Some dwarves harrumph that it is not honorable to use envenomed weapons. They tend to be in the safer areas where “honor in battle” doesn’t cost many lives. While dwarves are honorable, they are also pragmatic, and turning away useful weapons in battle is a luxury many clans cannot afford.

Roll 2 dice for the attack, one to hit and one for the tranquilizer’s risk test. Different darts have different potency; untrained for basic stuff, secondary for more expensive specialty tranquilizers, and primary for the good stuff.

(If NPCs are using the stuff, assume they hit and let the PCs make rolls to resist effects.)

Using tranquilizers in darts is a time-honored way to remove foes without killing them. It’s usually fast and quiet, if you’ve got a good alchemist. It is possible to hit, and for the tranquilizer not to work. Maybe the dart hit a bit of armor, maybe the target was just really tough.

For putting poison on a weapon, each failure on the risk test for the attack (whether it hits or not) removes a dose from the weapon. Some are more gummy or sticky, and can handle 2 or 3 failures before they are gone. If they hit and succeed, there are a variety of effects I’ll outline in the rules.

Used against dwarven characters, they resist effects (if possible) with a challenge or risk test as a free action.


  • Fogblood. For the rest of the fight (or once every 10 minutes roll the behavior die) a result that is between 4-9 on the behavior die inflicts 1d10 Vitality damage. Characters make a challenge/risk test once per hour, and if they do not succeed or fail, take damage.
  • Zakath. If the target rolls below 5 on the behavior die (if not in combat roll once every 10 minutes) the target passes out. Characters make a risk test each round or every 10 minutes or pass out.
  • Meatcrisper. Add 1/2 to damage inflicted by the roll.