Simplified Herbalism Variant
While in the wilds, or at least not in a city, you can
attempt to forage for medicinal plants and herbs. The player spends 1
hour searching, during which they make a Nature or Survival
check, starting DC 10 for fertile land (fields, forests, swamps, etc.)
and a starting DC 15 for non-fertile lands (desert, mountains, etc.). On
a success the player finds one harvestable plant. If the players check
exceeds the DC by 5 they find a second harvestable plant, if it exceeds
by 10 they find a third plant, and if it exceeds by 15 they find a
fourth plant.
If the player succeeds, roll on the table of common herbs below to determine what they find. Each plant has one dose unless otherwise stated.
Die Roll Plant Found
7 Foxglove
9 Gumweed
10 Honeysuckle
13 Moonflower
14 Oleander
16 Willow
17 Winter Rose
18 Wolfsbane
19 Roll again, gaining 2 doses of the result
20 Players Choice
To prepare the herbs into a useful item, such as edibles, elixirs, salves, or poultices. The player needs proficiency with the Herbalists Kit and a suitable set up, like an Apothecaries shop or an Herbalists Kit at a setup camp. The amount of time it takes and DC depend on the herb.
Large batches can be made, this expedites the process
but not without risk, if you fail your crafting check the entire batch
is ruined, causing all herbs used to be lost.
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