GM: The blade bites into your side and you can immediately feel something’s wrong. Give me a Fort save.
Player: (Rolls dice) OK, 23. That has to save.
GM: Your moment of weakness passes and you pull the trap out of your side. As you continue down the hall you start to feel weak again. Roll another Fort save.
Player: What, that’s insane; I already saved from the poison. Let me see that book (grabs for the game master’s book pile).
Poison - it is an essential ingredient to dungeon traps, not to mention the stock and trade of assassins and some of the more nefarious races. But more often than not its use in a game can lead to confusion and arguments as players fight over how poison works and the game master has to constantly stop and look up the effect of a specific seldom-used poison. Well, have no fear - your friends at Healing Fireball Publications are here to help with our latest product, Combat Cards: Poisons. In this set of cards you will find both the traditional Combat Cards-style cards that explain the various rules involved in the use of poison. But this set contains so much more: one card for each of the poisons listed in the SRD. As an added bonus to this set we also provide 4 blank poison cards to add your own poisons to the set and 4 quick inventory cards for poison users to keep track of their poison stocks. So, as always, never stop to search through a book again - with Combat Cards the rules are at your fingertips.
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