar's Keep Quest Pack.

Re: Poison?

Postby Daedalus » Monday April 10th, 2017 6:38pm

mitchiemasha wrote:Damage is damage, no separate tracking for different types. However, Venom/Poison damage can be restored by Venom Antidote KK Kellars Keep alchemist shop, American edition, not UK edition. I wouldn't say them adding an entire potion was a mistake.

We did play it as poison damage could only be healed by the antidote but if we look at how it's worded, that would be wrong. The restriction is the other way round. The Antidote potion is simply a cheaper healing potion that can only be used on damage from poison, at 300g for 2Bp. The only other buyable potion at this point is 500g for 1bp & 1MP....

It is notable that Venom Antidote and an Anti-poison Quill purposely work with separate advantages and limitations. Venom Antidote restores 2 Body Points for certain poisonings (limit) for any Hero, as the potion can be used by the owner or given to another for use on their later turn (advantage.) An Anti-poison Quill restores all damage of any Body Point poison (advantage), but it can only be used immediately by the owner (limit.) It then follows that further adding a "if used immediately" limit to Venom Antidote should cheapen the price to 200 or 250 gold coins if anyone goes that route.
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Re: Poison?

Postby Bareheaded Warrior » Friday April 14th, 2017 5:38pm

My house rules cover poisons but having read this thread it looks like I just reinvented the wheel!

13. Poison

13.1 If you lose one or more BPs from a poisonous attack then your starting BP level is reduced by one for the duration of the Quest (it returns to its original level naturally in time for the next Quest).

13.2 An application of Neriam Root Solution will restore 1 BP of your starting level but only restores your starting level not the lost BP.

13.3 If poison reduces your starting BP to zero then you are classed as Dying but would need to have the poison treated first before applying a healing potion
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Re: Poison?

Postby Jalapenotrellis » Sunday November 24th, 2019 10:39pm

Now that I'm finally in this quest pack with my group, I have an opinion on this after reading this thread.

1) I'll probably play the rules as written. Poison damage is no different than other kinds of damage, the potion and quill are applied as stated. Think of it as causing gangrene, which is body damage no different than being hacked at with a sword on a goblin. In medieval times with spells, swords, and armor, damage is damage as 'aint no medical doctor or scientists walking around diagnosing why your hand isn't working anymore' (e.g. from neurotoxins or from severed nerves from a goblin hitting you).

2) Of the house rules stated so far, I actually like the one where it reduces your max body points for the remainder of the quest unless a poison-specific potion/quill was used. It would make the game harder by requiring the Heroes/Champions to spend their gold on the item, which my current group sees no purpose of purchasing as deep as quest 3 if KK at the time this is written.

3) They seem to already balance the point of using a poison-specific potion or item in that it is a cheaper and more effective heal than a generic Potion of Restoration in terms of gold spent. 500g for 1 body point and 1 mind point vs 300g for 2 body points if buying the Venom Antidote.
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Re: Poison?

Postby wallydubbs » Monday November 25th, 2019 8:18am

I've only ever seen a hero buy the Venom Antidote once, it was the Dwarf. He just had one of those quests where he rolled 2 or 3 Black Sheilds while disarming the trap... generally that group is more careful and let's the Dwarf do all the disarming. However I don't believe he's used it yet, all future failed attempts to disarm came from pit traps.
In my group, I house rule that the Dwarf gets free disarms with a Tool Kit... he should've just bought that.

But I too like the idea that poison damage reduces the heroes starting number of body points. However in some quests it might be difficult to remember with all the Healing potions they go through... but I can hand the hero a skull tile to remember, I don't usually use those unless there's too many monsters to keep track of.


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Re: Poison?

Postby Daedalus » Sunday August 22nd, 2021 11:04pm

That's a clever way to track a poison-reduced Body Point total. I need to remember that one.
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Re: Poison?

Postby Stig » Monday August 23rd, 2021 2:01am

In the Waaagh! quest pack, when a hero receives poison damage they lose BP as normal, but they also get one poison counter for each point of poison damage.

When they receive healing, poison counters are removed first before any BP are restored.

I love this because it’s simple and can be quite nasty!

It’s also dose-dependent like real poison. Imagine being down to 2BP but with 4 poison counters then rolling a 3 for a D6 healing potion...you’d still have 1 poison counters and have healed no BP!


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Re: Poison?

Postby Sotiris » Monday August 23rd, 2021 3:06am

This is the way i used to play it...
wallydubbs wrote:But I too like the idea that poison damage reduces the heroes starting number of body points.

...but from now on i'm gonna try this
Stig wrote:In the Waaagh! quest pack, when a hero receives poison damage they lose BP as normal, but they also get one poison counter for each point of poison damage.

When they receive healing, poison counters are removed first before any BP are restored.

How does a poison antidote works? It just removes all poison counters?
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Re: Poison?

Postby Stig » Monday August 23rd, 2021 6:41am

That's right


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Re: Poison?

Postby Kurgan » Monday August 23rd, 2021 9:33am

In cases of Homebrew poison attacks that do mind point damage, I'd allow the Antidote/Quill to restore that mind point loss equivalent to healing the BP loss as in other cases.


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Re: Poison?

Postby lestodante » Monday August 23rd, 2021 2:16pm

I have a Purification spell that cures any poison or curse.


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