TEXT:  
  1 
   
  Elric of Melnibone Expansion 
   
  Contents 
   
  Item Qualities – Pages 1-3 
  ● 
  A Cabinet of Poisons – Pages 4-9 
  ● 
  Jewels, Gemstones & their Worth – Page 10  
  ● 
  Creatures of the Young Kingdoms – Pages 11-15 
   
   
  Item Quality  
  Any item of exceptional quality must usually be specially ordered and finding a craftsman capable of producing a 
  truly Exceptional items come in five separate levels of quality, ranging from those that are merely above average 
  (greater) to those which can only be created by the very finest craftsmen the world has ever known (heroic). 
  Obviously, the higher the quality of the item, the greater the benefit it bestows upon its user.  
   
  Greater  
  A craftsman attempting to create a greater item uses the crafting rules. However, he must halve his Craft skill 
  (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also 
  reduced by one (to 01 to 04).  
   
  Exquisite  
  A craftsman attempting to create an exquisite item uses the crafting rules. However, he must halve his Craft skill 
  twice (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also 
  reduced by two (to 01 to 03).  
   
  Marvelous  
  In order to craft a marvelous item, a craftsman must be a master of his art. The craftsman attempting to create a 
  marvelous item uses the crafting rules. However, he must halve his Craft skill three times (after all other modifiers 
  are applied) when making the skill test. His chance of an automatic success is also reduced by three (to 01 to 02).  
   
  Surpassing  
  A craftsman attempting to create a surpassing item uses the crafting rules. He must halve his Craft skill four times 
  (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also 
  reduced by four (only a roll of 01 results in an automatic success).  
   
  Heroic  
  A craftsman attempting to create a surpassing item uses the crafting rules detailed on page XX. However, he must 
  halve his Craft skill five times (after all other modifiers are applied) when making the skill test. He has no chance 
  of an automatic success.  
  
   
  2 
   
   
  Time to Create: This column lists the amount of time required to craft an item of the corresponding level of 
  quality. Note that the attempt will take this long, regardless of the success of the final Craft test. Creating 
  exceptional items is a long, painstaking process. The base time to create is considered to be the base item’s cost 
  divided by five in hours. Thus, a war sword, which requires 35 hours to create without making it exceptional, 
  would require 70 hours to craft a greater version, 175 hours to craft an exquisite version, 350 hours to craft a 
  marvelous version, 875 hours to craft a surpassing version and 1,750 hours to craft a Heroic version. Unlike the 
  creation of ‘normal’ quality items, the craftsman cannot speed up this process.  
   
  Base Cost: This is the minimum cost for the exceptional item.  
   
  Weapon / Armour Effects: The number of effects the craftsman may choose to impart into the weapon or armour.  
   
  Skill Item Effects: The bonus granted to the appropriate skill by the item.  
   
   
  Exceptional Item Effects  
  An exceptional item can have one or more 
  special effects crafted into it, depending 
  upon the item’s level of quality.  
   
  Exceptional Weapons and Armour  
  Beneath the name of each effect it is 
  indicated whether the effect applies to 
  armour, weapons or both. Each effect also 
  has a ‘Minimum Craftsmanship’, indicating 
  what level of quality the item must be in 
  order to have this effect. For instance, a weapon must be of at least marvelous quality in order to have Baleful as 
  an effect. Lastly, each effect is listed as either stackable (meaning it can be picked multiple times and its effects 
  stack) or unique (in which case it can only be selected for a particular weapon or armour once). A heavy mace 
  with two levels of the Crushing effect, for example, gains a +2 bonus to damage.  
  Unless specifically stated otherwise, different effects may be combined on the same item, so long as it is of 
  sufficient craftsmanship to handle them all.  
   
  Baleful  
  Weapon Effect, Minimum Craftsmanship: Marvelous, Unique  
  A Baleful weapon is cunningly and lethally crafted. It provides the user with no bonuses to his attack but it does 
  increase the weapon’s damage dice by one increment. Thus, a Baleful great sword or longbow would deal 2d10 
  damage and a Baleful war sword would deal 1d10 damage.  
   
  Bastion  
  Armour Effect, Minimum Craftsmanship: Exquisite, Unique  
  Armour with this effect is designed specifically to minimize weak points. An opponent attempting a precise attack 
  to bypass Bastion armour attacks at -80%, rather than -40%. Bastion may not be combined with the Nimble effect.  
   
  Bulwark  
  Armour Effect, Minimum Craftsmanship: Greater, Stackable (twice)  
  Armour created as a Bulwark is exceptionally tough. It gains +1 AP in every hit location.  
  ITEM QUALITY  
  Quality Level 
  Time to Create 
  Base Purchase Cost 
  Weapon / Armour Effects 
  Skill Item Effects 
  Normal 
  x1 
  As item 
  — 
  — 
  Greater 
  x2 
  Item cost x 2 
  1 
  +5% 
  Exquisite 
  x5 
  Item cost x 5 
  2 
  +10% 
  Marvellous 
  x10 
  Item cost x 10 
  3 
  +15% 
  Surpassing 
  x25 
  Item cost x 50 
  4 
  +20% 
  Heroic 
  x50 
  Item cost x 100 
  5 
  +25% 
  
   
  3 
   
   
  Crushing  
  Weapon Effect, Minimum Craftsmanship: Greater, Stackable (three times)  
  Applied to a bludgeoning weapon, Crushing increases the weapon’s damage by +1 point.  
   
  Enduring  
  Armour and Weapon Effect, Minimum Craftsmanship: Greater, Stackable (four times)  
  Enduring armour and weapons are made to stand up to extra punishment. It gains +2 HP (or +2 HP per hit 
  location in the case of armour).  
   
  Keen  
  Weapon Effect, Minimum Craftsmanship: Greater, Stackable (three times)  
  Applied to a piercing or slashing weapon, Keen increases the weapon’s damage by +1 point.  
   
  Light  
  Armour Effect, Minimum Craftsmanship: Greater, Stackable (three times)  
  This reduces its ENC by one point (or one point per hit location in the case of armour). ENC cannot be reduced 
  below zero in this manner. Weapons also have their STR requirement reduced by one (thus a greater war sword 
  with one Light effect would require only STR 8 to use without penalty).  
  Nimble  
  Armour Effect, Minimum Craftsmanship: Exquisite, Stackable (three times)  
  Designed for comfort and ease of movement, the Nimble effect reduces its armour’s skill penalty by 1% per hit 
  location. Skill penalties cannot be reduced below 0%. Nimble may not be combined with the Bastion effect.  
   
  Parrying  
  Weapon Effect, Minimum Craftsmanship: Marvelous, Stackable (three times)  
  A weapon with this effect is designed to make parrying easier for the wielder. It provides the user with no bonuses 
  to his attack but it does increase the AP of the weapon by +1. This bonus is only applicable for the purposes of 
  parrying.  
   
  Penetrating  
  Weapon Effect, Minimum Craftsmanship: Greater, Stackable (twice)  
  A Penetrating weapon is made to bypass an opponent’s defences, either through overwhelming power or amazing 
  speed (depending upon the type of weapon). Opponents suffer a -10% penalty on parry tests to parry this weapon.  
   
  Swift  
  Weapon Effect, Minimum Craftsmanship: Marvelous, Stackable (twice)  
  A Swift weapon is perfectly balanced and designed to easily change direction and speed. This makes it incredibly 
  hard to dodge. Opponents suffer a -10% penalty on dodge tests to dodge this weapon.  
   
  Warrior’s  
  Weapon Effect, Minimum Craftsmanship: Exquisite, Stackable (four)  
  A Warrior’s weapon is designed to aid the wielder do his job. Specifically, it grants a +5% bonus to all relevant 
  Weapon skill tests when used. Thus a Warrior’s battleaxe provides a +5% bonus to the wielder’s 1H Axe or 2H Axe 
  score, depending on how the wielder is using the weapon.  
   
   
  
   
  4 
   
   
  A Cabinet of Poisons 
  Below is a range of poisons found throughout the Young Kingdoms; 
   
  Adder Venom 
  Arsenikon 
  Assassins Blade Venom 
  Asserakon Grass 
  Belladonna 
  Cyanide 
  Dorel Black Serpent Venom 
  Dragon Venom 
  Feldas Leaves 
  Garbleweed 
  Melnibonean Cobra Venom 
  Milkspider Venom 
    
  Mushrooms 
  Noidel Berries 
  Scorpion Sting 
  Spider Bite 
  Strychnine 
  Viper Venom 
  Wine of Bakshaan 
   
   
  Poison: Adder Venom 
  This is an extremely toxic venom which causes swelling, sweating, violent spasms and paralysis in its victims. If left 
  untreated is can cause death due to the lungs shutting down, in as little as 6 hours.  
  Type: Injected     
  Delay: D4x15 Minutes  
  Potency: 50 
   
   
   
  Effect: The victim suffers from sweating and violent spasms resulting in a -10% penalty on all actions. Every full 6 
  hours the victim must make a Resilience test or die from exposure to the venom.  
         
  Duration: 6xD8 Hours    
  Cost: 150 
   
  Poison: Arsenikon 
  A white, tasteless and odorless powder, this potent poison causes the victim to suffer from horrendous pain, violent 
  cramps, vomiting and violent diarrhea for as long as a day before dying due to massive organ failure. Symptoms of 
  arsenic poison start with mild headaches and lightheadedness before progressing   
  Type: Ingested    
  Delay: 1 Hour  
  Potency: 80 
   
   
   
  Effect: The victim loses 1 CON every hour until treated using high doses of ingested water & garlic, or dead. The 
  searing pain and violent cramps caused by the poison mean the character is at -15% to all actions until the poison 
  is cured or ceases to have effect. 
         
  Duration: 4D6 Hours    
  Cost: 240 
   
  Poison: Assassins Blade Venom 
  
   
  5 
   
  This venom, also known as pepperpaste sap, causes a wound to fester and cause excruciating pain. 
  Type: Injected      
  Delay: 1d3 Rounds 
   
  Potency: 50 
   
   
   
  Effect: 1D6 damage to the injured location. Excruciating pain makes all actions hard (-40%) for 1d6 rounds after the 
  effects begin.         
  Duration: 1D6 Rounds    
  Cost: 150 
   
   
  Poison: Asserakon Grass 
  Another cheap and easy to obtain herb, aserakkon grass grows in the low slopes of the Sighing Desert, near the 
  border of Ilmiora, and is notable for its ability to counter the effects of Feldas Leaves, and to bring the subjects of a 
  non-magical slumber to full wakefulness quickly. Aserakkon grass smoke has a clear, sweet and flowery smell. 
  Type:  Inhaled    
  Delay: 1 Combat Round 
   
  Potency: 60 
   
   
   
  Effect: The character is brought to full wakefulness immediately.  
         
  Duration: N/A    
  Cost: 50 
   
  Poison: Belladonna 
  Commonly known as deadly nightshade, this poison is produced in the leaves and berries of the atropa plant, and 
  is extremely toxic as well as hallucinogenic. The common names for belladonna include:  banewort, devil's cherries, 
  naughty man's cherries, divale, black cherry, devil's herb, great morel, and dwayberry. Belladonna is one of the most 
  toxic plants found in the Young Kingdoms. The berries can cause death by consuming as little as three of them, 
  and have a distinctively sweet taste. If handled incorrectly the leaves/berries can cause painful pus filled blisters. 
  The juices of belladonna berries and leaves can be ground down and smeared on weapons. Symptoms of belladonna 
  poisoning include dilated pupils, a rapid heartbeat, impaired vision, a loss of balance, a red rash, an extremely dry 
  throat, confusion, hallucinations and convulsions. If not treated death will usually occur due to a shutdown of the 
  characters circulatory and respiratory systems. 
  Type: Ingested or Injected     
  Delay: 2 Hours  
  Potency: 80 
   
   
   
  Effect: The character takes a -15% penalty on all actions due to convulsions, a loss of balance and general confusion. 
  The character suffers a further -15% on all perception based tests due to blurred vision, as well as losing 1 combat 
  action per round. The victim also suffers 1 point of CON damage every hour until treated, dead, or the effects of 
  the belladonna wear off.    
         
  Duration: 2d12x2 Hours 
     
  Cost: 240 
   
  Poison: Cyanide 
  Cyanide is a white powder with a bitter, almond like odor. Cyanide is produced by many bacteria, fungi and algae, 
  and when ingested death can occur in minutes.  Ingesting or Inhaling a high concentration of cyanide causes a 
  coma with seizures, apnea and heart failure, with death following in a matter of minutes. At lower doses, loss of 
  consciousness may be preceded by general weakness, giddiness, headaches, vertigo, confusion, and perceived 
  difficulty in breathing. At the first stages of unconsciousness, breathing is often sufficient or even rapid, although 
  the state of the victim progresses towards a deep coma, followed thereafter by death. A victim’s skin turns pink 
  when they have been subjected to cyanide poisoning. 
  Type:  Ingested or Inhaled    
  Delay: D6 Combat Rounds 
  Potency: 100 
   
   
   
  
   
  6 
   
  Effect: The victim suffers D3 points of CON every minute, until treated or dead, and must make a Resilience test 
  every minute or fall unconscious. The victim suffers a -20% on all tests from the poison takes effect, and loses 1 of 
  his Combat Actions every round due to strained breathing and general confusion. Cyanide poisoning can be cured 
  by ingesting large quantities of sugar or honey.  
         
  Duration: 15 Minutes    
  Cost: 300 
   
  Poison: Dorel Black Serpent Venom 
  The most lethal snake of the young kingdoms, its venom is almost invariably fatal. 
  Type: Injected     
  Delay: 1 Combat Round 
  Potency: 70 
   
   
   
  Effect: 1 hit point damage to all locations every minute.   
         
  Duration: 6D10 minutes 
     
  Cost: 240 
   
   
  Poison: Dragon Venom 
  Drawn and harvested from the majestic Dragons of Melnibone, this venom causes excruciating pain and powerful 
  hallucinations in its victims. Allowed to cool and harden, dragon venom can act as a restorative to those who know 
  how to use it.  
  Type: Injected or Ingested     
  Delay: D12 Combat Rounds 
   
  Potency: 100 
   
   
   
  Effect: The victim suffers from excruciating pain causing d3 hit points of damage to the head and chest every 
  minute. On top of this the victim experiences maddening hallucinations and make take no further actions at all, 
  including reactions, until the effects of the venom wear off.          
  Duration: D5 Minutes    
  Cost: 500 
   
  Poison: Feldas Leaves 
  Typically used by slavers or those who would keep their captives in a drug induced sleep, these herbs are dried and 
  burned near the desired victim, who will have a drugged, hallucination filled sleep. The smoke of feldas leaves is 
  easily countered by asserakon grass (see above). Victims usually wake up quickly when this smoke clears. Feldas 
  tress are found in the Forest of Troos, but grow on the outskirts, making the leaves easy and safe to gather. The 
  leaves can be soaked in wines or other alcohol, dried and burned, to add an intoxicating sensation to their sleep 
  inducing properties. This herb has an acrid smell and leaves a bitter residue in the throat and a lingering ache in 
  the sinuses. It is not traditionally used for recreational purposes.  
  Type: Inhaled     
  Delay: D6 Combat Rounds 
   
  Potency: 75 
   
   
   
  Effect: The victim falls unconscious for d10 hours or until given the antidote.   
         
  Duration: N/A    
  Cost: 100 
   
  Poison: Garbleweed 
  Also known as the wacky weed of wonder, garbleweed is a recreational drug found throughout the Young 
  Kingdoms. It users are said to experience powerful hallucinations and visions, some even falling into a deep slumber 
  where they are said to wander the million spheres. 
  Type: Inhaled     
  Delay: 1 Minute  
  
   
  7 
   
  Potency: 75 
   
   
   
  Effect: The character suffers -2 on his SR until the garbleweed wears off, and must test against his Resilience as 
  soon as the drug takes effect. If he fails this roll he falls into a deep slumber for the duration of the drugs effect, 
  and can only be raised using asserakon grass (see above). Whilst under the influence of garbleweed the victim 
  suffers a -15% on all Intelligence based or derived tests. 
         
  Duration: D3 Hours 
     
  Cost: 10  
   
  Poison: Melnibonean Cobra Venom 
  This cobra bite causes horrific hallucinations, sometime ending in madness. 
  Type: Injected or Smeared     
  Delay: 1 Combat Round 
  Potency: 55 
   
   
   
  Effect: -1 penalty to victims INT, every 5 minutes. At zero the victim goes insane.  
         
  Duration: 6D10 minutes 
     
  Cost: 165 
   
  Poison: Milkspider Venom 
  This rather potent poison is produced by the milkspider, and is known to cause the respiratory system to shut 
  down as well as total paralysis. 
  Type: Injected      
  Delay: 1D6 Rounds 
   
  Potency: 60 
   
   
   
  Effect: 1D8 Damage to Chest location. Total Paralysis for the duration.   
         
  Duration: 1D6 Hours    
  Cost: 180 
   
  Poison: Mushrooms 
  Also known as death caps, poison mushrooms, if ingested can cause stomach upsets, vomiting, hallucinations, 
  jaundice, dizziness, blurred vision and even organ failure. If treated promptly death can usually be avoided. 
  Type: Ingested     
  Delay: 1D6 Hours 
   
  Potency: 75 
   
   
   
  Effect: The victim takes -15% on all actions for the duration, and will take 1 point of CON damage every hour until 
  dead or the mushrooms cease to take effect.           
  Duration: 2d12 Hours    
  Cost: 225 
   
  Poison: Noidel Berries 
  The noidel plant is a bushy plant that is unique to Melnibone, which only grows on the Plain of Imrryr near the 
  shore. It bears dark blue, poisonous berries that cause blindness, madness and eventually death. 
  Type: Ingested     
  Delay: 1 Hour  
  Potency: 75 
   
   
   
  Effect: These berries render the victim blind for the duration and he must make a Resilience test at the end of this 
  period or be driven mad. At the end of every hour he must also make a CONx5 Roll or die due to heart failure. 
  Duration: D2 Hours 
     
  Cost: 450 
   
  Poison: Scorpion Sting 
  
   
  8 
   
  This venom is commonly smeared on weapon tips, and causes intense pain and weakness as well as internal 
  haemorrhaging.  Initial symptoms of scorpion poisoning include sweating, restlessness, twitching and increased 
  saliva production. This poison, if left untreated, will filter its way through the body causing the lungs and heart to 
  fail, resulting in death within a day or two of ingestion. 
  Type: Injected     
  Delay: 1 Hour 
  Potency: 45 
   
   
   
  Effect: The intense pain caused by the venom means the character will suffer a -10% penalty on all actions for the 
  duration. Every 12 hours the character must pass a Resilience test or become one step more fatigued. At the end of 
  each day the victim must also pass a CONx5 Roll or die due to heart and lung failure. 
         
  Duration: D2 Days 
     
  Cost: 135 
   
  Poison: Spider Bite 
  This common spider bite venom causes a victim to suffer from chills, intense sweating and nausea, as well as 
  causing intense pain at the point of injection. 
  Type: Injected     
  Delay: 1 Hour   
  Potency: 40 
   
   
   
  Effect: The character suffers from bouts of nausea, taking a -10% penalty on all actions for the duration, and he 
  also counts as being winded (this accounts for the -10% penalty). The location hit by the poison also takes d3 
  additional points of damage.          
  Duration: 1D6 Hours    
  Cost: 120 
   
  Poison: Strychnine 
  This poison is a colorless crystalline substance which causes muscular convulsions and eventually death through 
  asphyxiation or sheer exhaustion. The poison is produced from the crushed seeds of the nux vomica tree in the 
  Forest of Troos, and is one of the bitterest substances in the Young Kingdoms. Ten to twenty minutes after 
  exposure, the body's muscles begin to spasm, starting with the head and neck. The spasms then spread to every 
  muscle in the body, with nearly continuous convulsions, and get worse at the slightest stimulus. The convulsions 
  progress, increasing in intensity and frequency until the backbone arches continually and death comes from either 
  asphyxiation or the strain of the convulsions. The subject will usually die within 2–3 hours of exposure. At the 
  point of death, the body "freezes" immediately, even in the middle of a convulsion. Feldas leaves counter the effects 
  of strychnine or by administering a substance called tanners acid, which is used by woodcarvers and carpenters. 
  Type: Ingested or Inhaled      
  Delay: D2x10 Minutes  
  Potency: 100 
   
   
   
  Effect: The victim suffers from muscular spasms causing a -20% on all actions and must pass a Resilience test or 
  progress one level of fatigue every 20 minutes. If the victim reaches debilitated he must make an unmodified 
  Resilience roll or die, and continue to make this roll at the end of every 20 minutes until healed or dead. 
  Duration: D3+1 Hours    
  Cost: 300 
   
  Poison: Viper Venom 
  This poisonous and potent viper venom causes the victim to go into convulsions and die from respiratory failure 
  within the hour. 
  Type: Injected     
  Delay: D6 Combat Rounds 
   
  Potency: 80 
   
   
   
  Effect: The character suffers 1 hit point of damage to all locations every 5 minutes.          
  Duration: 6D10 Minutes 
     
  
   
  9 
   
  Cost: 210 
   
  Poison: Wine of Bakshaan 
  This forbidden drink, also known as arveed wine, is yellow in colour and tastes much like ordinary wine, drives the 
  imbiber mad, and is consumed by those wishing to dream of different and less tangible worlds, or by poisoners 
  attempting to drive their victims insane, turning them into no more than mewling idiots.  
  Type: Ingested     
  Delay: d2 Hours 
   
  Potency: No Potency 
   
   
   
  Effect: If a victim consumes 1 dose of the Wine of Bakshaan he must pass a POWx5 roll at the onset of its effects, 
  or suffer from madness. For each additional dose consumed the POW roll is multiplied by one less each time, e.g. 2 
  doses would be a POWx4 Roll or suffer from madness, to a minimum of POWx1 chance of madness. In addition the 
  character suffers from maddening hallucinations for the duration of the wines effect, taking a -20% on all INT 
  based tests on failed Resilience roll. If this roll is passed the victim gains a +15% bonus to his Perception skill for 
  the duration. Melniboneans only need to test for madness after every two doses consumed, and are only ever 
  driven mad on a fumble on the POW roll. 
         
  Duration: d2 Hours per dose e.g. 3 doses = 3xd2 hours. 
     
  Cost: 100xd6 per decanter 
   
   
  Antidotes 
   
  Anti-dotes can be purchased to counter the effects of certain poisons & venoms. Below is a list of antidotes for various 
  poisons, and how much it costs for one vial/dose of that antidote, plus how long it takes before the antidote begins to 
  take effect. It should also be noted that anti-venoms are specific to the poison they are used to treat, so for example a 
  dose of adder anti-venom will be useless to combat the effects of Milkspider venom etc: 
   
  Poison  
   
   
  Antidote 
   
   
  Effect   
  Cost per Vial/Dose 
   
  Adder Venom  
   
  Anti-venom 
   
   
  D3 Hours 
  200 
  Arsenikon 
   
   
  Succimer Liquid 
   
  D3 Hours 
  290 
  Assassins Blade Venom  
  - 
   
   
   
  - 
   
  - 
  Asserakon Grass 
   
  - 
   
   
   
  - 
   
  - 
  Belladonna 
   
   
  Calabar Bean Juice 
   
  D6 Hours 
  290 
  Cyanide 
   
   
  Madeira Wine/Cobalt Salt 
  D3 Minutes 
  290 
  Dorel Black Serpent Venom 
  Anti-venom 
   
   
  2d6 Minutes 
  290 
  Dragon Venom  
   
  - 
   
   
   
  - 
   
  - 
   
   
  Feldas Leaves  
   
  Asserakon Grass 
   
  See Above 
  See Above 
  Garbleweed 
   
   
  - 
   
   
   
  - 
   
  - 
  Melnibonean Cobra Venom 
  Anti-venom 
   
   
  5D10 Minutes 215 
  Milkspider Venom 
    
  Anti-venom 
   
   
  6D10 Minutes 230 
  Mushrooms 
   
   
  Charcoal Anti-Toxin 
   
  D3 Hours 
  275 
  Noidel Berries  
   
  No Known Cure 
   
  - 
   
  - 
  Scorpion Sting  
   
  Anti-Venom 
   
   
  2D12 Hours 
  185 
  Spider Bite 
   
   
  Anti-Venom 
   
   
  D3 Hours 
  170 
   
   
   
  Strychnine 
   
   
  Feldas Leaves/Tannic Acid 
  * Special/1 Hour 350 
  Viper Venom  
   
  Anti-venom 
   
   
  5d6 Minutes 260 
   
  Wine of Bakshaan 
   
  - 
   
   
   
  - 
   
  - 
   
  * Special – Feldas Leaves do not fully counter the effects of strychnine but instead stops the victim from becoming 
  fatigued whilst under its effects, therefore delaying the onset of the poisons full effects until a proper treatment can 
  be administered. 
  
   
  10 
   
  Jewels, Gemstones & their Worth 
  Perhaps stirred free during the war of the elements, gemstones are found in every land. Only Melinbones slaves 
  reliably cut and facet transparent stones; Young Kingdoms jewellers must content themselves with polishing natural 
  stones and then mounting them to best effect. Among buyers favourite stones are: 
   
  ● Agates 
  ● Chalcedony ● Diamonds 
  ● Emeralds 
  ● Golden Otredos 
  ● Jade ● Lapis Lazuli 
  ● Mios  
  ● Onyx  
  ● Opals 
  ● Peryx 
  ● Rubies 
  ●Sapphires 
  ● Topazes 
  ● Turquoise 
   
  No one stone is thought of as better or more wonderful, as we now think of diamonds. For game purposes, 
  gemstones are evaluated by their relative size, beauty and colour. Use the below table to determine a gemstones 
  worth. 
   
   
   
   
   
   
   
   
   
  Thus a medium stone of good quality is worth between 20 and 200 Bronzes. If a stones rolled value is relatively 
  low, it looked to be rare but proves to be an agate or large quartz crystal, or else the stone is cracked or 
  unpleasantly shaped. If the stones value is high but not the highest, the gem is an excellent example, flawed in only 
  some small way. Gamesmasters can adjust this table as they see fit. 
   
  Below is given sample prices for some pieces of Young Kingdoms Jewellery; 
   
   
  antique silver torque  
   
  225 
   
  gold ring set with fine gemstone 
  500 
   
  new emerald & silver brooch  
  275 
   
  3-starnd polished agate necklace 
  25 
   
  gold amulet worthy of a king  
  1,650 
   
  small nanorian  
   
   
  12,225 
   
  melnibonean gold wheel 
   
  33,335 
   
   
  Note on Currency 
   
  1 gold = 10 silver = 100 bronze  
   
  1 silver = 10 bronze 
   
  ½ Bronze = farthing 
   
  ¼ Bronze = penny or groat (many merchants refuse to accept these and courts usually limit the amount of debt 
  that can be paid back in groats. ‘Not worth a groat’ is a common oath in the Young Kingdoms ) 
   
  Gold and silver coins do exist but bad management, piracy and wastrel princes cause people to hoard their gold 
  and silver coins, and circulation of them is rare. A silver coin is worth 10 bronze, and a gold coin has a worth of 
  100 bronze.  
   
  Nominal Value of Gemstones  
  (bronzes) 
   
  Size 
   
  Indifferent 
  Good 
             Fair 
  Small  
    D10         D10x5      D10x20 
  Medium 
   D10x2       D10 x20     D10 x100 
  Large  
   D10x5       D10 x100   D10 x1000 
   
   
  
   
  11 
   
  Creatures of the Young Kingdoms 
   
  Creature Descriptions  
  Each statistic block is divided into four sections.  
  Characteristics: Both random and average Characteristic scores are listed here.  
  Hit Locations: As well as the random scores for determining which Hit Location is struck in combat, there are two 
  scores listed - the first is the natural armour points of the location (if any) and the second is its hit points.  
  Weapons: This features the creature’s Strike Rank, attacks and damage.  
  Special Rules: Skills, Combat Actions, Strike Rank modifier, Movement, Traits, typical armour and special rules are 
  noted here. The skills are the basic skills for the creature type - individual creatures may well possess enhanced 
  scores or additional skills.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bear, Brown 
   
  STR 3D6+15 (25) INT 5 (5) 
  CON 2D6+6 (13) POW 3D6 (10) 
  DEX 3D6 (10) CHA 5 (5) 
  SIZ 3D6+15 (25) 
   
  D20 
   Hit Location  AP/HP 
  1-2  
  Right Rear Leg  3/8 
  3-4  
  Left Rear Leg  3/8 
  5-7  
  Hindquarters  3/9 
  8-10  
  Chest   
  3/10 
  11-13  
  Right Front Leg 3/7 
  14-16  Left Front Leg  3/7 
  17-20  Head   
  3/8 
   
  Weapon 
   Skill 
   Damage 
  Bite  
   
  60%  1D8+1D10 
  Claw   
  50%  1D6+1D10 
   
  CA: 2 
  SR: +7 
  Move: 6m 
   
  Skills: Athletics 25%, Perception 50%, Resilience 
  45%, Stealth 15%, Survival 60%, Tracking 25% 
   
  Armour: Tough Hide (AP 3, no Skill Penalty) 
   
  Boar 
   
  STR 3D6+6 (16) INT 5 (5) 
  CON 2D6+9 (16) POW 3D6 (10) 
  DEX 3D6 (10) CHA 5 (5) 
  SIZ 2D6+3 (10) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2 
  Right Rear Leg  2/5 
  3-4  
  Left Rear Leg  2/5 
  5-7  
  Hindquarters  2/6 
  8-10  
  Forequarters  2/7 
  11-13  
  Right Front Leg 2/4 
  14-16  Left Front Leg  2/4 
  17-20  Head   
  2/5 
   
  Weapon 
   Skill  Damage 
  Tusk 
   
   45%  1D6+1D2 
   
  CA: 2 
  SR: +7 
  Move: 4m 
   
  Skills: Athletics 25%, Dodge 55%, Resilience 40%, 
  Perception 50%, Stealth 55%, Survival 50%, 
  Tracking 25% 
   
  Armour: Hide (AP 2, no Skill Penalty) 
  
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cattle 
   
  STR 4D6+6 (20) INT 4 (4) 
  CON 2D6+9 (16) POW 2D6 (7) 
  DEX 2D6 (7) CHA 4 (4) 
  SIZ 2D6+9 (16) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg 2/6 
  3-4  
  Left Hind Leg  2/6 
  5-7  
  Hindquarters 
  2/7 
  8-10 
  Forequarters 
  2/8 
  11-13  
  Right Front Leg 2/5 
  14-16  Left Front Leg  2/5 
  17-20  Head   
  2/6 
   
  Weapon  
  Skill  
  Damage 
  Charge   
  40%  1D8+1D4 
  Trample  
  55%  1D8+2D4 
   
  CA: 2 
  SR: +5 
  Move: 5m 
  Traits: Trample 
   
  Skills: Athletics 55%, Perception 30% Resilience 
  50%, 
  Survival 20% 
   
  Armour: Hide (AP 2, no Skill Penalty) 
  Deer 
   
  STR 2D6+6 (13) INT 4 (4) 
  CON 3D6 (10) POW 2D6 (7) 
  DEX 3D6+6 (16) CHA 4 (4) 
  SIZ 3D6+12 (22) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg  1/7 
  3-4 
  Left Hind Leg  1/7 
  5-7  
  Hindquarters 
  1/8 
  8-10  
  Forequarters 
  1/9 
  11-13  
  Right Front Leg 1/6 
  14-16  Left Front Leg  1/6 
  17-20  Head   
  1/7 
   
  Weapon  
  Skill 
  Damage 
  Head Butt  
  35%  2D6 
   
  CA: 3 
  SR: +10 
  Move: 6m 
   
  Skills: Athletics 75%, Perception 95%, Stealth 25% 
   
  Armour: Hide (AP 1, no Skill Penalty) 
  Dog 
   
  STR 1D6+1 (4) INT 5 (5) 
  CON 3D6 (10) POW 1D6+6 (9) 
  DEX 2D6+6 (13) CHA 5 (5) 
  SIZ 1D6 (3) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg  –/3 
  3-4  
  Left Hind Leg  –/3 
  5-7  
  Hindquarters  –/4 
  8-10  
  Forequarters  –/5 
  11-13  
  Right Front Leg –/2 
  14-16  Left Front Leg  –/2 
  17-20  Head   
  –/3 
   
  Weapon  
  Skill 
   Damage 
  Bite  
   
  40%  1D6–1D6 
   
  CA: 3 
  SR: +9 
  Move: 6m 
  Traits: Night Sight 
   
  Skills: Athletics 60%, Dodge 30%, Resilience 30%, 
  Perception 55%, Stealth 45%, Survival 30%, 
  Tracking 75% 
   
  Armour: Hide (AP 1, no Skill Penalty) 
  Horse 
   
  STR 2D6+18 (25) INT 4 (4) 
  CON 3D6+6 (16) POW 3D6 (10) 
  DEX 2D6+3 (10) CHA 5 (5) 
  SIZ 2D6+18 (25) 
   
  D20 
   Hit Location  AP/HP 
  1-2  
  Right Hind Leg  2/9 
  3-4  
  Left Hind Leg  2/9 
  5-7  
  Hindquarters  2/10 
  8-10  
  Forequarters  2/10 
  11-13  
  Right Front Leg 2/9 
  14-16  Left Front Leg  2/9 
  17-20  Head   
  2/9 
   
  Weapon  
  Skill  
  Damage 
  Kick  
   
  40%  1D6+1D10 
  CA: 2 
  SR: +7 
  Move: 6m 
   
  Skills: Athletics 75%, Resilience 40%, Survival 20% 
   
  Armour: Hide (AP 2, no Skill Penalty) 
  
   
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lion 
   
  STR 3D6+12 (22) INT 5 (5) 
  CON 3D6 (10) POW 3D6 (10) 
  DEX 3D6+6 (16) CHA 5 (5) 
  SIZ 2D6+12 (19) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg  2/6 
  3-4  
  Left Hind Leg  2/6 
  5-7  
  Hindquarters  2/7 
  8-10  
  Forequarters  2/7 
  11-13  
  Right Front Leg 2/6 
  14-16  Left Front Leg  2/6 
  17-20  Head   
  2/6 
   
  Weapon  
  Skill 
   Damage 
  Bite  
   
  60%  2D8 
  Claw   
  60%  1D6+1D8 
   
  CA: 3 
  SR: +10 
  Move: 6m 
  Traits: Night Sight 
   
  Skills: Athletics 70%, Dodge 45%, Resilience 40%, 
  Perception 55%, Stealth 50%, Survival 40% 
   
  Armour: Hide (AP 2, no Skill Penalty) 
  Panther 
   
  STR 3D6+6 (16) INT 5 (5) 
  CON 3D6 (10) POW 3D6 (10) 
  DEX 2D6+12 (19) CHA 5 (5) 
  SIZ 2D6+9 (16) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg  1/6 
  3-4  
  Left Hind Leg  1/6 
  5-7  
  Hindquarters  1/7 
  8-10  
  Forequarters  1/8 
  11-13  
  Right Front Leg 1/5 
  14-16  Left Front Leg  1/5 
  17-20  Head   
  1/5 
   
  Weapon  
  Skill  
  Damage 
  Bite  
   
  40%  1D10+1D4 
  Claw   
  60%  1D6+1D4 
   
  CA: 4 
  SR: +12 
  Move: 6m 
   
  Skills: Athletics 60%, Dodge 45%, Resilience 40%, 
  Perception 70%, Stealth 90%, Survival 45% 
   
  Armour: Hide (AP 1, no Skill Penalty) 
  Rhinoceros 
   
  STR 2D6+21 (28) INT 3 (3) 
  CON 3D6 (10) POW 3D6 (10) 
  DEX 2D6 (7) CHA 3 (3) 
  SIZ 2D6+21 (40) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Rear Leg  5/8 
  3-4  
  Left Rear Leg  5/8 
  5-7  
  Hindquarters  5/9 
  8-10  
  Chest   
  5/10 
  11-13  
  Right Front Leg 5/7 
  14-16  Left Front Leg  5/7 
  17-20  Head   
  5/8 
   
  Weapon  
  Skill  
  Damage 
  Bite  
   
  25%  
  1D6+1D12 
  Gore   
  50%  1D8+1D12 
  Trample  
  75%  2D12 
   
  CA: 2 
  SR: +5 
  Move: 5m 
  Traits: Trample 
   
  Skills: Athletics 30% Perception 45%, Resilience 55% 
   
  Armour: Thick Hide (AP 5, no Skill Penalty) 
  Medium Shark 
   
  STR 3D6+12 (22) INT 2 (2) 
  CON 2D6+9 (16) POW 3D6 (10) 
  DEX 2D6+3 (10) CHA 3 (3) 
  SIZ 3D6+12 (22) 
   
  D20  
  Hit Location  
  AP/HP 
  1-3  
  Tail  
   
  4/8 
  4-8  
  Hindbody  
  4/9 
  9-13  
  Forebody  
  4/10 
  14  
  Right Fin  
  4/5 
  15  
  Left Fin  
  4/5 
  16-20  Head   
  4/8 
   
  Weapon  
  Skill  
  Damage 
  Bite  
   
  70%  2D10 
   
  CA: 2 
  SR: +6 
  Move: 7m 
  Traits: Excellent Swimmer 
   
  Skills: Perception (scent) 80%, Stealth 50% 
   
  Armour: Tough Skin (AP 4, no Skill Penalty) 
  
   
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large Shark 
   
  STR 6D6+24 (45) INT 2 (2) 
  CON 4D6+18 (32) POW 4D6 (14) 
  DEX 2D6+3 (10) CHA 3 (3) 
  SIZ 6D6+24 (45) 
   
  D20  
  Hit Location  
  AP/HP 
  1-3  
  Tail  
   
  6/15 
  4-8  
  Hindbody  
  6/16 
  9-13  
  Forebody  
  6/17 
  14  
  Right Fin  
  6/10 
  15  
  Left Fin  
  6/10 
  16-20  Head   
  6/15 
   
  Weapon  
  Skill  
  Damage 
  Bite  
   
  75%  3D10 
   
  CA: 2 
  SR: +6 
  Move: 8m 
  Traits: Excellent Swimmer 
   
  Skills: Perception (scent) 85%, Stealth 50% 
   
  Armour: Tough Skin (AP 6, no Skill Penalty) 
  Snakes 
  Python 
  If the python’s constriction attack hits, the victim is caught 
  up in the serpent’s coils. Each round, the python inflicts 
  damage to the victim’s chest location. Chest armour protects 
  against this damage. In addition to the hit point damage 
  caused by the constriction, the victim is unable to breathe 
  and begins to suffocate (see the Elric rulebook). Being 
  constricted by a python counts as ‘heavy’ activity in 
  determining how long the victim can hold its breath. The 
  victim may make an opposed Athletics test each round to 
  escape. 
   
  STR 3D6+24 (34) INT 3 (3) 
  CON 3D6 (10) POW 2D6+6 (13) 
  DEX 2D6+6 (13) CHA 3 (3) 
  SIZ 3D6 (10) 
   
  D20  
  Hit Location  
  AP/HP 
  1-6  
  Tail  
   
  2/4 
  7-14  
  Body   
  2/6 
  15-20  Head   
  2/4 
   
  Weapon  
  Skill  
  Damage 
  Bite  
   
  60%  1D4+1D8 
  Constrict  
  45%  2D8 
   
  CA: 3 
  SR: +8 
  Move: 3m 
  Traits: Excellent Swimmer 
   
  Skills: Athletics 85%, Dodge 65%, Stealth 75% 
   
  Armour: Scales (AP 2, no Skill Penalty) 
   
  Viper 
   
  STR 2D6+6 (34) INT 3 (3) 
  CON 2D6 (7) POW 2D6+6 (13) 
  DEX 3D6+18 (28) CHA 3 (3) 
  SIZ 2D6 (7) 
   
  D20  
  Hit Location  
  AP/HP 
  1-6  
  Tail  
   
  1/3 
  7-14  
  Body   
  1/5 
  15-20  Head   
  1/3 
   
  Weapon  
  Skill 
   Damage 
  Bite  
   
  60%  1D2–1D2+poison 
  CA: 4 
  SR: +15 
  Move: 4m 
  Traits: Excellent Swimmer, Poison (bite, see above for details 
  on Viper Venom) 
   
  Skills: Athletics 35%, Dodge 75%, Stealth 95% 
   
  Armour: Scales (AP 1, no Skill Penalty) 
  Tiger 
   
  STR 5D6+12 (29) INT 5 (5) 
  CON 3D6+3 (13) POW 2D6+6 (13) 
  DEX 3D6+6 (16) CHA 5 (5) 
  SIZ 5D6+12 (29) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg  2/9 
  3-4  
  Left Hind Leg  2/9 
  5-7  
  Hindquarters 
  2/10 
  8-10  
  Forequarters  2/11 
  11-13  
  Right Front Leg 2/9 
  14-16  Left Front Leg  2/9 
  17-20  Head   
  2/9 
   
  Weapon  
  Skill  
  Damage 
  Claw   
  65%  1D8+1D12 
  Bite  
   
  55%  1D10+1D12 
   
  CA: 3 
  SR: +11 
  Move: 6m 
   
  Skills: Athletics 70%, Dodge 40%, Resilience 40%, 
  Perception 60%, Stealth 80%, Survival 40% 
   
  Armour: Hide (AP 2, no Skill Penalty) 
  
   
  15 
   
   
   
  Wolf 
   
  STR 3D6 (10) INT 5 (5) 
  CON 3D6+3 (13) POW 3D6 (10) 
  DEX 3D6+3 (13) CHA 5 (5) 
  SIZ 2D6+3 (10) 
   
  D20  
  Hit Location  
  AP/HP 
  1-2  
  Right Hind Leg  2/5 
  3-4  
  Left Hind Leg  2/5 
  5-7  
  Hindquarters  2/6 
  8-10  
  Forequarters  2/6 
  11-13  
  Right Front Leg 2/5 
  14-16  Left Front Leg  2/5 
  17-20  Head   
  2/5 
   
  Weapon  
  Skill  
  Damage 
  Bite  
   
  60%  1D8–1D2 
  Claw   
  30%  1D6–1D2 
   
  CA: 3 
  SR: +9 
  Move: 5m 
  Traits: Night Sight 
   
  Skills: Athletics 80%, Dodge 55%, Resilience 40%, 
  Perception 60%, Stealth 55%, Survival 40%, 
  Tracking 60% 
   
  Armour: Hide (AP 2, no Skill Penalty) 
  Creature Traits 
   
  Dark Sight: Allows the creature to treat pitch black 
  conditions as darkness. 
   
  Disease Immunity: The creature is immune to all diseases. 
  All creatures without SIZ automatically have this Trait, and 
  it is not listed in their descriptions. 
   
  Excellent Swimmer: The creature gains a permanent +30% 
  bonus to its Athletics skill whenever swimming. In 
  addition, the creature uses its normal Movement score 
  when swimming. 
   
  Formidable Natural Weapons: This creature’s natural 
  weapons are tough and durable as metal. As such they 
  may parry weapon attacks. 
   
  Night Sight: Allows the creature to treat partial darkness 
  as illuminated and darkness as partial darkness. 
   
  Poison: The creature has a venomous bite, sting or other 
  means of attack. The description will describe the 
  particular poison or venom the creature displays. 
   
  Poison Immunity: The creature is immune to all poisons. 
  All creatures without SIZ automatically have this Trait, and 
  it is not listed in their descriptions. 
    
  Trample: The creature is able to trample beings with a 
  SIZ of half or less its own. This attack inflicts damage 
  equal to double the creature’s Damage Modifier, and 
  requires the creature to expend Movement. A creature 
  with this trait may Trample even if it has only one 
  Combat Action – the Trample is assumed to be part of its 
  Movement. 
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 1 (Mongoose)/RuneQuest I - Elric of Melnibon - Expansion.pdf