From: Shadowvine
Lore: The recipe for Shadowbane Poison is shrouded in dark legends and whispered tales of forbidden knowledge. It is said to have originated from a secretive coven of shadow-worshipping witches who sought to harness the power of the Shadowvine, a plant with mystical properties. These witches delved deep into the arcane arts and unearthed the recipe for the Shadowbane Poison. Through their rituals and sacrilegious practices, they infused the essence of twilight into the poison, imbuing it with the ability to cause excruciating pain and gradual weakening of the victim over time. The recipe for Shadowbane Poison is closely guarded by those who possess it, as it is a potent weapon for those willing to tread the paths of darkness.
Use: Shadowbane Poison is a lethal substance employed by assassins and those who seek to inflict slow, torturous deaths upon their victims. When administered, the poison causes extreme pain and gradually weakens the victim’s body, leading to eventual demise. It is primarily used in scenarios where the assassin desires to prolong the suffering of their target, making it a preferred tool for those who wish to send a message or extract information through prolonged agony.
Stats:
Level Requirement: Tier 1
Skills:
- Poison Crafting: Characters with proficiency in Poison Crafting gain an advantage in preparing Shadowbane Poison and ensuring its potency.
- Medicine: Characters skilled in Medicine can accurately assess the effects of the poison and provide remedies or antidotes if necessary.
Preparation:
- Skill Requirement: Poison Crafting (DC 18)
- Time Required: 3 hours
- Resources: Dried Shadowvine flowers (3), powdered obsidian (1 tablespoon), essence of twilight (a few drops), glass bottle
Cost:
- Dried Shadowvine Flowers: 50 gold pieces (GP) per three flowers (due to their rarity and mystical properties)
- Powdered Obsidian: 10 GP per tablespoon
- Essence of Twilight: 100 GP per few drops (obtained from rare and hard-to-find sources)
- Glass Bottle: 5 GP per bottle
Process:
- Grind the dried Shadowvine flowers into a fine powder using a mortar and pestle, ensuring no lumps remain.
- Add the powdered obsidian to the Shadowvine powder and mix them thoroughly.
- Carefully add a few drops of essence of twilight to the mixture, incorporating it evenly.
- Continue stirring the mixture until it forms a homogeneous blend.
- Transfer the poison mixture into a glass bottle, ensuring it is tightly sealed to prevent leakage or accidental exposure.
Tags:
- Lethal: Shadowbane Poison is a deadly substance that inflicts extreme pain and gradually weakens the victim over time, leading to death.
- Forbidden: The recipe and use of Shadowbane Poison are often associated with dark and forbidden practices, making it highly illegal in most jurisdictions.
- Valuable: Due to the rarity and potency of the ingredients required, as well as the dangerous nature of the poison, Shadowbane Poison holds significant value in underground markets and among those who deal in forbidden substances.
- Additional: Assassination, Torture, Covert Operations, Dark Rituals, Alchemical Creation, Rare Ingredients, Black Market, Prolonged Suffering, Forbidden Knowledge, Criminal Underworld

Due to its highly illegal and dangerous nature, the recipe for Shadowbane Poison is not openly sold or available in conventional marketplaces. Instead, it is clandestinely traded within the hidden networks of the criminal underworld or obtained through contacts with secretive organizations or individuals involved in the black market.
- Black Market Poison Peddlers:
- In the shadowy depths of criminal enterprises, there exist specialized vendors known as “Venommongers” or “Toxic Traders.” These individuals operate in discreet backrooms or hidden corners of darkened establishments. Poison peddlers are skilled in acquiring and trafficking illicit substances, including Shadowbane Poison. They possess knowledge of dangerous concoctions and maintain connections with suppliers who provide the rare ingredients needed for its creation. However, gaining access to these vendors and their wares requires trust, connections, or involvement in the criminal underworld.
- Cults and Dark Covens:
- Secretive cults, forbidden covens, or covetous organizations dedicated to the worship of shadows or dark entities may guard the recipe for Shadowbane Poison. These groups are enigmatic and elusive, operating within hidden sanctuaries or isolated locations far from prying eyes. Initiation into such cults or gaining the favor of their leaders might grant access to their forbidden knowledge, including the recipe for Shadowbane Poison. However, joining these organizations often comes with its own set of challenges, risks, and moral consequences.
Use: The end use of Shadowbane Poison is primarily as a tool of lethal subterfuge. The poison is administered to a target in a variety of ways, depending on the user’s intent and circumstances. Some common methods include:
- Covert Assassinations: Assassins employ Shadowbane Poison to eliminate high-profile targets silently and discreetly. The poison’s slow-acting properties allow the assassin to strike without immediately arousing suspicion, as the victim may not immediately exhibit symptoms of poisoning. This approach grants the assassin an opportunity to escape while the poison gradually weakens and kills the target.
- Torture and Extraction: In some darker circles, Shadowbane Poison is used to extract information through prolonged suffering. Victims are subjected to excruciating pain and debilitating weakness, forcing them to reveal secrets or succumb to their torment. This method is employed by ruthless interrogators or those seeking vengeance, aiming to break the spirit and resolve of their captives.
- Symbolic Messages: Shadowbane Poison can be used to send a chilling message or strike fear into the hearts of adversaries. By leaving a victim alive but weakened by the slow-acting poison, it serves as a reminder of the attacker’s capability and willingness to inflict pain and suffering. This method is often employed by individuals or organizations who seek to establish dominance or control over their rivals.
Given the dangerous and illegal nature of Shadowbane Poison, characters who possess or utilize it must be prepared to face severe consequences if discovered. The possession, use, or distribution of the poison is likely to be heavily punishable by law, and characters engaging in such activities should navigate the risks and potential backlash accordingly.
The Shadowbane Covenant
In the forgotten ages when twilight itself bore the whispers of creation, there existed a shadowed forest beyond the edge of memory. Here, amidst the tangled roots and the echoing stillness, thrived the Shadowvine—an enigma born of neither sun nor moon, but of the endless in-between. It was said to feed on the sorrow of the lost and to bloom only in the presence of undying secrets.
It is told, though none recall by whom, that a coven of twelve witches emerged from a land devoured by silence. Their people had perished, their histories swallowed by darkness. Desperate to forge a weapon that might shield them from the ever-hungering void, they turned to the Shadowvine. In their hands, it was no mere plant but a vessel to bind the essence of twilight.
Their rites, passed not by tongues but by hands in trembling secrecy, wove the vine’s spirit into a venom beyond mortal ken. With obsidian ground to dust and twilight’s tears caught in crystal, the witches forged the first drops of Shadowbane Poison. Each vial was sealed with a wordless pact, its utterance now unknown, promising torment to those who dared to betray the balance between life and shadow.
But as with all creations born of desperation, their craft carried a curse unspoken. The poison, while a boon to their cause, began to consume their souls. Each time it was used, a fragment of their will was bound to the ever-expanding shadow from which they sought escape. Legends say their covenant dissolved into mistrust and anguish, for none could resist the whispering pull of the Shadowbane’s power. One by one, they vanished into the shadowed forest, never to return.
In the hollow where the last witch stood, she is said to have whispered words in a language no longer remembered: “Not of shadow, not of light. We are born to neither conquer nor consume, yet in seeking power, we are devoured.” With her final breath, she scattered the remaining Shadowbane Poison into the soil, and the forest grew silent once more.
Moral: Beware the gifts of shadow, for they offer neither salvation nor mercy, but bind all who seek them to a destiny of despair.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Shadowbane Poison
- Type: Alchemical Poison
- Effect: When administered (injected, ingested, or otherwise), the target must make a CON roll or suffer debilitating effects over time.
- Mechanics:
- Initial Stage: On a failed CON roll, the target suffers 1d4 HP loss and a -1 penalty to all skill rolls for 1d6 hours.
- Progression: If untreated, the target must repeat the CON roll every hour (up to three times). Each failed roll increases the HP loss by 1d4 and the skill penalty by an additional -1 (cumulative).
- Antidote: Requires a Medicine roll (Hard difficulty) or rare components to craft a specific antidote.
- Cost: 200 Mythos points or equivalent black-market value in pounds sterling.
- Usage Notes: Typically employed by shadowy cults or assassins. Prolonged use is rumored to attract eldritch attention.
Blades in the Dark
Shadowbane Poison
- Tier: 3
- Effect: A toxin that inflicts slow, excruciating agony and weakens the victim.
- Mechanics:
- Application: Requires a successful Finesse or Prowl roll to administer covertly.
- Effect:
- The target suffers Level 2 Harm (“Debilitating Pain”) and an additional Level 1 Harm (“Fatigue”) if untreated for a full scene.
- Each subsequent scene increases the Harm level unless treated with rare antidotes requiring a Tier 3 Healer.
- Clock: The poison’s progression is represented by a 4-segment clock. Filling the clock causes the target to fall unconscious and risk permanent debilitation.
- Cost: 3 Coin per dose.
- Special: Possession or sale requires a Consort or Sway roll with a faction aligned with poisons or forbidden alchemy.
Dungeons & Dragons (5e)
Shadowbane Poison
- Type: Poison (Ingested or Injury)
- Tier: Uncommon
- Effect: A magical toxin that causes immense pain and gradual weakness.
- Mechanics:
- Saving Throw: DC 14 Constitution. On a failed save, the target takes 3d6 poison damage and is poisoned for 1 hour.
- Progression: Every 10 minutes while poisoned, the target must make another DC 14 Constitution saving throw. On a failed save, they take an additional 2d6 poison damage and suffer a -1 penalty to Strength-based rolls and checks. This penalty stacks up to -5.
- Antidote: A Greater Restoration spell or an antidote crafted with a successful DC 15 Medicine or Alchemist’s Supplies check can end the effects.
- Cost: 750 gp per dose.
- Special: Crafting requires proficiency with Alchemist’s Supplies and materials worth 500 gp.
Knave
Shadowbane Poison
- Type: Consumable Item
- Effect: Inflicts severe pain and weakening on a victim.
- Mechanics:
- Application: Requires a Dexterity Save to administer covertly in combat or other scenarios.
- Effect: On a failed Constitution Save (Difficulty 12), the target suffers:
- -2 Strength and Dexterity modifiers for 1d4 hours.
- 1d6 damage every hour until treated.
- Treatment: Requires rare herbs or a successful Intelligence Save (Difficulty 14) by someone trained in medicine.
- Cost: 200 silver coins or more, depending on scarcity in the region.
- Notes: Shadowbane Poison is highly illegal in most areas and carries significant consequences if discovered.
Fate Core
Shadowbane Poison
- Type: Consumable (Poison)
- Aspects:
- “Agony in the Veins”
- “Whispers of Twilight”
- “Forbidden Brew of Shadows”
- Mechanics:
- Application: Requires a Create an Advantage action with a Poison Crafting or Sneak skill check to administer covertly.
- Effect: Targets hit with the poison gain a Consequence such as “Severe Pain” or “Gradual Weakness.” The severity of the Consequence depends on the target’s resistance (Overcome roll vs. Poison’s potency rating of +4).
- Antidote: Requires a Lore or Alchemy roll at +3 difficulty to create.
- Cost: 1 Fate Point to acquire during play or narrative justification for access.
- Notes: May trigger a compel related to the poison’s dark reputation or legality.
Numenera & Cypher System
Shadowbane Poison
- Type: Consumable (Poison)
- Level: 5
- Effect: Causes severe pain and physical debilitation over time.
- Mechanics:
- Application: Requires a Speed-based task roll to administer (Difficulty 5).
- Initial Effect: On failure to resist (Might Defense, Difficulty 5), the target suffers 5 points of Might damage and a -1 penalty to Speed tasks for 10 minutes.
- Progression: Each hour, the target must make another Might Defense roll (Difficulty 5). On a failure, they suffer an additional 3 points of Might damage and lose 1 point from the Speed Edge until treated.
- Antidote: A Level 5 or higher antidote or healing task is required to neutralize the poison.
- Cost: 200 shins per dose.
Pathfinder (2nd Edition)
Shadowbane Poison
- Type: Poison
- Level: 4
- Save: Fortitude DC 17
- Onset: 1 round
- Duration: 6 rounds
- Effect:
- Stage 1 (1 round): 1d6 poison damage, -2 status penalty to Strength-based checks.
- Stage 2 (1 round): 2d6 poison damage, -4 status penalty to Strength-based checks, and slowed 1.
- Stage 3 (4 rounds): 2d6 poison damage, -6 status penalty to Strength-based checks, slowed 1, and sickened 1.
- Cure: Requires two consecutive successful Fortitude saves.
- Cost: 120 gp per dose.
- Crafting Requirements: Alchemical Crafting feat, Shadowvine flowers (50 gp), powdered obsidian (20 gp), essence of twilight (100 gp).
Savage Worlds (Adventure Edition)
Shadowbane Poison
- Type: Alchemical Poison
- Effect: Causes gradual damage and stat penalties.
- Mechanics:
- Application: Requires a Stealth roll to apply covertly. On a hit, the target must succeed in a Vigor roll (TN 6).
- Failure: Target suffers:
- Immediate: 2d6 damage.
- Ongoing: -1 penalty to Strength and Agility rolls per hour until treated or 3 hours pass.
- Antidote: Healing skill roll (TN 8) with proper ingredients neutralizes the poison.
- Cost: $300 or equivalent in resources.
- Notes: Illegal in most regions, possession may provoke criminal factions or law enforcement.
Shadowrun (6th Edition)
Shadowbane Poison
- Type: Chemical (Toxin)
- Delivery Method: Contact or Injection
- Effect: Causes extreme pain and progressive physical weakening.
- Mechanics:
- Toxin Resistance Test: Body + Willpower (Threshold 3, Damage Value 6, Speed: 1 Combat Turn).
- Damage: On failure, the target suffers 6 Stun damage. Each subsequent turn, roll another Toxin Resistance Test (same Threshold). On failure, the target takes an additional 3 Physical damage until neutralized.
- Treatment: Requires a Medicine + Logic (Threshold 4) test with access to an antidote or proper medical supplies.
- Cost: 1,200¥ per dose.
- Availability: 12R (Restricted due to its deadly nature).
Starfinder
Shadowbane Poison
- Type: Poison (Biological)
- Level: 5
- Price: 1,200 credits per dose
- Application: Injury or Ingestion
- Save: Fortitude DC 15
- Onset Time: 1 round
- Effect:
- Stage 1: 1d6 Constitution damage.
- Stage 2: 1d6 Constitution damage and target is fatigued.
- Stage 3: 1d8 Constitution damage, fatigued, and sickened.
- Stage 4: Death.
- Cure: Two consecutive successful Fortitude saves.
- Special: The poison is often illegal and associated with criminal syndicates, making acquisition difficult without underworld connections.
Traveller (Mongoose 2nd Edition)
Shadowbane Poison
- Type: Toxin
- Effect: Causes slow physical degradation and incapacitation.
- Mechanics:
- Delivery: Requires an Administer roll (Dexterity or Education, Difficulty 8) to deliver without detection.
- Resistance Check: Endurance roll (Difficulty 10).
- Failure: Target suffers -1 Endurance and Strength every 10 minutes for up to 1 hour or until treated. If Endurance is reduced to 0, the target is incapacitated.
- Treatment: Requires a Medic roll (Difficulty 10) with access to medical equipment. Without treatment, permanent attribute damage may occur.
- Cost: Cr500 per dose.
- Special: Highly illegal in most civilized systems; possession risks severe legal penalties.
Warhammer (40K Roleplay Systems)
Shadowbane Poison
- Type: Toxin (Alchemical Weapon)
- Availability: Extremely Rare (-40 to Acquisition Tests)
- Effect: A deadly and insidious poison causing pain and eventual death.
- Mechanics:
- Delivery: Applied via Injury or Injection.
- Toughness Test: Target must pass a Toughness Test (Challenging +0) or suffer 1d10 damage ignoring Armor and Toughness.
- Progression: Each hour, the target must retake the test. On failure, they suffer another 1d10 damage and gain 1 level of Fatigue.
- Antidote: Only advanced medicae tools or rare antidotes (Acquisition Test -20) can halt the progression.
- Cost: 300 Thrones per dose.
- Usage: Favored by assassins and heretical agents, often viewed as an unholy or heretical tool by the Imperium.
