Finding Herbs & Poisons in the Wild
Determine how many doses of an herb or poison that a character or group of characters is able to find after a 10-hour search of an area that has not been exploited in the last 6 months and which is suitable for the type of herbs/poisons being sought.
United Group Searches
If the group of characters performs a united search, then only a single roll is made for the entire group. The character with the highest Herbcraft skill makes the roll, and for each additional character with Herbcraft, a bonus of 5 or value equal to skill ranks (whichever is higher) is added to his roll. The GM then rolls to see how many doses each individual finds.
Groups may also split up and search several different areas individually. In this situation, each character would make their own Herbcraft roll to see if they have found any herbs/poisons.
To determine how many doses a searcher finds, use the following formula: 1 + (2d10 – difficulty number)
Routine = 1, Easy = 2, Light = 3, Medium = 4, Hard = 5, Very Hard = 6, Ext Hard = 7, Sheer Folly = 8, Absurd = 9
- Searching an area searched in the last 6 months -50
- Each Cleric devoted to a nature god in the group +30
- Each Ranger in the group +20
- Each additional searcher with the Herbcraft skill +5 (optional: or skill ranks if higher)
- Each additional searcher without the proper skill +2
- Each day spent unsuccessfully searching +5
Time – How long until the herb takes effect.
Form/Prep – This is the raw form of the herb as well as the manner in which an herb is prepared. The raw form is self-explanatory, and the preparation methods are described below.
Brew – These herbs are made into non-magical potions by brewing them. A brewed herb will retain
its powers for up to one month after being prepared.
Drink – These herbs are made into non-magical potions by drying and powdering and then dissolving
them in a liquid (such as water) prior to use. Such herbs will last up to 2 months in their dried state.
Price – This is the fair market value of the prepared herb if sold by an herbalist at his shop. Typically they will fetch half the listed price unless the seller is established or guild approved.
Seasons – Spring (Mar, Apr, May), Summer (Jun, Jul, Aug), Fall (Sep, Oct, Nov), Winter (Dec, Jan, Feb)
|Airi||15 sp||Seed/Brew||4 rnd||Enhanced vision (x3 range) & lesser dark vision (50-ft) for 3 hrs||Plains||–||–||ExHard||Absurd|
|Amaled||60 sp||Grass/Poultice||1 hr||Mends Bone||Plains||–||–||ExHard||Folly|
|Delvar||2 sp||Leaf/Ingest||instant||Stun relief 1 rnd||Fresh Water||Light||Light||Medium||Hard|
|Erisa||2 sp||Bark/Poultice||instant||Doubles healing rate for nerve damage||Forest||Light||Light||Light||Light|
|Frel||12 gp||Stalk/Ingest||2 min||Neutralizes non-CRR posions||Plains||Folly||ExHard||Folly||–|
|Halin||2 sp||Berry/Brew||20 min||Doubles healing during sleep||Plains||–||–||Easy||Medium|
|Inuli||30 sp||Nut/Brew||3 min||Mends muscle damage||Forest||–||–||Hard||Hard|
|Loneri||45 gp||Nut/Ingest||3 hr||Restore temp stat loss for one stat/dose (worst first)||Forest||–||–||Absurd||Absurd|
|Rowna||14 gp||Grass/Ingest||instant||Heals all hits, but stuns 1 rnd||Plains||Folly||Absurd||Absurd||–|
|Seras||9 sp||Flower/Brew||3 rnd||Heals 2-20 hits||Fresh Water||Light||Hard||–||–|
|Uinear||15 sp||Berry/Ingest||2 min||Allows one to see enchantments. Eyes glow red. Last 1 hr||Fresh Water||–||Absurd||Folly||Absurd|
|Urfaran||9 sp||Clove/Ingest||3 rnd||Acute smell & hearing (3x range, +50 Perception) for 1 hr||Plains||Easy||Medium||–||–|
|Edellin||14 gp||Stalk/Contact||instant||Silver powder scars skin giving 2d10 hits; PB (+45)||Plains||Light||Light||Easy||Easy|
|Molenor||20 sp||Root/Paste||instant||Brown paste delivers 1d10 hits. PB (+50)||Forest||ExHard||VHard||VHard||ExHard|
|Surenn||12 gp||Leaf/Paste||instant||Creamy paste delivers 3d10 hits. PB (+30)||Plains||–||–||Light||Medium|