TEXT: TALONA’S TOUCH 
   
   
   
   
   
   
   
  POISONS OF THE FORGOTTEN 
  REALMS 
   
  by GEORGE KRASHOS 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Artwork 
  copyright William McAusland, used with permission. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by 
  Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
  TALONA’S TOUCH: POISONS OF THE FORGOTTEN REALMS 
   
  In the end, it always outmatched strength of arm or speed of spell. My poisons 
  brought low Athkatla’s mighty Goromund “the Lord of the Lanes”, the archmage 
  Beltyn, the orc chieftain Rauthgog and a host of others whose names are now lost to 
  memory. A few drops, a speedy strike or the touch of bare flesh was all it ever took to 
  bring them within Talona’s embrace. She of the Deadly Kiss drank deeply of my 
  labours and favoured me with her deadly blessings. 
   
  Targoth “the Silent” Urthang 
  Mephitic Musings: Tales of a Master Assassin 
         Year of the Envenomed Bolt (339 DR)  
   
  The annals of the Realms are filled with stories of deadly poisonings and the changes 
  they have wrought to kingdoms and those who dwell within them. Loremasters and 
  sages continue to keep alive the tales of such legendary figures as King Jhaster II of 
  Ammarindar who fell to the poisoned arrows of the orcs of the Blacktusk Horde or the 
  giant chieftain Kormuk of the Lone Mount, slain after partaking of cattle carcasses 
  liberally poisoned by the adventuring band known as the Company of the 
  Stormsword.  
   
  The use of poison remains a preserve of the unprincipled or the desperate but as the 
  history of Faerûn has shown time and again, the lands of the Realms holds no lack of 
  such individuals. Many alchemists and apothecaries make a lucrative living from 
  brewing various poisons and the secrets of their making are closely guarded. The 
  complete formula for a well-known poison can be sold for many thousand gold 
  pieces, with prices doubling or even tripling for more rare toxins. Similarly, many 
  ingredients command a premium and adventurers are commonly commissioned to 
  search out those that are rare and/or difficult-to-obtain. Presented here are a number of 
  poisons unique to the Forgotten Realms, which DMs are free to introduce into their 
  campaigns and if so minded, inflict upon their players. 
   
  Poisons 
   
  Item 
   
  Type 
   
  Price per Dose 
  Belpren  
  Contact  
  200 gp 
  Calastra  
  Inhaled  
  700 gp 
  Dwarfbane 
  Injury 
   
  750 gp 
  Falath 
   
  Inhaled  
  500 gp 
  Huld 
   
  Injury 
   
  250 gp 
  Horel 
   
  Injury 
   
  350 gp 
  Inthal 
   
  Contact  
  1,000 gp 
  Jesseret  
  Ingested  
  400 gp 
  Jeteye 
   
  Ingested  
  150 gp 
  Lhurdas  
  Ingested  
  900 gp 
  Morilth  
  Inhaled  
  550 gp 
  Nessel  
  Contact  
  450 gp 
  Orvas 
   
  Ingested/Injury 
  350 gp 
  Prespra  
  Ingested  
  300 gp 
  Razash  
  Contact  
  2,000 gp 
  Saisha  
  Ingested  
  150 gp 
  Srindym  
  Ingested  
  2,500 gp 
  Tharace  
  Ingested/Injury 
  600 gp 
  Ulcrun  
  Injury 
   
  800 gp 
  Varrakas 
  Ingested  
  1,500 gp 
  
  Belpren (Contact). This luminescent blue, acidic substance was created long ago by 
  the alchemist Urdril of Innarlith and is a favourite of poisoners throughout the 
  Tashalar and the lands around the Lake of Steam, being commonly used in traps. 
  Belpren does not corrode metal, nor does it harm cloth or cured leather. It dries and 
  becomes ineffective if exposed to air, and so cannot be used on weapons. 
   
  A creature subjected to this poison must make a DC 12 Constitution saving 
  throw. On a failed save, it takes 24 (7d6) poison damage and is poisoned for 1 hour. 
  On a successful save, the creature takes half damage and isn’t poisoned. 
   
  Calastra (Inhaled). This poisonous vapour is derived from the mixing of ground 
  sulphur, the acid known as “steelbite” and the powdered roots of the cala tuber (an 
  ever rarer staple vegetable that is found throughout the eastern Shaar). It is effective 
  against all creatures and used extensively in the Vilhon Reach and Old Empires. 
  Creatures affected by calastra suffer itching and skin irritation, which gradually turns 
  into large blisters filled with yellow fluid wherever the poison has contacted the skin.   
   
  A creature subjected to this poison must succeed on a DC 15 Constitution 
  saving throw or take 3 (1d6) poison damage, and must repeat the saving throw at the 
  start of each of its next 3 turns. On a second failed save, the creature takes 7 (2d6) 
  poison damage. On a third failed save, the creature takes 10 (3d6) poison damage. On 
  a fourth failed save, the creature takes 14 (4d6) poison damage. On a successful save, 
  the poison ends. 
   
  Dwarfbane (Injury). This gummy oil is poisonous only to dwarves and causes pain 
  “like blazing skewers” to all affected creatures. Known to dwarves as “arlathuld” and 
  to orcs and other goblinkin as “kezzartar”, the making of dwarfbane is known to 
  require dwarf blood, rael moss and venom from the cave adder, found only in the 
  Spine of the World mountain range. It is well known that use of this poison is met 
  with swift and violent reprisals from vengeful dwarves. 
   
  A creature subjected to this poison must make a DC 14 Constitution saving 
  throw or take 7 (2d6) poison damage, and must repeat the saving throw at the start of 
  each of its turns. On each successive failed save, the creature takes 7 (2d6) poison 
  damage. After a successful save, the poison ends. Note that the dwarven resilience 
  racial trait does not apply in relation to the poisonous effects of dwarfbane. 
   
  Falath (Inhaled). This noxious green vapour was once a secret of the illithid-
  controlled Black Veil assassins located in the Troll Mountains and destroyed in the 
  Year of the Chevalier (1048 DR) by the all-paladin adventuring company known as 
  the Brotherhood of Tears. The crafting of falath requires several ingredients including 
  powdered green dragon scales and the reagent known as Oltho’s Tincture. It is 
  believed that the complete formula can be found at both Candlekeep and the 
  Imperium Archives in Calimport, while the sages Thalovaern of Myratma and 
  Vardarna “the Dark” of Esmeltaran are believed to possess partial recipes. 
   
  A creature subjected to this poison must make a DC 13 Constitution saving 
  throw or take 14 (4d6) poison damage and is poisoned for 3d6 minutes. The poisoned 
  creature becomes disoriented and has vulnerability to psychic damage. On a 
  successful save, the creature takes half damage and suffers no other ill effects.  
   
  Huld (Injury). Referred to as “Leap” or “Deathdance” by sages and alchemists in the 
  Realms, this odourless oil causes severe muscle spasms leading to loss of motor 
  control, balance and speech and causing a victim to become helpless as it thrashes and 
  moves about rapidly and wildly. This poison is a favourite of the Fire Knives of 
  
  Westgate and it is whispered that the wizard Sandar “Silkenvoice” Kathklan of 
  Daerlun provides huld to unscrupulous Sembians for stiff fees. 
   
  A creature subjected to this poison must succeed on a DC 16 Constitution 
  saving throw or become incapacitated and unable to speak for 1d6 minutes. The 
  creature can repeat the saving throw at the end of each if its turns, ending the effect on 
  itself on a success. 
   
  Horel (Injury). A distillation of the lilypad-like floating freshwater weed called 
  oxhrel and also “halfling’s hand” mixed in particular (and secret) proportions with 
  dried and powdered horseradish, this poison has a greenish hue and causes violent and 
  involuntary convulsions. As poisons go, horel is common in the Heartlands as oxhrel 
  grows profusely in the Marsh of Chelimber. The alchemist Jarion Evengarl of 
  Scornubel is known to have the complete recipe for this poison and his clients include 
  the infamous Cult of the Dragon. 
   
  A creature subjected to this poison must make a DC 12 Constitution saving 
  throw or be poisoned for 1 minute. The poisoned creature automatically fails Strength 
  and Dexterity saving throws. The creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. 
   
  Inthal (Contact). An ancient poison of the Old Empires and known to have slain 
  many a tomb robber throughout that region, the creation of inthal is believed to 
  involve belladonna, the venom of the salt scorpion (found in the environs of 
  Azulduth, the Lake of Salt) and oil from the black palm of Asanibis, the Great Vale. 
  The resulting clear oil leaves a faint grey patina on any affected surface, appearing as 
  nothing more than dust (“albeit of a deadlier variety than that more commonly found”, 
  as the master-thief Larhund of Mishtan once commented). 
   
  A creature subjected to this poison must make a DC 20 Constitution saving 
  throw or take 48 (14d6) poison damage on a failed save, or half as much damage on a 
  successful one. If a creature is exposed to this poison on more than one occasion 
  before taking a long rest, any subsequent saving throws to avoid its effects have 
  disadvantage. 
   
  Jesseret (Ingested). Named for the lady thief of Waterdeep who concocted it 
  centuries ago, this prickly-peppery (tongue numbing) purple powder involves boiling 
  at least seven ingredients. One of these is the ridgecone, a venomous sea snail found 
  in the shallows of the Sword Coast North, between Neverwinter and Luskan and the 
  islands of the Trackless Sea west to Ruathym. 
   
  A creature subjected to this poison must make a DC 15 Constitution saving 
  throw or take 10 (3d6) poison damage and become poisoned. The poisoned creature 
  must repeat the saving throw every hour, taking 10 (3d6) poison damage on a failed 
  save. Until this poison ends, the damage the poison deals can’t be healed by any 
  means. After three successful saving throws, the effect ends and the creature can heal 
  normally. 
   
  Jeteye (Ingested). This glossy (reflective) black liquid causes the pupils of the 
  affected creature’s eyes to go black, although vision is unaffected. The victim feels no 
  pain for jeteye kills all pain and tactile sensation. Known as “derrun” to the Uthgardt 
  tribes of the Elk and Grey Wolf who most commonly use it, its recipe is a closely 
  guarded secret. It is thought that some Harpers know the formula and the evil wizard 
  Marthel is known to have passed on the recipe to the Arcane Brotherhood after 
  spending a year shapechanged as a wolf to gain its secrets. 
  
   
  A creature subjected to this poison must make a DC 11 Constitution saving 
  throw or become poisoned for 1 hour. The creature is immune to any effect that 
  causes it to become incapacitated while poisoned. 
   
  Lhurdas (Ingested). Also known as “the yellow death” and “Beltyn’s last drink” for 
  its most famous victim, this favourite of poisoners throughout the South has a sharp, 
  dry white-grape flavour and readily mixes with white wine. Lhurdas produces rapid 
  nausea, convulsions and terrific internal cramps and burning pain. The key ingredient 
  in crafting this poison is darnel grass, which has been infected by a particular fungus. 
  Known as “redweed” in Tethyr, this poisonous grass is usually torched on discovery 
  but a few unprincipled farmers cultivate small patches for sale to alchemists and 
  apothecaries. 
   
  A creature subjected to this poison must make a DC 20 Constitution saving 
  throw. On a failed save, it takes 42 (12d6) poison damage and is poisoned for 12 
  hours. The poisoned creature is paralyzed. On a successful save, the creature takes 
  half damage and isn’t poisoned. 
   
  Morilth (Inhaled). This poison is made from the edible herb of the same name, which 
  can be found throughout the lands of the Easting Reach. Several further ingredients 
  including crushed petals from the rare ologal flower and a few drops of harpy blood 
  are added to it, and then the whole burnt to ashes. The resulting smoke is poisonous 
  and usually captured in glass vials or spheres. It is believed that the Shadowmasters of 
  Telflamm are expert users of morilth, although its ingredients make it a rare and 
  seldom used poison. 
   
  A creature subjected to this poison must succeed on a DC 17 Constitution 
  saving throw or become poisoned for 24 hours. The poisoned creature is blinded and 
  deafened. 
   
  Nessel (Contact). This infamous poison is favoured by the assassin Arigarn “the 
  Faceless” Telaumar who accepts commissions through his contact Lalathra at the 
  Silken Bonds festhall in Saerloon. He discovered the recipe in a mouldering book he 
  retrieved from a Netherese tomb in the shifting sands of Anauroch, which he 
  subsequently sold through intermediaries to the Talontar of the Place of Waiting 
  Death in Westgate. The recipe has enjoyed wider circulation since the individual 
  known as “Nightdagger” (a pseudonym to be sure and believed to be a renegade 
  member of the Night Masks) sold it to the alchemist Partran of Iriaebor, who has 
  disseminated it widely for much gold. 
   
  A creature subjected to this poison must make DC 14 Constitution saving 
  throw or become poisoned for 1 minute. The poisoned creature is affected as if under 
  the effects of the slow spell (see Players Handbook, p.277). The creature can repeat 
  the saving throw at the end of each of its turns, ending the effect on itself on a 
  success. 
   
  Orvas (Ingested/Injury). Orvas is a transluscent liquid with a green cast and a 
  bittersweet taste. This versatile poison is believed to be the work of the master 
  poisoner Corth who lived in various cities of the Vilhon Reach in the 1200s DR. It is 
  reported that Corth collected his life’s work in a folio that was buried with him in a 
  hidden, trap-laden tomb somewhere in the Cloven Mountains. At least two 
  adventuring companies, the Dragonshields of Arrabar and the Red Wizard-sponsored 
  Ring of Fireswords, have ventured forth to discover the tomb in recent seasons and 
  failed to return. 
  
   
  A creature subjected to this poison must make a DC 18 Constitution saving 
  throw. On a failed save it takes 35 (10d6) poison damage and is poisoned for 1 hour. 
  On a successful save, the creature is not poisoned. 
   
  Prespra (Ingested). Also called “Mother’s Bane”, this odourless, colourless liquid 
  mixes readily with all drinkable liquids except milk and dairy products from which it 
  separates. Known ingredients include belladonna, the venom from the yellow sea asp 
  native to the Nagawater and powdered bone beetle. This poison causes extreme 
  lassitude and feelings of debility. 
   
  A creature subjected to this poison must make a DC 13 Constitution saving 
  throw or take 17 (5d6) poison damage and become poisoned. The poisoned creature 
  deals only half damage with weapon attacks that use Strength. The poisoned creature 
  can repeat the saving throw after taking a long rest and on a successful one the effect 
  ends. 
   
  Razash (Contact). First noted in court records of Qysar Shoon IV and a secret of the 
  Imperium until its fall, razash is a colourless oil that has a faint acrid aroma and is 
  distilled from black dragon blood. Rare and deadly, the full recipe for this poison is 
  known to the rulers of Calimshan and it is also recorded in the Royal Library of 
  Tethyr. It is believed by many sages that the ruins of Castle Trinity must hold at least 
  a partial recipe for razash. 
   
  A creature subjected to this poison suffers no ill effects until it is the target of 
  magical healing. If the poison is not detected and neutralized before then, the creature 
  must make a DC 17 Constitution saving throw, taking 38 (11d6) poison damage on a 
  failed save, or half as much damage on a successful one. The magical healing takes no 
  effect on the creature whether or not the save is successful. 
   
  Saisha (Ingested). Made from plants including maidbane, monk’s pepper and 
  laburnam, this flavourless, reddish liquid is known as “Hammerlock” for the rigid 
  immobility it causes. It is commonly used by slavers to subdue their prey and is a 
  favourite of the unscrupulous in Sembia, the Moonsea and the Vast. Saisha is a staple 
  of Zhentarim agents and it is known that the Harpers have developed an antidote after 
  many years of falling afoul of it. 
   
  A creature subjected to this poison must succeed on a DC 14 Constitution 
  saving throw or become poisoned for 3d4 hours. The poisoned creature is paralyzed. 
   
  Srindym (Ingested). An iridescent, silver liquid, this poison was created by the elves 
  millennia ago and used by them against “lesser races”. In these times very few elves 
  or anyone else knows how to make srindym so it is rare and expensive. Its making 
  involves elven blood, moonlight, the casting of multiple spells and has always been a 
  closely guarded secret, even among the Fair Folk. The use of srindym is a common 
  signature in the nefarious activities of the Eldreth Veluuthra. 
   
  A creature subjected to this poison must make a DC 20 Constitution Saving 
  Throw. On a failed save, it takes 42 (12d6) poison damage and is poisoned for 1 hour. 
  The poisoned creature is incapacitated. On a successful save, the creature takes half 
  damage and is stunned for 1 minute. 
   
  Tharace (Ingested/Injury). This brownish powder is created from a precise and 
  secret mixture of the powdered roots of the talltuft and marath grasses, the streambank 
  plant lurteasel and a groundvine known as “blood-drops” or “bloodfall” for its tiny, 
  
  red berry clusters. Commonly added to food, pine gum and various tree saps can also 
  “bind” powdery tharace to metallic weapons without altering its toxicity. 
   
  A creature subjected to this poison must make a DC 16 Constitution saving 
  throw, taking 21 (6d6) poison damage on a failed save. If the saving throw fails by 5 
  or more, the creature takes 42 (12d6) poison damage. On a successful save, the 
  creature takes half damage.  
   
  Ulcrun (Injury). A milky, white viscous liquid that is used by orcs and ogres 
  throughout the Moonsea North, the secrets of ulcrun are believed to have been taught 
  to those savage tribes by Malimshaer, one of the nycaloths of the Trio Nefarious. Its 
  widespread use during the Weeping War means that to this day, elves will hunt down 
  and slay anyone associated with the creation or use of this poison. Due to its unique 
  nature, ulcrun has no effect on ogres, orcs, hobgoblins or goblins. 
   
  A creature subjected to this poison must make a DC 12 Constitution saving 
  throw or take 14 (4d6) poison damage and become poisoned. The poisoned creature 
  has vulnerability to piercing and slashing damage. The poisoned creature must repeat 
  the saving throw every hour, taking 3 (1d6) poison damage on a failed save and 
  remaining poisoned. On a successful save, the creature takes no damage and isn’t 
  poisoned. 
   
  Varrakas (Ingested). This black, thick syrup has a slightly oily taste but no strong 
  flavour. It is commonly hidden in sauces and gravies. A favourite poison of the 
  Zhentarim, it is often used by the five assassins known as the Black Moons, 
  successors to the Three. Their recent victims include the merchant “lord” Garlane 
  Nothtower of Yhaunn, the mercenary Orbos of the Five Banners and the wizard 
  Perendil “the Artflame” Brinhan, all at the Feast of Ravens at Midsummer in Ordulin. 
  The Sembian authorities are currently keen to discover how the Black Moons 
  managed to bring such a volume of varrakas into the realm, right under their noses. 
   
  A creature subjected to this poison must make a DC 16 Constitution saving 
  throw or take 3 (1d6) poison damage and become poisoned for 5 minutes. The 
  poisoned creature must repeat the saving throw every minute, taking 7 (2d6) poison 
  damage on a second failed save, 10 (3d6) poison damage on a third failed save and so 
  on. Until this poison ends, the damage the poison deals can’t be healed by any means. 
  On a successful save, or after 5 minutes, the creature is no longer poisoned. Any 
  creature that has imbibed alcohol within an hour of being exposed to varrakas has 
  disadvantage on any saving throws to avoid its effects. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Talonas Touch - Poisons of the Forgotten Realms.pdf