TEXT: AQUILONIAN ADVENTURES
  Though as tame a land as any in this rough era, Aquilonia 
  is also a hub of adventure. Be it searching out lost ruins, 
  hunting enemies of the king, or scheming in the corridors 
  of power for more influence, Aquilonia provides a broad 
  palette of stories in the making.
  The City of the Dead
  This could take place in Tarantia or a city of the game-
  master’s invention. In either case, the city is a living city, 
  no necropolis. The dead don’t arrive until night. What’s 
  going on? Below the city are ancient crypts filled with 
  the victims of a forgotten plague. The nobles were buried 
  well, the peasants in mass graves. Almost everyone forgot 
  about the epidemic, as it happened so long ago. However, 
  there is one hermit scholar who knows a legend of this 
  ancient plague.
  It seems that the city, according to the legend, was 
  cursed by an old, now forgotten god. This god sent a comet 
  over the city which caused disease. For the week the 
  comet was visible in the sky, the dead piled up. Whatever 
  the city did to anger the god, the god would revisit ten-
  fold on the city.
  The city nearly disappeared, with casualties nearing 
  half the city. It was a horrific time to be alive. Yet the god 
  was not done. Her anger was so great she cursed the city’s 
  descendants, proclaiming the dead would rise when the 
  comet reappeared. These arisen corpses would revisit 
  horror upon the city as they killed the inhabitants whilst 
  emerging from the ground like tainted trees. Nowhere 
  would be safe.
  The player characters are unfortunate enough to be 
  visiting the city when the comet is supposed to reappear. 
  The citizens are eager to see the comet for, over the 
  course of ages, they have come to believe it is a good 
  omen. It is not.
  The player characters experience a zombie plague in 
  the middle of a large city. They probably think of cutting 
  their way out of the city limits, but the Aquilonian army 
  surrounds the town. It seems the plague is infectious, 
  known about by the crown, and the only solution they 
  see is to quarantine the city, possibly to burn it with all 
  inside. If not, the plague could sweep the land.
  Of course, this doesn’t help the player characters, but 
  the strange old hermit knows another tale. One that 
  says the god was buried without ceremony beneath the 
  city. If they find that corpse and give it a ritual burial, all 
  this will end.
  What the hermit doesn’t know is that there was no 
  god. This is the work of an Acheronian-era wizard who 
  was indeed buried improperly and brought a curse to 
  the city by using certain alignments of the stars, and the 
  Outer Dark, which coincide with comet’s appearance. 
  To save the town, or even just themselves, the player 
  characters must go into the crypts, find the dead wizard, 
  and ritually reinter him. Simple, right?
  The Binding
  Shamar is not just a city, it’s a prison. The planned roads 
  leading to the central hub are part of an old sigil of binding. 
  Thousands of years ago (3,000 to be exact), an Acheronian 
  city sat where Shamar now lays.  Shamar was built on 
  its ruins and kept the same design.
  The Acheronian city was a wonder. It had lights 
  which never went out, food that came from seemingly 
  nowhere, many of the things associated with Old Kosalan 
  ruins. However, the Acheronians achieved this all not by 
  super-science but through dark magic.
  They enslaved a creature of the Outer Dark — a very 
  powerful one. Beneath the city that creature still lurks, 
  though its power is no longer tapped by man. Yet the 
  sigil remains unbroken and, as sorcerers are wont to 
  do, opening the lock seems like a good idea to a certain 
  sorcerer. The sorcerer’s goals and abilities are up to the 
  gamemaster, but they believe that they can control the 
  beast. Alternatively, the sorcerer may wish to release 
  it, so it destroys the city and, hopefully, all Aquilonia.
  The beast is no beast, as it happens, but an intelligent, 
  malevolent creature. It will want revenge, but it may 
  have further goals. How was it caught? What sorcerer 
  bound it? What does it want after all these years once 
  it slakes its thirst for vengeance?
  This event could disrupt the entire nation, if not pre-
  vented. It could lead to the fall of not only Shamar but 
  Aquilonia, too. Possibly, it could lead to the rule of the 
  Great Old Ones on the Earth once again. Who knows 
  what plans and forces the Acheronians meddled with? 
  This could be a genuine catastrophe to bring a premature 
  end to the Hyborian Age!
  EXTRAS
  
  ExTRAS
  2
  SWAMP WITCH (TOUGHENED) 
  In the depths of fens and bogs lurk hags who prey upon 
  unwary folk. They take shapes pleasing to their prey, be it a 
  beautiful woman or lost love. Such is their power that they 
  can plumb a victim’s mind for deep desire and manifest it 
  in the flesh. But that flesh turns cold and necrotic in the 
  coupling, rending the body of the would-be lover, should 
  the witch so desire.
  Yet such swamp witches also have sorcerous powers at 
  their disposal, having once been human and tutored by 
  demons. They live in these remote locales because their 
  involvement with the Outer Dark corrupts them so dramat-
  ically that they cannot stand to dwell amongst the living. 
  Likewise, they cannot forever hold a pleasing shape, and 
  their droopy, rugose skin, covered in leprous sores, quickly 
  gives them away.
  Yet they also possess the secrets of demonology and 
  foretelling. Their cold, pupil-less eyes grant them true 
  sight, a form of prophecy. If a seeker needs an answer, and 
  if that seeker can discover what it is the witch will accept, 
  a deal is struck. The deal is never easy and often involves 
  the trading of life, one way or another.
  An old Nemedian folktale speaks of a man who swore 
  revenge on the unknown man who killed his father. It was 
  his only desire in this life. The son found a witch dwelling 
  in a hut surrounded by white cats. To her he pledged his 
  soul. She gave him the knowledge he needed to enact his 
  revenge. The vengeful son slew the murderer who had 
  killed his father, and then died a moment after, returning 
  to the witch, forever in her thrall in the form of a white cat. 
  Of course… this is just a story.
  ATTRIBUTES
  Awareness
  Intelligence
  Personality
  Willpower
  9
  12
  10
  9
  Agility
  Brawn
  Coordination
  8
  8
  8
  FIELDS OF ExPERTISE
  Combat
  1
  Movement
  —
  Fortitude
  2
  Senses
  3
  Knowledge
  3
  Social
  —
  STRESS & SOAK 
  ■
  ■ Stress: Vigor 8, Resolve 9
  ■
  ■ Soak: Armor 1 (Rotting Flesh), Courage 2
  ATTACKS
  ■
  ■ Thrice-poisoned Dagger (M): Reach 1, 3§,1H, 
  Vicious 2, Intense, Persistent 3
  ■
  ■ Bitter Curses (R): Range M,4§, 2H, Persistent 2
  ■
  ■ Poisonous Eye (T): Range C,4§,mental, 
  Persistent 1, Stun
  SPECIAL ABILITIES
  ■
  ■ Hideous Form: Anyone that looks at the witch 
  for long enough to attack her suffers damage as if 
  they had been hit with her Poisonous Eye attack. 
  This only affects a character once per scene.
  ■
  ■ Sorcerer: Most witches know one or two spells 
  which should be selected by the gamemaster as 
  needed
  DOOM SPENDS
  ■
  ■ Deathly Vengeance: When killed, the swamp 
  witch can pay 3 Doom to reanimate as an Undead 
  creature. When it does so, it loses this ability. The 
  gamemaster may choose which type of Undead 
  creature the witch becomes
  ■
  ■ Hellish Knowledge: Anyone who seeks and gains 
  her council can spend 1 Doom to gain 3 bonus 
  Momentum which much be used on the Gather 
  Information spend.
  
  3
  ExTRAS
  VARNEU, WERE-WOLF  
  (NEMESIS) 
  Once, they were a tribe of Hybori, but that was very long ago. 
  In the time before time, when the echoes of the Cataclysm 
  might still be felt beneath the bare foot, this tribe made a 
  deal with something unnatural, something from the Outer 
  Dark. Legend holds they were among those tawny-haired 
  barbarians that would later found Nemedia, though this 
  cannot be proven, save that the color of their fur tends 
  toward that same hue.
  They, too wanted to become the most powerful tribe in 
  the land and, for a while, they were. But one does not make 
  such deal idly, and the Varneu, for such was their tribe’s 
  name, turned into wolves, or people who look like wolves. 
  The details of encounters are not clear, for few survive to 
  relay them.
  They live only in the deep forests. Whether they are 
  as old as the original tribe, or offspring, is not known but 
  more than one scholar has disappeared trying to find out. 
  Once per month, when the moon is full, they turn back into 
  women and men. Those nights they feast and celebrate 
  and, perhaps, sneak into nearby villages or appear on the 
  porches of farms, seeking some sliver of their former life.
  Locals tell their children to beware strangers on a full 
  moon. This became something of common warning among 
  the rural folk of Nemedia, though only the oldest families 
  know its root.
  The wolf-folk, the Varneu, must feast on human flesh 
  when in their altered form. This is part of their curse, and a 
  fine reason for avoiding the forests of Nemedia altogether. 
  ATTRIBUTES
  Awareness
  Intelligence
  Personality
  Willpower
  13(1)
  8
  10
  9
  Agility
  Brawn
  Coordination
  12
  13
  13
  FIELDS OF ExPERTISE
  Combat
  3
  Movement
  3
  Fortitude
  3
  Senses
  2
  Knowledge
  1
  Social
  1
  STRESS & SOAK 
  ■
  ■ Stress: Vigor 16, Resolve 12
  ■
  ■ Soak: Armor 3, Courage 3
  ATTACKS
  ■
  ■ Tearing Bite (M): Reach 1, 6§, Unforgiving 2
  ■
  ■ Twin Claws (M): Reach 2, 7§, Vicious 1
  ■
  ■ Snarling Menace (T): Range C, 6§ mental, 
  Vicious 1
  SPECIAL ABILITIES
  ■
  ■ Fast Healing
  ■
  ■ Fear 2
  ■
  ■ Inhuman Awareness 1
  ■
  ■ Inured to Disease, Poison
  ■
  ■ Keen Senses (Scent)
  ■
  ■ Night Vison
  ■
  ■ Savage: A werewolf may use the Swift Strike 
  Momentum spend for the cost of only 1 
  Momentum, so long as it uses a different attack 
  for each attack. It has two distinct Claw attacks 
  and a Tearing Bite attack, and it may use Swift 
  Strike up to twice each turn, rather than once as is 
  normally the case.
  ■
  ■ Spiritual Curse: A werewolf slain in human form 
  continues to exist as a feral spirit which will pos-
  sess the bodies of innocents and transform them 
  into werewolves. Only by slaying the creature in 
  its bestial form will prevent this. The gamemaster 
  should determine the effects of this possession.
  DOOM SPENDS
  ■
  ■ Bestial Howling: The howl of a werewolf is terri-
  fying to hear, a fearsome noise that eclipses even 
  the howling of dire wolves. When attempting a 
  Threaten Action, the werewolf can spend 2 Doom 
  and gain the Bestial Howling display: 8§ mental, 
  Area and Piercing 1 Qualities. The benefits of the 
  Fear 2 ability have already been included.
  
  ExTRAS
  4
  WHITE LADY (TOUGHENED) 
  When death is near the White Lady appears in the homes of 
  nobles and peasants alike, if she has the yen to do so. Perhaps 
  she only does this when drawn by a secret like her own. It 
  is unknown if there is only one of these beings, or several. 
  The White Lady was once human and knew some great 
  secret. What this secret was, who knows, but it inevitably 
  led to her death — murder or suicide. 
  Her curse is she cannot move to the gray worlds of death. 
  Instead, she is trapped in this world, or some form of it, until 
  she can pass on her secret. Once she does so to a beguiled 
  listener, she finally ‘dies’ and dissipates. Afterward, that 
  listener becomes marked for death, and all manner of 
  trouble follows them. It haunts them until the unlucky 
  listener redresses the secret in some way, making up for the 
  torment and injustice that led to the lady’s death.
  There are tales of folks who became mad trying to unlock 
  the totality of the White Lady’s secret. Their end was usually 
  by their own hand.
  ATTRIBUTES
  Awareness
  Intelligence
  Personality
  Willpower
  8
  9
  9
  9
  Agility
  Brawn
  Coordination
  6
  6
  6
  FIELDS OF ExPERTISE
  Combat
  —
  Movement
  1
  Fortitude
  —
  Senses
  1
  Knowledge
  3
  Social
  2
  STRESS & SOAK 
  ■
  ■ Stress: Vigor 6, Resolve 9
  ■
  ■ Soak: Armor 4 (Insubstantial), Courage 2
  ATTACKS
  ■
  ■ Ghostly Touch (M): Reach 1, 2§, Stun
  ■
  ■ Cold Place (T): Rance C, 4§, ARea, Mental, Stun
  SPECIAL ABILITIES
  ■
  ■ Insubstantial 4
  DOOM SPENDS
  ■
  ■ Ghostly Whispers: The White Lady can spend 1 
  Doom to attempt a Struggle of her Social Field of 
  Expertise versus a target’s Discipline. If the White 
  Lady is successful in the struggle that character 
  learns the White Lady’s secret, and afterward is 
  compelled to act upon it as if victim to the spell 
  Enslave (Conan corebook, pages 177–179).
  
  POISONS
  But now I am a great king, the people hound my track 
  With poison in my wine-cup, and daggers at my back.
  — “The Road of Kings"
  T
  he courts of the age are awash in treachery, and no 
  method of murder is as common as poison for those 
  who reach the height of power. Whether it be the 
  Stygian adder’s fanged kiss, the sweet, numbing aroma of 
  the yellow lotus, or the vile, oily sheen coating an assassin’s 
  blade, nothing elicits fear quite so much as the threat of 
  poison. It can fell the mightiest warrior, or with but a touch 
  leaves them as weak and debilitated as a mewling infant. 
  Several poisons and the means for acquiring them have 
  been detailed in the Conan: Adventures in an Age Undreamed 
  Of corebook, as well as The Book of Skelos and Conan the 
  Thief. The rules presented here expand and supersede those 
  where necessary. 
  While poisons may potentially be acquired from natural 
  sources such as venomous beasts and poisonous plants 
  (utilizing the Survival skill, at the gamemaster’s option), in 
  their pure form they do not last long and must be distilled 
  and preserved for future use. Crafting poisons in this way 
  requires use of the Alchemy skill and either the Alchemist, 
  Herbalist, or Poisoner talents as deemed appropriate by 
  the gamemaster.
  USING RESISTANCE 
  AGAINST POISON
  A hardy constitution can sometimes stave off the worst 
  of a poison’s effects, or even negate it entirely. At the 
  gamemaster’s discretion, characters may be allowed 
  a Resistance test in a Struggle versus a Difficulty 
  equal to the number of ingredients used in the poison. 
  Depending on the virulence of the poison used, a suc-
  cessful Resistance test may lessen the damage by half 
  or prevent it completely, on a case-by-case basis.
  TYPES OF POISON 
  ■
  ■ The three types of poison are Contact, Ingested, 
  and Inhalation. 
  ■
  ■ Contact poisons may be delivered via injury with 
  a bladed or piercing weapon, or simply by touch 
  at higher dosages. 
  ■
  ■ Ingested poisons, as the name implies, must be 
  consumed in order to be effective. 
  ■
  ■ Inhalation poisons take effect when breathed in, 
  whether by powder or gas. 
  ■
  ■ Persistent poisons apply their effects at the same 
  intervals as their Onset Time (i.e., a poison which 
  acts in minutes will apply the Persistent damage 
  once per minute, while one which acts immedi-
  ately will apply damage every round).
  
  POISONS
  6
  POISONS OF THE AGE
  The following poisons expand those found in other books, giving player characters and the gamemaster new and more 
  subtle ways of ending life clandestinely, or without confrontation.
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  Number of 
  Ingredients
  DX
  Skill used
  Required talent(s)
  X§
  X§
  Effects 
  (Conan corebook, 
  page XX)
  Various derivations of the lotus, most dreaded of the sig-
  nature poisons of the Hyborian Age, are described at length 
  in the Conan corebook and The Book of Skelos (pages XX–XX). 
  Each poison is described in the following terms: 
  COMMON NAME (OTHER 
  NAMES OR EQUIVALENTS)
  Description.
  Type: How the poison is administered
  Affected Organs: Bodily systems affected
  Onset Time: How quickly the poison takes effect
  APRICOT (CYANIDE) 
  For thousands of years, travelers have enjoyed the sweet 
  aroma and taste of a fresh Argossean or Zingaran apricot. 
  But the clever alchemist gathers with enthusiasm what 
  the traveler throws away. With proper preparation, a few 
  apricot kernels yield a poison with a certain deadly effect. 
  As this is an ingested poison, the determined alchemist 
  need not worry of an accidental exposure. The final poison 
  is both fast-acting and resembles a sudden heart attack. 
  Only the bitter flavor and aroma can give away the presence 
  of foul play.
  Type: Ingested
  Affected Organs: Heart and respiratory
  Onset Time: Immediate
  ARSENIC 
  Since humanity has been mining for precious metals, the 
  people of the Hyborian Age have been exposed to arsenic 
  in contaminated mines. As arsenic poisoning resembles 
  many common ailments, arsenic poisoning was originally 
  attributed to evil spirits or other ill omens. Long ago, a clever 
  alchemist or learned scholar discovered the strange element 
  and its toxic properties. Depending on the concentration, 
  arsenic poisoning can take days or even weeks if one is 
  systematically exposed over a long period of time. Arsenic 
  is easily hidden in food or drink.
  Type: Contact, ingested, and inhaled
  Affected Organs: Organ Failure
  Onset Time: 1–20 days
  ATROPA BELLADONNA 
  (NIGHTSHADE, DWALE) 
  All parts of the plant are toxic with the root containing 
  the most toxins. The berries can and have been mistaken 
  for blueberries to deadly effect. In small doses the plant is 
  used by witches as a hallucinogen but must be prepared 
  by an experienced herbalist (the Herbalist talent) with a 
  Challenging (D2) Healing test or the concoction could prove 
  deadly, causing 2§ Vigor and Resolve with Persistent 4 if 
  the hallucinogen was improperly prepared. As a poison, the 
  base version of belladonna does 3§ Vigor and Resolve with 
  Persistent 4. Atropa belladonna is found throughout the west.
  Type: Contact and ingested
  Affected Organs: Brain and central nervous system
  Onset Time: 15 minutes to two hours (base); Immediate 
  (two or more ingredients)
  BUSHMAN POISON (POISON 
  BULB, SORE-EYE FLOWER)
  Bushman poison is commonly used in the Kingdoms of 
  the Black Coast as a hallucinogen. Improper preparation 
  or too much of the bulb can lead to paralysis or death. The 
  first symptoms are hallucinatory followed by slowed motor 
  function and paralysis at higher doses. 
  Type: Ingested
  Affected Organs: Brain and muscular
  Onset Time: One to four hours
  
  7
  POISONS
  COWBANE (WATER 
  HEMLOCK, HEMLOCK, 
  DEAD MAN’S FINGERS)
   All parts of the plant are poisonous, but it is the root that 
  has the highest concentration of lethal toxin. The effects 
  of hemlock poison are vomiting, diarrhea, dilated pupils, 
  respiratory impairment, coma and muscle breakdown. 
  Hemlock can and has been mistaken for parsley and pars-
  nip to deadly consequences. The handling of hemlock is 
  relatively safe. Hemlock can be found throughout anywhere 
  in the continent that receives regular rainfall. 
  Type: Ingested
  Affected Organs: Brain and central nervous system
  Onset Time: One to four hours (base); Immediate (two 
  or more ingredients)
  CASTER BEAN (PALMA KERNEL) 
  Caster bean can be cultivated throughout the Thurian 
  continent but is found naturally along the Black Coast. The 
  toxic contents are contained within the hard-shell seed of 
  this plant. Swallowing a whole kernel has little impact on 
  someone so foolish, as the hard-shell of the seed is strong 
  enough to pass through a person without releasing the 
  deadly contents of the seed. 
  The preparation of this poison requires great skill and a 
  Daunting (D3) Alchemy test for the base poison. Any failure 
  will require a comparative Resistance test, or the preparer 
  will be subject to their own poison.
  Type: Ingested, inhaled 
  Affected Organs: Organ failure
  Onset Time: 30 minutes to six hours; one to four rounds 
  (two or more ingredients)
  CURARE VINE 
  (PAREIRA BRAVA)
  The seeds of the vine are prepared to make a contact poison 
  by the aboriginal peoples of the Black Coast and throughout 
  the Black Kingdoms to kill their prey through respiratory 
  failure. The process of preparing the poison is not partic-
  ularly dangerous providing the preparer does not have an 
  open wound. Symptoms include a rapid onset of paralysis. 
  Type: Contact, ingested
  Affected Organs: Muscle
  Onset Time: 5–15 minutes; one to four rounds (three 
  or more ingredients)
  HELMET FLOWER 
  (MONKSHOOD, WOLFSBANE) 
  All parts of the plant are deadly with the highest concentra-
  tion of lethal toxin contained in the roots. Found throughout 
  the west, the oils from the plant are used to coat arrows 
  for the purpose of killing wolves, werewolves, and other 
  living beasts of four or two legs. Handling the plant with-
  out gloves requires an Average (D1) Resistance test or the 
  user suffers 1§ Vigor with Persistent 2. Symptoms are 
  numbness, tingling, and paralysis, and can lead to heart 
  arrhythmia and death. As a prepared poison it does 2§ 
  Vigor with Persistent 3 in its base form. 
  Type: Contact, ingested
  Affected Organs: Heart
  Onset Time: One to four hours (base); Immediate (two 
  or more ingredients)
  KOMBE (STROPHANTHUS 
  KOMBE, DOGSBANE)
  The seeds are the most poisonous and are found and used 
  throughout the Black Coast, the Black Kingdoms, and all 
  points between. The poison is used by aboriginal races of 
  the south to poison their arrows and spears to great effect.
  Type: Contact
  Affected Organs: Heart
  Onset Time: 5–20 min. (base); Immediate (two or 
  more ingredients)
  “But I was a girl once, and a priest of Stygia loved 
  me, and gave me the secret of immortality and youth 
  everlasting. He died, then  some said by poison.”
  — Tascela, “Red Nails”
  
  POISONS
  8
  MANDRAKE ROOT 
  (PARALYSIS POISON) 
  Mandrake root has been used as a medicinal poultice and 
  in numerous concoctions for everything from muscle 
  and joint pain to more sinister intentions. Mandrake is 
  found from Shem to Zingara enjoying the warm sea air. 
  In a concentration of three ingredients or more (Book of 
  Skelos, page 92) up to five ingredients, the drought has the 
  effect of complete paralysis. If four or five ingredients are 
  used and the subject fails their Resistance test (D4 or D5, 
  respectively), then the subject is immediately overcome 
  with paralysis and no test can be made to allow movement 
  until the effects of the draught wear off.
  Type: Ingested
  Affected Organs: Brain and central nervous system
  Onset Time: 1–5 minutes; or immediate (three or 
  more ingredients)
  Lotus Pollens (Varied)
  Lotus and its derivatives are described fully on page 166 of 
  the Conan corebook. 
  STRYCHNINE (POISON NUT)
  Strychnine is found primarily from Iranistan in the East. 
  The tree produces a hard-shell round fruit encasing a soft 
  seed that is poisonous when inhaled or ingested. The inner 
  seed can be dried and ground into a powder for inhalation. 
  The effects of strychnine poisoning can be most horrific as 
  the subject will immediately begin to convulse and death 
  is either by respiratory arrest or exhaustion. The subject 
  of the poisoning is in a hyper-sensitive state making this 
  form of death all the more horrific. 
  Type: Inhalation, ingestion
  Affected Organs: Brain and central nervous system
  Onset Time: Immediate (base); Immediate (two or 
  more ingredients)
  YEW (AQUILONIAN YEW)
  The yew has been around for thousands of years and prob-
  ably predates the Cataclysm. While the yew is synonymous 
  with Aquilonia it is found throughout the continent where 
  regular rainfall is present. Some grazing animals such as 
  sheep have been known to consume yew without any dis-
  cernable effect. Cows, horses, dogs and humans will find 
  the consumption of any part of the yew to be disastrous and 
  at the very least extremely painful. Handling of the yew 
  bush is not particularly dangerous, but the consumption 
  of the leaves or seeds can lead to extreme gastrointestinal 
  disorders and heart arrhythmia.
  Type: Ingestion
  Affected Organs: Heart
  Onset Time: 2–12 rounds (base); one to four rounds 
  (two or more ingredients)
  POISONS OF THE HYBORIAN AGE
  APRICOT (CYANIDE)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Alchemist or 
  Herbalist
  3§
  —
  Persistent 2, Vicious 1
  Two
  D3
  Alchemy
  Alchemist or 
  Herbalist
  6§
  —
  Persistent 3, Vicious 2, Intense
  Three
  D4
  Alchemy
  Alchemist or 
  Herbalist
  9§
  —
  Persistent 4, Vicious 3, Intense
  Four 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  12 §
  —
  Persistent 5, Vicious 3, Intense
  ARSENIC
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Alchemist
  2§
  2§
  Persistent 2, Vicious 1
  Two
  D3
  Alchemy
  Alchemist
  4§
  4§
  Persistent 3, Vicious 2, Intense
  Three
  D4
  Alchemy
  Alchemist
  6§
  6§
  Persistent 4, Fearsome 1, 
  Vicious 3, Intense
  Four 
  (maximum)
  D5
  Alchemy
  Alchemist
  8 §
  8 §
  Persistent 5, Fearsome 2, 
  Vicious 3, Intense
  
  9
  POISONS
  ATROPA BELLADONNA (NIGHTSHADE, DWALE)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Herbalist
  3§
  3§
  Persistent 3
  Two
  D3
  Alchemy
  Herbalist
  6§
  6§
  Persistent 4
  Three
  D4
  Alchemy
  Herbalist
  9§
  9§
  Persistent 5, Vicious 1, Intense
  Four 
  (maximum)
  D5
  Alchemy
  Herbalist
  12 §
  12 §
  Persistent 5, Vicious 2, Intense
  BUSHMAN POISON (POISON BULB, SORE-EYE FLOWER)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Alchemist or 
  Herbalist
  —
  2§
  Persistent 2, Stun, Fearsome 1
  Two
  D3
  Alchemy
  Alchemist or 
  Herbalist
  —
  3§
  Persistent 3, Stun, Fearsome 1
  Three
  D4
  Alchemy
  Alchemist or 
  Herbalist
  —
  4§
  Persistent 4, Stun, Fearsome 2, 
  Grapple
  Four 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  3§
  5§
  Persistent 5, Stun, Fearsome 2, 
  Vicious 1, Grapple, Intense
  COWBANE (WATER HEMLOCK, HEMLOCK, DEAD MAN'S FINGERS0
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Alchemist or 
  Herbalist
  2§
  —
  Persistent 2
  Two
  D3
  Alchemy
  Alchemist or 
  Herbalist
  3§
  —
  Persistent 3, Vicious 1
  Three
  D4
  Alchemy
  Alchemist or 
  Herbalist
  4§
  —
  Persistent 4, Vicious 1, Grapple
  Four 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  6§
  —
  Persistent 5, Vicious 2, Grapple, 
  Intense
  CASTER BEAN (PALMA KERNEL)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Alchemist or 
  Herbalist
  4§
  —
  Persistent 5, Vicious 2, Intense
  Two
  D3
  Alchemy
  Alchemist or 
  Herbalist
  8§
  —
  Persistent 5, Vicious 3, Intense
  Three
  D4
  Alchemy
  Alchemist or 
  Herbalist
  12§
  —
  Persistent 5, Vicious 3, Intense
  CURARE VINE (PAREIRA BRAVA)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D1
  Alchemy
  Alchemist or 
  Herbalist
  2§
  2§
  Persistent 3, Vicious 1, Grapple
  Two
  D2
  Alchemy
  Alchemist or 
  Herbalist
  4§
  4§
  Persistent 3, Vicious 1, Grapple
  Three
  D3
  Alchemy
  Alchemist or 
  Herbalist
  6§
  6§
  Persistent 3, Vicious 2, Grapple
  Four 
  D4
  Alchemy
  Alchemist or 
  Herbalist
  8§
  8§
  Persistent 5, Vicious 2, Grapple, 
  Intense
  Five 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  10§
  10§
  Persistent 5, Vicious 3, Grapple, 
  Intense
  
  POISONS
  10
  HELMET FLOWER ((MONKSHOOD, WOLFSBANE)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D2
  Alchemy
  Alchemist or 
  Herbalist
  2§
  —
  Persistent 3
  Two
  D3
  Alchemy
  Alchemist or 
  Herbalist
  4§
  —
  Persistent 3
  Three
  D4
  Alchemy
  Alchemist or 
  Herbalist
  6§
  —
  Persistent 3, Vicious 1
  Four 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  8§
  —
  Persistent 5, Vicious 2, Intense
  KOMBE (STROPHANTHUS KOMBE, DOGSBANE)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D1
  Alchemy
  Alchemist or 
  Herbalist
  2§
  —
  Persistent 2
  Two
  D2
  Alchemy
  Alchemist or 
  Herbalist
  4§
  —
  Persistent 4
  Three
  D3
  Alchemy
  Alchemist or 
  Herbalist
  6§
  —
  Persistent 5, Vicious 1, Intense
  Four
  D4
  Alchemy
  Alchemist or 
  Herbalist
  8§
  —
  Persistent 5, Vicious 2, Intense
  Five 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  10§
  —
  Persistent 5, Vicious 3, Intense
  STRYCHNINE (POISON NUT)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D1
  Alchemy
  Alchemist or 
  Herbalist
  3§
  —
  Persistent 2, Fatigue 1
  Two
  D2
  Alchemy
  Alchemist or 
  Herbalist
  6§
  —
  Persistent 4, Fatigue 2, Grapple
  Three
  D3
  Alchemy
  Alchemist or 
  Herbalist
  9§
  —
  Persistent 5, Fatigue 2, Grapple, 
  Intense
  Four
  D4
  Alchemy
  Alchemist or 
  Herbalist
  12§
  —
  Persistent 5, Fatigue 3, Grapple, 
  Intense
  Five 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  15§
  —
  Persistent 5, Fatigue 4, Grapple, 
  Intense
  YEW (AQUILONIAN YEW)
  Ingredients
  Difficulty
  Skill
  Talent
  Vigor
  Resolve
  Effects
  One (base) 
  D1
  Alchemy
  Alchemist or 
  Herbalist
  2§
  —
  Persistent 2, Fatigue 1
  Two
  D2
  Alchemy
  Alchemist or 
  Herbalist
  3§
  —
  Persistent 2, Fatigue 2, Grapple
  Three
  D3
  Alchemy
  Alchemist or 
  Herbalist
  4§
  —
  Persistent 3, Fatigue 2, Grapple, 
  Intense
  Four
  D4
  Alchemy
  Alchemist or 
  Herbalist
  5§
  —
  Persistent 3, Fatigue 2, Grapple, 
  Intense
  Five 
  (maximum)
  D5
  Alchemy
  Alchemist or 
  Herbalist
  6§
  —
  Persistent 4, Fatigue 2, Grapple, 
  Intense
  
SOURCE: textdata/thevault/Deduped  Shit/Conan (2d20)/Conan 2d20 - Conan the King - Extras.pdf