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tal’dorei campaign guide



                                                dangerouS contraband

                There are a number of difficult-to-produce substances that have gained popularity for their mind-altering properties,
                and while the creation and possession of these substances is considered highly illegal within civilized Tal’Dorei, they
                have found private popularity within various levels of society across Exandria.

                oloore root
                Oloore Root began as a druidic ceremonial tool for vision quests and communion with nature, but has become sought
                after by high society for its psychedelic properties. Drinking of the tea brewed from the root leads to heavy hallucina-
                tions, and sometimes grants insight to the world around them.
                 The imbiber must make a Constitution saving throw (DC 14) or become poisoned for 1d4 hours. Upon a success, the
                imbiber gains advantage on any Wisdom ability checks for 1 hour. On a saving throw of 19 or 20, the imbiber gains
                supernatural distance seeing, as though they had cast a scrying spell. They may Concentrate on this for up to 1 minute.
                (Valued at around 100 gp per dose.))

                zeal
                Zeal is distilled from the blood of captured or slain quaggoth deep from beneath the surface of Exandria. When brewed
                properly, a thick, purple-colored liquid that tastes of ash remains.
                 Drinking zeal or applying liberally to exposed skin (requiring an action) forces the user to make a Constitution
                saving throw (DC 12) or become paralyzed for 1d4 rounds as every muscle seizes up. With a success, the user deals
                an additional 3 damage to any target it hits with a melee attack for 2d6 rounds. The user suffers 1 point of exhaustion
                after the effect ends, regardless of saving throw success. (valued at around 150 gp per dose)
                Suude
                Suude is a dangerous, granular substance refined from magic residuum. Initially developed during the Age of Arca-
                num by archmages as an incense burned to enhance long spell ritual casting, the secret was discovered and spread
                among the spellcasting riffraff of Exandria. The varying forms of refinement are dangerous, and can produce one of
                three different types of suude.
                 When burned and the fumes inhaled (requiring an action), the imbiber must make a Constitution saving throw
                (DC 10) or become unconscious for 2d4 rounds. With a success, the user gains 1 Sorcery Point and access to one
                Metamagic option (as per the Sorcerer class Font of Magic and Metamagic features) for 1 hour based on the type of
                suude used. If more than one dose of suude is used within 1 hour of another, the DC of the Constitution saving throw
                is increased by 3 per additional dose. If three or more doses are used within 1 hour of each other, failing the Constitu-
                tion saving throw drops the user to 0 hit points. Brown suude grants the Extended Spell option, Blue suude grants the
                Twinned Spell option, and Red suude grants the Distant Spell option. (valued at around 80 gp per dose)

              geography                                         wreckage and broken foundations of the town harbor only
                                                                ghosts and unsavory creatures drawn to places of such
              Kymal is built on the rocky foothills of the Ironseat
                                                                dark history.
              Ridge. Exploring beyond the glamorous city leads one
              to nothing but a desolate expanse of boulders and scrub-
                                                                shadebarrow
              brush. Truly intrepid explorers may find the sealed
              entrances to the dried-up Kymal Gold Mines, but those
              who venture inside will find more than just empty caves.
                                                                No one who has visited the Shadebarrow has ever come
                                                                back alive…nor do they come back entirely dead. The
              the ruins of torthil                              Shadebarrow was once a monolithic henge used as a ritual
                                                                site for the hierophant druids known as the Dawn Circle,
                                                                but their shrine became their tomb during the iron rule
              While traveling south of Kymal along the Wildwood   of Drassig. After Trist Drassig’s death, the trade unions
              Byway, just outside of the Ivyheart Thicket, travelers can   of Westruun laid claim to the unowned land, and from
              spot a mile-wide cluster of broken stone, salted earth, and a   there the Dawn Circle’s abandoned and treasureless burial
              single obsidian monument to the death of Warren Drassig,   tunnels were purchased from the unions at great cost by an
              one of the most infamous and terrible figures in Tal’Dorei   eccentric Westruunian baron named Sevil Howthess. His
              history. This scarred patch of land marks the ruins of the   obsession with its history led him to be interred there upon
              village of Torthil, which played an important role in the   his passing, having the tomb outfitted with protections and,
              Scattered War, and harbored the ambush that led to the   supposedly, the remnants of his fortune.
              death of King Warren Drassig. Destroyed out of ven-  The exact location of the Shadebarrow has been for-
              geance by Warren’s son Neminar, the now long-weathered   gotten by all but the Baron Howthess’s few surviving


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