2903 lines
124 KiB
Plaintext
2903 lines
124 KiB
Plaintext
THE GUIDE TO HERBS FOR RPGs
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4th Edition
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By Shaun Hately
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--==(AMBULANT IN FABULAM)==--
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COPYRIGHT STATEMENT
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This guide is (c) 1996 Shaun Hately 1996, except where copyright is
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already owned by someone else. Portions of this guide are (c) Druann
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Pagliasotti 1996, and are used with permission. These sections are
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indicated and no challenge is made to their copyright status. All Rights
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are reserved on this guide. However permission is granted to distribute
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this guide in any way or form provided the following conditions are met.
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1) no charge is made for the guide. A charge for materials, such as
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paper is permitted, but no profit is to be made.
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2) the guide is distributed in its entirety. In particular this
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copyright statement is attached, and the list of contributors is left
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intact.
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Obviously, I have no way of enforcing these conditions, but I have put a
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lot of work into this guide and I believe it is only fair that other
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contributors and myself get the credit (or the abuse!) we deserve.
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This guide has been inspired by games systems owned and copyrighted by
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others, most notably `Dungeons & Dragons', and `Advanced Dungeons and
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Dragons' owned by TSR Inc, `Middle-Earth Role-Playing' owned by ICE,
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`Maelstrom' written by Alexander Scott and published by Penguin, and
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`Dragon Warriors' written by Dave Morris and Oliver Johnson, and
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published by Corgi. The author of this guide acknowledges this
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inspiration but does not believe that this guide infringes on their
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copyright. No challenge is made to the copyright status or ownership of
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any work.
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The author of this guide wishes to indicate his support of copyright
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laws, and the efforts of game companies to protect their rights. This is
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the opinion of the author (Shaun Hately) only, and is not necessarily
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the opinion of other contributors to this guide.
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INTRODUCTION
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"Anything green that grew out of the mould
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Was an excellent herb to our fathers of old."
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-Rudyard Kipling
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Welcome to the fourth edition of "The Guide to Herbs for RPGs", the
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second edition of this guide to be distributed by e-mail and across the
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Internet. Herbs have been a staple of fantasy literature for many years.
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Striders use of Athelas in "The Lord of the Rings" to cure Frodo, and
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Polgara's herb lore in "The Belgariad" and "The Mallorean" are two
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examples that come to mind. The first edition of this guide was written
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in response to a request by one of my players for more detailed use of
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the Herbalism proficiency than that supplied in the core AD&D rules, and
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also to provide a general system which can be converted to other rules
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systems fairly easily. This was in 1990 or 1991 and that edition was
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nothing more than an adaptation of the herbs contained in Alexander
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Scott's Maelstrom RPG adapted to AD&D rules, a description of each herb,
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the chance of finding it, its preparation time, and its cost. This guide
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was quite useful, though several problems were found with it. The guide
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was used for a few years and my printed copy (done on a Commodore 64 and
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a 9 pin printer) became covered in pen and pencil additions and
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clarifications. In early 1995 I began GMing a new campaign and I decided
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to rewrite my herbal on my new 486. This second edition contained the
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same herbs as the first edition but with the addition of clearer
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descriptions, the addition of the Locale in which each herb could be
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found, and an Ability Check roll required to use each herb successfully.
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This herbal was much more useful than the previous one. In mid 1995, I
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gained net access for the first time, and discovered the phenomena of
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NetBooks, and unofficial supplements to various role playing games. I
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downloaded these and began to use them in my games. As a student I can
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not afford to buy all the commercially produced supplements for use in
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my games, and so these unofficial (and free!) supplements were a gift
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from the Gods. In December 1995 and January of this year (1996), I
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revised my Herbal once again, incorporating herbs from the RPG
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Middle-Earth Role Playing (MERP), and on returning to University at the
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start of March, subscribed to the ADND-L e-mail list, and offered the
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Herbal to the inhabitants of that list. I received over 300 requests for
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the Herbal, and was informed that there was interest in Herbalism on the
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REALMS mailing list. I subscribed to this list as well, and offered the
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Herbal once again. I received more requests from this list. I have
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received e-mail (both praise and criticism) from many of the people who
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are using my herbal, and this has encouraged me to put together a new
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revised edition. In particular, special mention must go to Druann
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Pagliasotti whose assistance in compiling this new edition has been
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considerable. Druann has contributed new herbs, as well as sending me a
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list of suggested clarifications, and amendments to over forty herbs
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that I had designed. This edition includes herbs that other people have
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added to my rules, and new herbs that I have developed. It also includes
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more detailed physical descriptions of some of the herbs from previous
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editions where I have been able to find them. I welcome the
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contributions I have received to this guide, but as always all
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responsibility for any errors and discrepancies is mine and mine alone.
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I welcome contributions, criticisms and comment on my guide, and will
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try to incorporate these in any future editions of the guide. Some
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people may have noticed that the title of the guide has changed from
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"The AD&D Guide to Herbs" to "The Guide to Herbs for RPGs". This
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occurred because of advice that the original title was not compatible
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with the guides status as unofficial. Please feel free to distribute
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this guide in unedited form in any format that you desire. I only ask
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that my contribution and that of other people is acknowledged and that
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the guide is distributed free of charge.
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NOTE: In my guide I have used the term "Autumn" instead of "Fall" to
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describe the seasons between Summer and Winter. I have also used the
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correct Australian English spelling for words. I have altered
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contributions received from other people for the sake of consistency. I
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have received e-mail criticising me for this, saying "you should use the
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American conventions, because most AD&D players are American." (By the
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way, this was not intended as a flame, but was part of some useful
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constructive criticism.) I have been taught English as it is spoken and
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written in my native country, and I will write and speak in that way.
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There are several reasons for this.
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1) If I was attempting to write for a specific country, I would use
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their own conventions. I am not. I am writing this guide for everyone
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who requests it. I received requests for the last edition of this guide
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from the United States, the United Kingdom, Ireland, Canada, Spain,
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France, Belgium, Germany, Australia, New Zealand, South Africa,
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Argentina, Chile and Zaire and possibly from other countries as well.
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2) If I decided to write this guide in `correct' English, I would be
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faced with the problem of what is `correct'. Is it American English,
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that of the largest English speaking country on Earth or British
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English, the source of the language.
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3) I believe that the differences in English from country to country are
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so minor that all English speaking people on Earth will be able to read
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my guide with no problems.
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I should note here that this herbal is not `accurate' in terms of the
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real use of herbs in our world. This is because my skills in Herbalism
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are very limited. I am not a professional herbalist just someone with an
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interest in the topic (especially from a gaming point of view). I have
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endeavoured to be as accurate as possible in terms of descriptions, but
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sometimes I am trying to describe a herb after seeing a black and white
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drawing. I have tried to be accurate in terms of naming the herbs, but
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some herbs have many different names. Bilberry for example is also known
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as Huckleberry, Whortleberry, Hurtleberry, Whin-berry, Wimberry, Black
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heart, and Hurts. I have also ascribed to some herbs powers that do not
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exist in the real world. For example there is no herb that bestows
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infravision on a person in our world (as least I assume there isn't!)
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but such herbs do exist in the guide. This is because the guide has been
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written for a fantasy game, and I felt that the powers ascribed to these
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herbs in legend and tradition could actually exist in fantasy worlds. I
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would also like to apologise for the fact that some of the herbs
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contained within have no physical descriptions. This is because I just
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can't find any. If anyone feels that I have made mistakes in identifying
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herbs, or their curative properties, they should feel free to contact
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me, either by e-mail or by mail.
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For anyone who wants to find accurate books on Herbalism and its real
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life applications, please refer to the books in the reference section.
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HOW TO USE THIS GUIDE
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This guide was written in order to allow a more detailed method of using
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the Herbalism Non Weapon Proficiency than that provided in the PHB. It
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may be used only by characters with the Herbalism proficiency. The
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description of each herb contains the following information:
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NAME: This is what the herb is called. In brackets after each
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name is the name of the person who developed the herb
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for the guide, and the source of the herb if applicable.
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Available: This is the time of year when the herb is available, and
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the percentage chance for a person who searches for the
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herb for one day finding it.
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Locale: This describes the region in which the herb can be found.
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Preparation: This describes how long a herb needs to be prepared
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before it can be used.
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Cost: The cost before the / is the cost of the herb in raw
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form. The cost after the / is the cost of buying the
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herb ready to use.
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Uses: The number of uses indicates how much of the herb can be
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found at any one time.
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Ability Check: The ability check is the value that must be rolled under
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on a d20 for the use of the herb to be successful. If
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the ability check is listed as `?' it means that the
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herb may or may not have the powers attributed to it. If
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the ability check is listed as `-' then no ability check
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is needed for success. The GM should decide what effects
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these herbs have if any.
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Description: This section describes what the herb can do.
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The GM who uses or allows this guide in their games should examine it
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carefully before use, and remove or modify any herbs that they wish.
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This is particularly true for those herbs that have quite major powers.
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It will be noted that very few poisons are listed in this guide. This is
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for two reasons.
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1. I believe that a Herbalist should not use their art for nefarious
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purposes.
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2. I believe that allowing players access to too many poisons can
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severely effect game balance.
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Any GM who wishes to have detailed poisons in their games is referred to
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the "Netbook: Poisons of the Realm", (author unknown to me) which I find
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to be excellent for the purpose.
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It should also be noted that I have tried not to include herbs that
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could be classed as "Drugs" with the connotation of illicit use. This is
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because I do not wish to be seen to be supporting illicit drug use.
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Having said that, for anyone who wishes to use drugs in their games, I
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refer them to "The AD&D Guide to Drugs" written by Desmond Reid which
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has excellent rules on all aspects of drug use including addiction and
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its effects. The drugs contained within it could be converted to my
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system fairly easily.
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ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT UNDER ANY
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CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN THIS GUIDE FOR ANY REAL
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LIFE PURPOSE.
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Shaun Hately, 1st July, 1996
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NOTE ON THE USE OF THE AD&D "LOCATE ANIMALS OR PLANTS" SPELL:
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Players with access to the 1st level Priest Spell "Locate Animals or
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Plants" will try to use it to locate specific herbs. If this occurs I
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would suggest that the Dungeon Master uses the percentage score given
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under "Available" in each herbs description as the chance that the herb
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will be detected each round, subject to the local environment and
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season. However I would remind the GM that according to the PHB, the
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results of this spell are always determined by the GM. If the GM does
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not want the herb to be found, it should not be found.
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NOTES ON THE USE OF HERBS
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by Druann Pagliasotti and Shaun Hately
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Unless otherwise indicated in text, any cut herbs and preparations of
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herbs only have a shelf life of 3d6 weeks. Dried herbs have a shelf life
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of 1d4 years if kept in a sealed container away from moisture (but not
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all of these herbs can be used in a dried form). Potions, on the other
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hand, have an indefinite lifespan - which is why they're more expensive
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yet still desirable.
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A rule of thumb for purchasing is that the chance of purchasing an herb
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in a large city WITHIN its native region is equal to the chance of
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finding it in the wild (and the price will remain the same); the chance
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of purchasing an herb in a large city OUTSIDE of its native region is
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equal to half the chance of finding it in the wild (and the price will
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be half again as much); and the chance of purchasing an herb in a large
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city OPPOSITE of its native region (eg., artic vs. desert) is one
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quarter of the chance of finding it in the wild (and the price will be
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doubled or tripled).
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The GM of an individual campaign must rule on the use of this guide.
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They must decide whether or not they wish it to be used at all, and they
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must modify it to fit their campaign. Some of the herbs contained in
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this guide are extremely powerful, and if they are overused they will
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unbalance the game. The prices given for herbs are only guidelines and
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must be treated with common sense. In plague years, for example the cost
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of herbs that protect against plague will increase incredibly. And if
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the characters stumble into a herbalist while supporting a friend who is
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on the verge of death from snakebite, the herbalist may decide to charge
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well above the going rate. Some apothecarists are nothing but charlatans
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and will sell anything while saying it is a wondrous herb.
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Once again, I must point out that this guide is intended for use in
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games only. Do not use it as a guide to herbal medication. Many plants
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are highly poisonous and experimenting can be extremely dangerous.
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THE HERB LIST
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ADDER'S TONGUE (Shaun Hately)
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Available: Spring 10%
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Locale: Temperate Rural
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Preparation: 3 days
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Cost: 5 gp/ 15 gp
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Uses: 1
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Ability Check: Intelligence -2
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The herb has one leaf which grows from a stalk about three inches from
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the ground. It's appearance gives it its name. The leaf must be boiled
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in olive oil and set in the sun for three days. At the end of that time
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the infusion can be used as a balm for wounds. In the event that the
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wound is infected the balm will draw out the infection within one day.
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However for that one day the damage caused by the infection will be
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twice as severe. If the wound is not infected the balm will increase the
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rate of healing by 1 hp for that day.
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AGRIMONY (Shaun Hately)
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Available: Summer 30%
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Locale: Temperate Forest
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Preparation: 1 week
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Cost: 2 gp/ 8 gp
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Uses: 3
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Ability Check: Intelligence
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Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven
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inches long, which are serrated, green on top and white underneath. It
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has yellow flowers with five petals which are arranged in a spike on top
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of the stem. Its dried leaves must be boiled in a pint of red wine for
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five minutes, and then left to stand for an hour. It should then be used
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on sprains and bruises in a compress. A successful application will cure
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sprains and bruises in half the normal time.
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ALDAKA (Shaun Hately from ICEs "MERP" RPG)
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Available: Winter 5%
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Locale: Mountains
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Preparation: 1 week
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Cost: 100 gp/ 1000 gp
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Uses: 1
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Ability Check: Intelligence
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The roots of this plant must be brewed over a low fire for one week, and
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the resulting distillation drunk. If used successfully, sight will be
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restored to the recipient provided the eye remains.
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ALKANET (Shaun Hately)
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Available: Summer 30%
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Locale: Temperate Rural
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Preparation: none
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Cost: 2 gp/ 2 gp
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Uses: 1
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Ability Check: Intelligence -4
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This plant has a thick red root, narrow hairy leaves, and small red or
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blue flowers. The root can be eaten directly upon being drawn out of the
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ground but will only keep for a week or so. The herb allows a +1 bonus
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to any saving throw vs ingested poisons for 1d8 hours after eating.
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ALL-HEALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
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Available: Autumn 75%
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Locale: Temperate Forest
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Preparation: 2 weeks
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Cost: 2 gp/ 10 gp
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Uses: 7
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Ability Check: Intelligence +1
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When All-heale is mixed in a pint of olive oil and applied to a wound,
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(one application per day), the recipient will heal even if still working
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as normal. With rest, the recipient will heal at three times the normal
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rate.
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ALOE (Shaun Hately from ICEs "MERP" RPG)
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Available: Autumn, Winter 55%
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Locale: Temperate Grassland
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Preparation: none
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Cost: 5 cp/ 5 cp
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Uses: 2
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Ability Check: Intelligence
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The leaf of Aloe applied to a wound, will double the natural healing
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rate of burns and minor cuts.
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AMRANS (Druann Pagliasotti)
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Available: Spring 40%
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Locale: Rivers, Rural
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Preparation: 3 days/ 1 week
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Cost: 50 gp/ 50 gp
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Uses: 1
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Ability Check: Intlligence -2
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The lilac flowers can be prepared into a potion that rapidly cures
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wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared
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(for 3 days))
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ANGELICA (Shaun Hately)
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Available: Summer 30%
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Locale: Mountains
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Preparation: 1 hour
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Cost: 5 sp/ 1 gp
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Uses: 2
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Ability Check: Intelligence -3
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Angelica's root should be boiled in water for an hour and then drunk in
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order to relieve coughs. The plant can grow to a height of eight feet.
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It has a hollow stem and has large, broad pointed leaves at the base of
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the stem. It has a cluster of white or pink flowers at the top of the
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stem. The herbs does not in any way act as a cure for any disease
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causing a cough, it merely reduces the amount of coughing.
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ANSERKE (Shaun Hately from ICEs "MERP" RPG)
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Available: Summer 30%
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Locale: Coastal Regions
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Preparation: none
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Cost: 75 gp/ 75 gp
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Uses: 1
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Ability Check: Intelligence -4
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The root must be applied to a bleeding wound. Within three rounds it
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will have stopped the bleeding. The recipient must not move for one turn
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or risk the wound reopening.
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ARCHANGELICA (Druann Pagliasotti)
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Available: Summer 30%
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Locale: Swamp
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Preparation: none
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Cost: 5 sp/ 5 sp
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Uses: 1
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Ability Check: Intelligence -2
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This white flowering plant has black seeds and roots with a sharp taste.
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The root, when brewed, makes a hot, peppery decoction that helps
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alleviate common colds, flu and congestions (doubles recovery time, adds
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+2 to Constitution rolls to prevent colds in bad weather).
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ARFANDAS (Shaun Hately from ICEs "MERP" RPG)
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Available: Autumn, Winter 50%
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Locale: Rivers
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Preparation: 1 day
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Cost: 2 sp/ 3 sp
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Uses: 4
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Ability Check: Intelligence -6
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If the stem of Arfandas is bound up in the dressing of a fracture, it
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will double the rate of healing for that fracture.
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ARKASU (Shaun Hately from ICEs "MERP" RPG)
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Available: Autumn 55%
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Locale: Temperate Grassland
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Preparation: none
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Cost: 12 gp/ 12 gp
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Uses: 3
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Ability Check: Intelligence -3
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When the sap of the Arkasu plant is applied to wounds, it doubles the
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rate of healing. The effect is not cumulative.
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ARLAN (Shaun Hately from ICEs "MERP" RPG)
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Available: Autumn 60%
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Locale: Grassland
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Preparation: none
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Cost: 20 sp/ 20 sp
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Uses: 1
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Ability Check: Intelligence -5
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The leaf of Arlan when applied to a wound will heal 1 hp of damage if it
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is used within 5 rounds. Arlan will also speed a persons recovery from
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respiratory illness by five times.
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ARNICA (Shaun Hately)
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Available: Summer 25%
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Locale: Mountains
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Preparation: none
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Cost: 1 gp/ 1 gp
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Uses: 1
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Ability Check: Intelligence -6
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This plant grows to a height of 1 to 2 feet. It has a hairy stem on
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which its leaves are arranged in pairs. It has orange flowers. These
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flowers should be plucked and dried, and then boiled in a litre of beer.
|
||
This should be applied to a compress which is wrapped around a bruise. A
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successful application will cause the bruise to fade within one day. The
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pollen of the flowers if inhaled will cause uncontrollable sneezing. A
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phial of arnica carried in a persons pocket is also reputed to help a
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person quit smoking.
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ARNUMINAS (Shaun Hately from ICEs "MERP" RPG)
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Available: Autumn 70%
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Locale: Temperate Grassland
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Preparation: none
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Cost: 6 gp/ 6 gp
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Uses: 5
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Ability Check: Intelligence -1
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The leaf of this plant should be applied to the site of ligament,
|
||
cartilage, or muscle damage. If used successfully, it will double the
|
||
speed of healing of such damage.
|
||
|
||
ARPUSAR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 40%
|
||
Locale: Rivers
|
||
Preparation: 1 week
|
||
Cost: 7 gp/ 30 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -7
|
||
The stalks of this plant must be brewed for one week in fresh water at
|
||
the end of which time it may be drunk. If it is successful, it will heal
|
||
any damage to a persons muscles that are capable of healing naturally
|
||
within one day.
|
||
|
||
ASARABACCA (Shaun Hately)
|
||
Available: Spring 10%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 day
|
||
Cost: 3 gp/ 7 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -6
|
||
Asarabacca is a creeping vine with many small leaves each on their own
|
||
small stalk. It also has small purple flowers. These flowers must be
|
||
brewed up on a fire and left to stand. When administered successfully to
|
||
someone, they must save vs poison or be rendered docile, and incapable
|
||
of violence for 3d8 hours. The brew has a distinctive purple colour, and
|
||
bitter taste, so to be given secretly in food, the food must be able to
|
||
hide these attributes.
|
||
|
||
ASH (Shaun Hately)
|
||
Available: Spring 50%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 day
|
||
Cost: 5 gp/ 8 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -4
|
||
The bark of the ash tree must be stripped from its branches and boiled
|
||
in clear water for one day. It should then be drunk as a cure for
|
||
fevers, especially those caused by diseases such as malaria. It does not
|
||
cure the cause of the fever but merely brings it under control within
|
||
2d6 hours. The ash tree is sacred to worshipers of Thor, who use its
|
||
wood to make spears. The wood of the ash tree could possibly be used as
|
||
an essential item in the manufacture of magical spears. Ash leaves
|
||
should be boiled in water and drunk as a cure for the poison of viper
|
||
bites (cures poison in 2d6 turns, any damage already incurred remains).
|
||
The ash tree has ash grey bark, and black buds. Its flowers have no
|
||
petals.
|
||
|
||
ATHELAS (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 45%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 200 gp/ 200 gp
|
||
Uses: 4
|
||
Ability Check: ?
|
||
Also known as "Kingsfoil". It appears as a vine with dark green leaves
|
||
divided into four parts. According to legend, the leaves of Athelas when
|
||
crushed by the hands of a King over the afflicted person are capable of
|
||
curing anything.
|
||
|
||
"When the black breath blows
|
||
and death's shadow grows
|
||
and all lights pass,
|
||
come athelas! come athelas!
|
||
Life to the dying
|
||
In the King's hand lying!"
|
||
from "The Return of The King"
|
||
|
||
ATIGAX (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 40%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 day
|
||
Cost: 40 gp/ 70 gp
|
||
Uses: 5
|
||
Ability Check: Intelligence
|
||
The roots of this plant must be brewed over a low fire for one day, and
|
||
the resulting distillation drunk. If used successfully, sight will be
|
||
protected from glare or blinding light for a period of nine hours. This
|
||
herb can thus be used to limit the ill effects suffered by subterranean
|
||
creatures (such as drow) in full sunlight.
|
||
|
||
ATTANAR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn, Winter 45%
|
||
Locale: Rivers
|
||
Preparation: none
|
||
Cost: 8 gp/ 8 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -6
|
||
Attanar is a moss, which when applied to the forehead of a stricken
|
||
person, will cure fevers. It takes effect 2d6 hours after it is
|
||
successfully administered.
|
||
|
||
BALM (Shaun Hately)
|
||
Available: Summer 20%
|
||
Locale: Sub-tropical Forest
|
||
Preparation: 1 hour
|
||
Cost: 3 gp/ 5 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence -4
|
||
Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval,
|
||
serrated leaves. It has small flowers which can be any shade from white
|
||
to blue, which form small clusters at the base of the leaves. The herb
|
||
should be boiled and given to women suffering menstrual pains (hey,
|
||
someone has gone to the trouble of writing "A Guide to AD&D Sex" so this
|
||
might be useful!) It also reputedly has properties of bestowing
|
||
longevity, and so could be used as an ingredient in "Potions of
|
||
Longevity" and the like.
|
||
|
||
BARBERRY (Shaun Hately)
|
||
Available: Summer 20%
|
||
Locale: Temperate Rural
|
||
Preparation: 3 hours
|
||
Cost: 4 gp/ 9 gp
|
||
Uses: 2
|
||
Ability Check Intelligence -11
|
||
The Barberry plant has sharp thorns on its twigs. It can obtain a height
|
||
in excess of eight feet. It has roughly oval shaped leaves, which are
|
||
smooth with toothed edges. It has pale yellow flowers which produce oval
|
||
red berries, with a small black dot at their tip. Barberries should be
|
||
ground up in cold water and be left to stand in cold water, and then
|
||
boiled quickly. This mixture should be drunk as a cure for liver
|
||
disorders such as jaundice. If successfully administered the cure should
|
||
take effect within two weeks. However three failed applications mean
|
||
that there is never any hope of cure by this method.
|
||
|
||
BASE MULLEIN (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 90%
|
||
Locale: Temperate Rural
|
||
Preparation: none
|
||
Cost: 10 sp/ 10 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
Base Mullein is very easily found due to the fact that its flower stalks
|
||
often obtain a height of 8 feet or more. Its clear yellow flowers cover
|
||
about 3 feet of the top of the stalk, and form a long funnel about an
|
||
inch or tow in diameter. If the leaves of this herb are applied to a
|
||
burn within one hour, it will reduce the damage taken from the burn, by
|
||
half.
|
||
|
||
BASIL (Shaun Hately)
|
||
Available: Summer 30%
|
||
Locale: Temperate Rural
|
||
Preparation: none
|
||
Cost: 3 sp/ 3 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
Basil must be used almost immediately on being picked. The leaves should
|
||
be applied to the bite of a venomous creature, and it will then have the
|
||
effect of drawing out the poison. It will give a bonus of +4 to the
|
||
saving throw vs poison, or if the save has already been made and failed,
|
||
it will allow a second saving throw at normal values. Any damage already
|
||
sustained will remain. The herb has one upright stalk, and small white
|
||
flowers.
|
||
|
||
BASTIT (Druann Pagliasotti)
|
||
Available: Always 20%
|
||
Locale: Temperate
|
||
Preparation: none
|
||
Cost: 3 sp/ 3 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence +2
|
||
A small succulent that, when crushed, tends to repel parasitic insects,
|
||
including mosquitoes and the like. It has a pungent but not unpleasant
|
||
odour. (Lasts 1d6 hours but can be washed or sweated off. Easily
|
||
noticed by tracking animals.)
|
||
|
||
BELAN (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 35%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 40 gp/ 40 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -6
|
||
The nut must be eaten to stop bleeding (including internal bleeding).
|
||
Within two hours it will have stopped the bleeding. The recipient must
|
||
not move for one additional hour or risk the bleeding restarting.
|
||
|
||
BELRAMBA (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 30%
|
||
Locale: Temperate Forest
|
||
Preparation: 3 days
|
||
Cost: 60 gp/ 180 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
Belramba is a lichen. It must be brewed in water, and then drunk three
|
||
days later. If used successfully, all nerve damage capable of healing
|
||
naturally will be healed, at three times the normal rate.
|
||
|
||
BILBERRY (Shaun Hately)
|
||
Available: Spring 1%
|
||
Locale: Temperate Forest
|
||
Preparation: 15 days
|
||
Cost: 500 gp/ 3000 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -13
|
||
Bilberries are small black berries. They must be mixed with pure alcohol
|
||
and left to stand for fifteen days, at the end of which time they must
|
||
be drunk. A successful application will give a human the same
|
||
infravision ability as half elves, but a failed application may lead to
|
||
the death (save penalty -4) of the person who drinks it, as if they had
|
||
drunk a class J poison (Death/ 20 hit points, onset 1d4 minutes).
|
||
|
||
BIRTHNOT (Druann Pagliasotti)
|
||
Available: Always 30%
|
||
Locale: Temperate Hills
|
||
Preparation: 3 days
|
||
Cost: 2 cp/ 2 cp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used
|
||
to create a contraceptive tea effective on most humans, demihumans and
|
||
humanoids, male or female. Must be ingested between 1 hour - 30 minutes
|
||
before properties invoked. (70% effective; causes mild impotence in
|
||
males 15% of the time.)
|
||
|
||
BISHOP'S WEED (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 45%
|
||
Locale: Temperate Rural
|
||
Preparation: 3 weeks
|
||
Cost: 4 gp/ 10 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -6
|
||
Bishop's weed is a small plant with pale blue flowers, and small pale
|
||
green leaves. This herb will protect people from Plague (+5 bonus to
|
||
saves vs disease). It is drunk in wine, and is effective for one week.
|
||
In plague years, its price increases rapidly.
|
||
|
||
BITTERMOURN (Druann Pagliasotti)
|
||
Available: Winter 5%
|
||
Locale: Artic
|
||
Preparation: 2 hours
|
||
Cost: 1000 gp and up
|
||
Uses: 1
|
||
Ability Check: Intelligence -14
|
||
A rare, colourless lichen that grows on rocks beneath year-round ice.
|
||
When crushed and strained, it creates a clear gel at freezing
|
||
temperatures that melts into liquid when warmer. Imbibing a pint slows
|
||
the aging process and grants a lifespan of twice normal length.
|
||
|
||
BLACKBERRY (Shaun Hately)
|
||
Available: Spring 65%
|
||
Locale: Temperate Rural
|
||
Preparation: none
|
||
Cost: 1 gp/ 1 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
The leaves of these small black berries should be crushed and applied to
|
||
small wounds, where they can stop minor bleeding very quickly (within
|
||
one round).
|
||
|
||
BLACKROOT (Druann Pagliasotti)
|
||
Available: Summer 30%
|
||
Locale: Temperate
|
||
Preparation: none
|
||
Cost: 4 gp/ 4 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
A tall plant with small, bell-shaped violet flowers and complex roots
|
||
that are black on the outside and white on the inside. Blackroot's roots
|
||
can be applied to fresh wounds in order to promote quick healing
|
||
(applied immediately, gives 1d4 back to character at once).
|
||
|
||
BLACK ROSE (Druann Pagliasotti)
|
||
Available: Spring, Summer 5%
|
||
Locale: Temperate
|
||
Preparation: none
|
||
Cost: 100 gp/ 100 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
This rare rose is easily identified by its black, velvety flower and
|
||
long white thorns. The thorns are hollow and absorb liquids at a rate of
|
||
a pint every 5 minutes. The liquid is stored in the plant's fibrous
|
||
roots. The black rose's roots are often used to draw poison from wounds
|
||
or, placed under the tongue, to absorb alcohol and prevent intoxication.
|
||
Sometimes victims are tied down and pierced with the thorns to cause
|
||
prolonged and painful exsanguination.
|
||
|
||
BLOODKEEP (Druann Pagliasotti)
|
||
Available: Spring 20%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 4 sp/ 4 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh
|
||
leaves can be bound to a wound to stop bleeding at once and quicken
|
||
coagulation (apply within 2 rounds of injury to stop bleeding; character
|
||
regains 20% - rounded down - of lost hit points at once).
|
||
|
||
BORAGE (Shaun Hately)
|
||
Available: Spring 30%
|
||
Locale: Temperate Forest
|
||
Preparation: 5 days
|
||
Cost: 1 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
This plant has hollow, hairy cylindrical stalks which grow to a height
|
||
of 1 to 2 feet. It has drooping flowers, red or blue in colour, which
|
||
are shaped as a five pointed star at the top of the stem. The dried herb
|
||
should be boiled in water and the infusion drunk. It is used to cure
|
||
minor fevers such as those caused by chills, and influenza. It will
|
||
relieve the fever in 1d3 hours.
|
||
|
||
BRELDIAR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Spring 35%
|
||
Locale: Volcanoes
|
||
Preparation: none
|
||
Cost: 50 gp/ 50 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
This flower, when eaten, alters the way a person judges distance for a
|
||
period of one hour. While under the influence of the flower, a person
|
||
can add a bonus of two to ranged combat attacks, while subtracting two
|
||
from melee attacks.
|
||
|
||
BULL-RUSH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 55%
|
||
Locale: Swamp
|
||
Preparation: 3 days
|
||
Cost: 2 sp/ 3 sp
|
||
Uses: 2
|
||
Ability Check: Intelligence +3
|
||
Bull-rushes are tall straight stemmed plants with many small flowers at
|
||
the top of the stalk. These flowers must be ground into an ointment
|
||
which is applied to a persons eyes or tongue. This herb will put someone
|
||
to sleep for 3d12 hours. A roll of 1 on the ability check will put the
|
||
person into a coma.
|
||
|
||
BURDOCK (Shaun Hately)
|
||
Available: Spring 35%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 day
|
||
Cost: 10 gp/ 30 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -6
|
||
This plant grows to about 3 feet tall. It has huge leaves with a whitish
|
||
underside, and purple flours. Its root must be boiled in water and then
|
||
the root eaten and the water drunk as a cure for syphilis. The person
|
||
will be cured within a week.
|
||
|
||
BURSTHELAS (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 5%
|
||
Locale: Grassland
|
||
Preparation: 1 week
|
||
Cost: 110 gp/ 1000 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
Bursthelas must be brewed for one week in fine red wine before it can be
|
||
used. It must then be drunk within one month or spoil. A successful
|
||
draft will heal any fractured bones within the body within one to three
|
||
days.
|
||
|
||
CAFFAR (Druann Pagliasotti)
|
||
Available: Summer, Autumn 5%
|
||
Locale: Desert
|
||
Preparation: 1 hour
|
||
Cost: 10 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
Caffar is made of the small caffar nut that is ground into a powder and
|
||
brewed into a dark, sweet-smelling beverage, traditionally with a goat's
|
||
milk base. Like kaffe or black tea, caffar can be used to delay sleep,
|
||
but it has the side effect of making the ingester more psychically
|
||
sensitive; psionicists' skills are greatly enhanced and even the
|
||
unpsyighted are more sensitive to nuances in the environment and in
|
||
others' manners, sometimes even to the point of detecting "auras" around
|
||
certain objects. (Raises Wisdom [Intuition] by 1 for every 2 cups
|
||
imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness
|
||
that increases as more is imbibed. Those who drink 5 or more cups in
|
||
one day become slightly physically addicted to the substance and suffer
|
||
headaches and mild stomach pains when their usage is cut back.)
|
||
|
||
CALLIN (Druann Pagliasotti)
|
||
Available: Autumn 30%
|
||
Locale: Jungle
|
||
Preparation: 1 week
|
||
Cost: 5 gp/ 25 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
A dark nut that grows on the Callin tree in tropical jungles. When the
|
||
husk is dried, ground and ingested, it thins the blood and strengthens
|
||
internal organs, helping to prevent heart attacks. (If taken regularly,
|
||
prevents heart attacks except under extreme duress. Addictive; causes
|
||
nausea, dizziness and an increased chance of cardiac arrest if quit
|
||
under unsupervised conditions after repeated use.)
|
||
|
||
CAT'S TAIL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 75%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 week
|
||
Cost: 1 gp/ 3 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -6
|
||
Cat's tail is a small plant with long thin spear shaped leaves rising
|
||
from its base, and a single long, thin, soft flower at the top of the
|
||
stalk. This herb when made into a salve, will heal all damage to a
|
||
person's heel.
|
||
|
||
CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe's "Torturer" series.)
|
||
Available: Always 5%
|
||
Locale: Temperate
|
||
Preparation: none (if growing in correct area)
|
||
Cost: 100 gp/ 100 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -4
|
||
A pale, fleshy fungus with a tough, rubbery consistency that is commonly
|
||
found growing near carnivorous plants. The fungus grows upon corpses,
|
||
absorbing the cadaver's life memories and personality; up to 10
|
||
different minds have been found absorbed by one cephalophage mushroom.
|
||
Eating cephalophage will transfer those memories and personality quirks
|
||
to the eater. (Effects last 1d3 hours and while they last the eater can
|
||
access all of the dead person's mind. After the effects wear off, the
|
||
eater may still succumb on occasion to "flashbacks" or personality
|
||
instability; save vs. Intelligence when under intense stress or in a
|
||
situation liable to cause such flashbacks.) This plant is condemned by
|
||
some religions as unholy, believed to prevent a soul/spirit from
|
||
attaining the afterlife. (from Gene Wolfe's Torturer series)
|
||
|
||
CHERVIL (Shaun Hately)
|
||
Available: Always 10%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 10 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
Chervil is used to dissolve blood clots, which can help to prevent
|
||
complications caused by injury. The clots are dissolved within 1d3
|
||
turns.
|
||
|
||
CINQUEFOIL (Shaun Hately)
|
||
Available: Summer 10%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 hour
|
||
Cost: 10 gp/ 15 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
This plant creeps along the ground on long slender stringlike stalks. It
|
||
has five or seven part leaves, and small yellow flowers. The stalks must
|
||
be boiled in white wine or vinegar and then drunk. The herb will then
|
||
act as an aphrodisiac, and increase the recipients Charisma [Appearance]
|
||
by 1 for 1d4 hours.
|
||
|
||
COLEWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 70%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 6 sp/ 6 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence -4
|
||
Colewort is a small plant with a single large glossy leaf, and small
|
||
white flowers with four petals. Anyone who chews on the flowers before
|
||
drinking will remain sober for the entire evening. Its effects protect
|
||
only against alcohol, and not against any other drug or toxin.
|
||
|
||
COLTSFOOT (Shaun Hately)
|
||
Available: Spring, Summer 25%
|
||
Locale: Mountains
|
||
Preparation: 1 hour
|
||
Cost: 2 gp/ 4 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
The plant has a single golden yellow flower borne at the top of a six
|
||
inch tall stem with long pinkish woolly scales. These flowers are
|
||
crushed and mixed with honey, and applied as a poultice to infected
|
||
wounds in a effort to draw out the infection. It does not cure any
|
||
damage.
|
||
|
||
COMFREY (Shaun Hately)
|
||
Available: Spring 50%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 day
|
||
Cost: 4 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
Comfrey grows to a height of up to 3 feet. It has stiff, angular and
|
||
hollow stalks which are covered with rough hairs. It has pink, mauve
|
||
white or cream flowers. Its thick black root is the portion used in
|
||
Herbalism. It should be boiled and wrapped in a poultice which is then
|
||
wrapped around a broken limb and increases the speed of healing by fifty
|
||
percent. It can also be used in a bath by women in order to give the
|
||
impression that they are virgins on their wedding nights.
|
||
|
||
COW PARSNIP (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 45%
|
||
Locale: Temperate Forest
|
||
Preparation: 6 weeks
|
||
Cost: 3 gp/ 10 gp
|
||
Uses: 7
|
||
Ability Check: Intelligence -6
|
||
Cow parsnip has small leaves covered with tiny hairs. These hairs must
|
||
be made into a salve. Cow parsnip will cure madness for a short period
|
||
(a few hours). Repeated application over a two week period may cure
|
||
insanity altogether.
|
||
|
||
COW-WHEAT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 50%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 week
|
||
Cost: 2 gp/ 3 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
Cow wheat is a small straight stemmed yellow-green plant. Its pale
|
||
yellow flowers produce a white powder when crushed, between two hands.
|
||
If this powder is placed into food or drink it will cause a person to
|
||
act as if drunk. For those who desire game mechanics to deal with
|
||
drunkenness, please consult the Intoxication Table in the 1st Edition
|
||
AD&D DMG, page 82. Each dose of this herb successfully administered will
|
||
increase the level of drunkenness by one step.
|
||
|
||
CULKAS (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Always 40%
|
||
Locale: Desert
|
||
Preparation: none
|
||
Cost: 35 gp/ 35 gp
|
||
Uses: 10
|
||
Ability Check: Intelligence
|
||
Each application of Culkas will cure one square foot of sunburn.
|
||
|
||
DAGMATHER (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 40%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 week
|
||
Cost: 6 gp/ 28 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -7
|
||
The spine of this plant must be brewed for one week in fresh water at
|
||
the end of which time it may be drunk. If it is successful, it will heal
|
||
any damage to a persons cartilage that are capable of healing naturally.
|
||
|
||
DARNELL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Autumn 40%
|
||
Locale: Temperate Forest
|
||
Preparation: 2 weeks
|
||
Cost: 3 gp/ 7 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
These tiny yellow flowers will, if eaten, cause dimness of the sight for
|
||
several hours. This dimness means that in full light the character will
|
||
see as if on a moonlit night. This herb does effect those with
|
||
infravision or ultravision.
|
||
|
||
DARSURION (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 50%
|
||
Locale: Mountains
|
||
Preparation: none
|
||
Cost: 3 sp/ 3 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence -6
|
||
The leaves of Darsurion when applied to a wound will heal 1 hp of damage
|
||
if used within 3 rounds. The effect is not cumulative.
|
||
|
||
DEADLY-NIGHTSHADE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 75%
|
||
Locale: Forest
|
||
Preparation: 1 week
|
||
Cost: 4 gp/ 8 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence +3
|
||
This plant can grow up to five feet tall. It has soft green spreading
|
||
leaves, and purple flowers and berries. The berries must be left to
|
||
stand in water for a week and the distillation drunk. Deadly nightshade
|
||
will put someone to sleep for 4d8 hours. They cannot be woken. A roll of
|
||
1 will kill them, a roll of 20 will render them insane.
|
||
|
||
DEGIIK (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 25%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 100 gp/ 100 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -2
|
||
Degiik leaves must be given to someone at the point of death (at -10 hp
|
||
and not losing any more hit points). They will keep the person alive for
|
||
one day.
|
||
|
||
DELREAN (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 80%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 hour
|
||
Cost: 3 sp/ 3 sp
|
||
Uses: 4
|
||
Ability Check: -
|
||
The bark of Delrean should be boiled into a paste and then smeared on
|
||
the skin. It will then repel any insect from coming near the recipient,
|
||
but the foul stench will reduce their Charisma (Appearance) by 1d2. It
|
||
is effective for 5d6 hours.
|
||
|
||
DITTANY (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer, Autumn 55%
|
||
Locale: Temperate River
|
||
Preparation: 2 weeks
|
||
Cost: 1 gp/ 5 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
This herb grows six or eight inches high with square stalks and sort
|
||
round leaves. The leaves must be dried for two weeks and then be boiled
|
||
in ale or wine. It is then applied as a lotion. Dittany can be used to
|
||
draw splinter and bone fragments from a wound. It is also an effective
|
||
antiseptic for cleaning wounds, and can therefore prevent infections
|
||
caused by dirty water etc.
|
||
|
||
DRAAF (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Spring 60%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 5 sp/ 5 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence -4
|
||
The leaves of Draaf must be eaten in order to restore 1d3 hit points, as
|
||
long as they are eaten within 10 minutes of the damage being inflicted.
|
||
|
||
DRAGONTEARS (Druann Pagliasotti)
|
||
Available: Spring 10%
|
||
Locale: Desert
|
||
Preparation: 2 weeks
|
||
Cost: 100 gp/ 100 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
This rare, small, translucent succulent grows primarily in the low
|
||
desert. When crushed, it exudes a sweet, milky white substance with
|
||
numbing properties. Properly prepared, dragontears promotes rapid
|
||
healing and prevents scarring from wounds. Drinking dragontears can be
|
||
fatal, as its numbing properties can cause choking or heart failure.
|
||
(Cures 1d8 hp, always prevents scarring.)
|
||
|
||
DRAGONWORT (Shaun Hately)
|
||
Available: Spring 25%
|
||
Locale: Mountains
|
||
Preparation: 3 days
|
||
Cost: 100 gp/ 300 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
This plant has a gnarled, erect and cylindrical stem. It has wavy
|
||
leaves, dark green on top, bluish green underneath. It has pink flowers
|
||
that cluster in a spike at the top of the stem. The root of this herb
|
||
should be boiled over a low heat for three days, and the infusion drunk
|
||
by people with smallpox and the plague in order to effect a cure. The
|
||
value of this herb increases greatly in times of plague.
|
||
|
||
EBUR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Spring 45%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 22 gp/ 22 gp
|
||
Uses: 5
|
||
Ability Check: Intelligence -2
|
||
The flowers of Ebur must be eaten each day. If the treatment is
|
||
successful the rate of healing for a sprain will be doubled for that
|
||
day.
|
||
|
||
EDRAM (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 15%
|
||
Locale: Rivers
|
||
Preparation: none
|
||
Cost: 30 gp/ 30 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence -10
|
||
Edram is a moss which when eaten will cause bones to heal at one and a
|
||
half times their normal rate.
|
||
|
||
ELDAAS (Druann Pagliasotti)
|
||
Available: Spring, Summer 5%
|
||
Locale: Temperate Coastal
|
||
Preparation: 2 days
|
||
Cost: 2 gp/ 4 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -1
|
||
This tall, blue-flowered plant with spike-shaped leaves is the base for
|
||
medicines against nausea, usually taken in the form of a bitter-smelling
|
||
and - tasting herbal tea. Eldaas is used to counteract the nausea
|
||
associated with hangovers, motion sickness, morning sickness, and more
|
||
common illnesses. (Adds +2 to saves versus Constitution for each level
|
||
of potency the herb is brewed at, to a maximum of +6 - however, at this
|
||
strength eldaas can cause dry mouth and constipation. Lasts 1d6 hours
|
||
regardless of potency level.)
|
||
|
||
ELVISH GALINGALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 35%
|
||
Locale: Artic Forest
|
||
Preparation: 1 week
|
||
Cost: 1 gp/ 2 gp
|
||
Uses: 5
|
||
Ability Check: Intelligence -4
|
||
Elvish Galingale grows to about four feet in height. It has a triangular
|
||
stem on which grows a tuft of grass like flowers. The roots are boiled
|
||
and left to stand for a week and the resulting decoction is then drunk.
|
||
This herb increases the flow of blood. This is very useful when a person
|
||
is cold. However if a person is bleeding, either internally or
|
||
externally, or is wounded it will double the speed of loss of blood. Its
|
||
effect lasts 1d6+1 hours.
|
||
|
||
ENTRISTE (Druann Pagliasotti)
|
||
Available: Summer 30%
|
||
Locale: Desert
|
||
Preparation: none
|
||
Cost: 25 gp/ 25 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid
|
||
and, when crushed, may be used to draw poison from a wound. (1 leaf
|
||
absorbs a quarter- pint of liquid. Causes 1d4 damage but draws 100% of
|
||
poison from a wound if applied within 5 rounds of insinuative poisoning,
|
||
-25% for each round thereafter. Does not work against gases or
|
||
"instant-death" poisons. Most poison effects are weakened if the poison
|
||
is at least partially removed.)
|
||
|
||
FALSIFAL (Druann Pagliasotti)
|
||
Available: Spring 30%
|
||
Locale: Swamp
|
||
Preparation: 1 hour or less
|
||
Cost: 3 gp/ 3 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -2
|
||
A wide-leafed plant with large pink flowers and thick roots containing a
|
||
slimy gel. When the root is pulped, mixed with water and used as a
|
||
poultice, it is effective against fresh burns, aiding rapid healing. The
|
||
root-gel can also be thinned and drunk as a thick tea to counter the
|
||
effects of blood loss. (On burns, add 2 hp/day for each of the first 3
|
||
days of rest the character takes. Used to counter blood loss, victim
|
||
regains 1d3 hp/day instead of 1.)
|
||
|
||
FEBFENDU (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 5%
|
||
Locale: Coastal Regions, Rivers
|
||
Preparation: 1 week
|
||
Cost: 90 gp/ 900 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
The roots of this plant must be brewed over a low fire for one week, and
|
||
the resulting distillation drunk. If used successfully, hearing will be
|
||
restored to the recipient.
|
||
|
||
FELMATHER (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Spring 30%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 10 gp/ 10 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -7
|
||
The leaves of this plant should be placed under the tongue of a person
|
||
in a coma. If successful, the person will awake in 1d6 hours. If a roll
|
||
of 20 is made, the persons mind will be destroyed.
|
||
|
||
FETHERFEW (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 65%
|
||
Locale: Forest
|
||
Preparation: 3 weeks
|
||
Cost: 2 gp/ 4 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence +3
|
||
This herb grows to about 18 inches in height. It has many small white
|
||
flowers. The flowers must be dried and then boiled in white wine. The
|
||
resulting mixture must be drunk. This herb will remove the effects of
|
||
vertigo from a person for up to twelve hours. It does this by
|
||
stabilising the persons inner ear.
|
||
|
||
FLOURE-DE-LUCE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 60%
|
||
Locale: Temperate Grassland
|
||
Preparation: 3 weeks
|
||
Cost: 3 gp/ 10 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
The Floure-De-Luce is also known as the Blue Flag. It has broad and flat
|
||
leaves shaped rather like a sword. The flowers are purplish blue and the
|
||
roots which tend to stretch themselves along the surface of the ground
|
||
are reddish brown on the outside. The root must be mashed and boiled in
|
||
water and left to stand for at least twenty days before drinking. This
|
||
herb removes bruises from a body very quickly (within 1d4 hours).
|
||
|
||
FUMITORE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 80%
|
||
Locale: Coastal Regions
|
||
Preparation: 2 weeks
|
||
Cost: 3 gp/ 6 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
The stems of fumitore are angular and branching, and grow to a height of
|
||
about 1 foot. It has grey-green divided leaves, and small pinkish-white
|
||
flowers with purple tips. This herb prevents hair growing on a
|
||
characters eyelids. (SEE: MOUNTAIN SETWALL)
|
||
|
||
GARDEN FLAX (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 55%
|
||
Locale: Temperate Forest
|
||
Preparation: 2 weeks
|
||
Cost: 3 gp/ 6 gp
|
||
Uses: 5
|
||
Ability Check: Intelligence +3
|
||
The brown seeds of this herb (which has deep blue flowers) if chewed
|
||
remove all pain from a characters wounds. It will also prevent a
|
||
character from feeling anything. He could walk through a fire and feel
|
||
no pain. There is a 10% chance per hour that a character moving normally
|
||
will suffer 1d2 hp damage, while under the influence of this herb. This
|
||
occurs because the character doe not notice minor bruises or scratches.
|
||
|
||
GARIIG (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 60%
|
||
Locale: Desert
|
||
Preparation: 1 day
|
||
Cost: 55 gp/ 70 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -10
|
||
Gariig is a small cactus. It will restore all hit points to a wounded
|
||
person if eaten within two days of being harvested.
|
||
|
||
GEFNUL (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 60%
|
||
Locale: Volcanoes
|
||
Preparation: 1 day
|
||
Cost: 200 gp/ 500 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -6
|
||
Gefnul will totally cure and heal the recipient if eaten within one week
|
||
of harvesting. A roll of over the Herbalists intelligence will kill the
|
||
recipient, a roll of twenty will kill the recipient beyond the ability
|
||
of a raise dead spell to revive him.
|
||
|
||
GOAT'S RUE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 60%
|
||
Locale: Temperate Forest
|
||
Preparation: 2 weeks
|
||
Cost: 6 gp/ 15 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -10
|
||
This herb will cure poison if ingested within one hour of the poisoning.
|
||
Any damage already taken, including death, remains. Goat's Rue grows to
|
||
about 3 feet tall. It has hollow branches and pale whitish blue flowers
|
||
that hang down in spikes. The flowers must be dried before use.
|
||
|
||
GOLDEN LUNGWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 80%
|
||
Locale: Forest
|
||
Preparation: 1 week
|
||
Cost: 1 gp/ 2 gp
|
||
Uses: 6
|
||
Ability Check: Intelligence -3
|
||
Lungwort has large oval leaves, covered with small hairs, and small pale
|
||
blotches. It grows to a height of about 1 foot, and has small bell
|
||
shaped flowers with five petals which change colour from pink, to mauve
|
||
to blue. Flowers of different colours are often found on the same plant.
|
||
This herb heals the ears of all aches and pains.
|
||
|
||
GYLVIR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 10%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 100 gp/ 100 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
This is an algae. When eaten it allows a person to breathe underwater
|
||
(and only underwater!) for a period of four hours.
|
||
|
||
HARE'S EARS (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 55%
|
||
Locale: Mountains
|
||
Preparation: 2 weeks
|
||
Cost: 2 gp/ 5 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -6
|
||
This herb cures skin diseases.
|
||
|
||
HARFY (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 10%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 week
|
||
Cost: 150 gp/ 150 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
The resin of this herb must be applied to a bleeding wound. It will
|
||
immediately stop any bleeding.
|
||
|
||
HAWKWEED (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 75%
|
||
Locale: Temperate Forest
|
||
Preparation: 2 weeks
|
||
Cost: 4 gp/ 6 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
This herb increases a character eyesight for 1d4 turns. They can see
|
||
twice as far, and when in missile combat, all ranges are treated as if
|
||
one less. Hawkweed has oval leaves, covered with small hairs on the
|
||
underside, and green on the top. These leaves surround the plant at the
|
||
base of the stem, and small yellow flowers tinged with red at the tips.
|
||
|
||
HEALWELL (Druann Pagliasotti)
|
||
Available: Summer 30%
|
||
Locale: Temperate All
|
||
Preparation: none
|
||
Cost: 1 sp/ 1 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
A common enough herb to make it into most gardens, healwell is a small
|
||
flowering plant with bright yellow flowers. Its pale green leaves
|
||
secrete an oil that can be rubbed on small injuries. (Cures 1 hp/oz of
|
||
oil, 1 round/oz to apply; not useful on wounds over 2 hp.)
|
||
|
||
HENBANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer, Autumn 90%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 week
|
||
Cost: 1 gp/ 3 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
This herb will reduce the effects of poison weapons, but only if taken
|
||
before the weapon strikes. In the case of non fatal poisons the effect
|
||
is completely nullified, but in the case of fatal poisons, the only
|
||
benefit is a +3 to Saving Throws. Henbane has large, thick, soft woolly
|
||
leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale
|
||
yellow flowers at the top of the stalk. Either the seed or the flowers
|
||
must be dried and then eaten. The effect last 1d8 hours.
|
||
|
||
HOREHOUND (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 90%
|
||
Locale: Coastal Regions
|
||
Preparation: 4 weeks
|
||
Cost: 1 gp/ 5 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -2
|
||
This plant has angular greyish stems and grows to a height of three
|
||
feet. It has oval shaped tooth edged, ash green leaves. It has small
|
||
creamy white flowers which group at the base of the leaves. This herb
|
||
will cause the recipient to vomit up any poison in their system. It is
|
||
effective only against ingested poisons. The person will be
|
||
incapacitated by nausea for 1-3 days. In the case of an `instant death'
|
||
poison, the person can be saved if the herb is successfully administered
|
||
within one round, but they will be incapacitated for the full three day
|
||
period.
|
||
|
||
JAFFRAY (Druann Pagliasotti)
|
||
Available: Summer 10%
|
||
Locale: Desert
|
||
Preparation: 2 days
|
||
Cost: 10 gp/ 15 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -2
|
||
A clove-like herb that is normally ground up and sprinkled into other
|
||
dishes or drinks as flavouring, Jaffray also acts as a mild aphrodisiac,
|
||
increasing sexual interest and general sensitivity to the surroundings.
|
||
Face flushes, pupils dilate, breathing quickens, and skin becomes
|
||
preternaturally sensitive. The herb has a mildly cinnamon-like flavour
|
||
and its potency is not affected by being cooked. The herb is also
|
||
sometimes used to counteract suspected poisoning, since it increases
|
||
resistance to poison yet is so common as to be inoffensive if added to a
|
||
meal. (Wisdom -2, Constitution +2, causes mild, pleasant sense of
|
||
intoxication. Effects last 1d4 hours. Regular usage will build the
|
||
user's tolerance to the drug, requiring greater amounts to achieve the
|
||
same effects. Immunity is possible.)
|
||
|
||
JOJOJOPO (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 60%
|
||
Locale: Mountains
|
||
Preparation: none
|
||
Cost: 9 sp/ 9 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
The leaf of this herb, when applied to frostbite will cure 2d6 points of
|
||
frostbite damage.
|
||
|
||
KATHKUSA (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 30%
|
||
Locale: Wasteland
|
||
Preparation: none
|
||
Cost: 50 gp/ 50 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
This plant is found only in the most inhospitable regions. When a leaf
|
||
of the plant is eaten, it will (if used successfully) raise a persons
|
||
strength +2 (or 20 percentage points in the case of exceptional
|
||
strength) for 1d10 rounds. However if the Intelligence check is failed
|
||
by more than three, the person will collapse into unconsciousness for
|
||
one hour.
|
||
|
||
KELVENTARI (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Always 50%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 19 gp/ 19 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -6
|
||
If the crushed Kelventari berries are applied to a burn within one turn
|
||
on its infliction it will heal 1d3 quarters of all damage caused by the
|
||
burn, no matter how much damage was taken.
|
||
|
||
KILMAKUR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 45%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 week
|
||
Cost: 65 gp/ 300 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
The roots of this plant must be brewed over a low fire for one week, and
|
||
the resulting distillation drunk. If used successfully, the recipient
|
||
will gain a bonus of +2 to all saving throws versus fire based attacks
|
||
for 1d10 hours.
|
||
|
||
KLAGUL (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 60%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 day
|
||
Cost: 30 gp/ 50 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -2
|
||
The buds of this plant must be boiled for a day and then eaten. After
|
||
boiling they will keep for six weeks. When eaten, they will if
|
||
successful give the recipient infravision for six hours.
|
||
|
||
LAND CALTROPS (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 60%
|
||
Locale: Tropical Forest
|
||
Preparation: 2 weeks
|
||
Cost: 2 gp/ 5 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -1
|
||
If applied to a snake bite within one turn, it will draw out the poison.
|
||
Some very venomous snakes give bites that are incurable by this method,
|
||
and so the herb has no effect against `instant death' poisons. It may
|
||
(at the GMs discretion) provide protection against other, non-fatal
|
||
animal poisons.)
|
||
|
||
LEOPARD'S BANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 25%
|
||
Locale: Temperate Grassland
|
||
Preparation: none
|
||
Cost: 5 gp/ 5 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
This is a poison that kills animals (but not monsters) that eat it, but
|
||
has no effect on humanoids, demi-humans or humans.
|
||
|
||
LESSER CENTAURY (Shaun Hately)
|
||
Available: Summer 25%
|
||
Locale: Mountains
|
||
Preparation: none
|
||
Cost: 5 gp/ 5 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
This plant has rosy-pink flowers, which are splayed out like a five
|
||
pointed star. These flowers if eaten within one day of being picked will
|
||
cause the recipient to vomit up any ingested poison within their body.
|
||
The person will remain very weak for 1d3 days, can only move with great
|
||
difficulty and is totally able to perform any useful actions.
|
||
|
||
MAKEBATE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 35%
|
||
Locale: Desert
|
||
Preparation: 2 weeks
|
||
Cost: 1 gp/2 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -3
|
||
This herb will counteract the poison of scorpions if taken within 2
|
||
turns of the bite. Any damage, including death, already taken will
|
||
remain.
|
||
|
||
MANDRAKE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring 40%
|
||
Locale: Temperate Forest
|
||
Preparation: 4 weeks
|
||
Cost: 3 gp/ 5 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence +1
|
||
The root of this herb sends the recipient to sleep. The sleep will last
|
||
five hours, during which time the person cannot be woken except by a
|
||
neutralise poison spell or potion. The root is said to bear a
|
||
resemblance to the naked male form, hence its name. The plant has
|
||
several dark green leaves which are about 1 foot long. The purple
|
||
flowers of the plant are bell shaped. The root of the plant must be
|
||
boiled on the night of a full moon and left to sit for an entire month
|
||
before use.
|
||
|
||
MARJEROME (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 35%
|
||
Locale: Temperate Grassland
|
||
Preparation: 6 weeks
|
||
Cost: 2 gp/ 6 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
This herb removes the colour from the skin of a person who has had
|
||
yellow jaundice. The herb has angular stems which grow to a height of 1
|
||
to 2 feet, which are reddish in colour and are covered in small hairs.
|
||
It has ovate shaped leaves which surround the stem and grow smaller and
|
||
smaller towards the top of the plant. It is topped by pale pink flowers.
|
||
|
||
MARSH MALLOW (Shaun Hately)
|
||
Available: Always 20%
|
||
Locale: Coastal Regions
|
||
Preparation: 1 day
|
||
Cost: 5 gp/ 8 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -7
|
||
This plant has a green fleshy stem and broad egg shaped leaves, both of
|
||
which are covered with downy hairs. It has five petalled, pale pink
|
||
flowers which sit at the base of the leaves. The root must be boiled and
|
||
the resultant distillation applied to burns. If used successfully the
|
||
herb will double the rate of healing for the burn.
|
||
|
||
MASTERWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 95%
|
||
Locale: Temperate Rural
|
||
Preparation: 3 weeks
|
||
Cost: 2 gp/ 7 gp
|
||
Uses: 7
|
||
Ability Check: Intelligence -15
|
||
Masterwort grows to be about three feet tall and bears umbels of white
|
||
flowers. It has winged dark green leaves like those of a maple tree. The
|
||
leaves must be boiled and left to stand for at least twenty days before
|
||
use. This herb is used as a protection from plague, giving a +2 bonus to
|
||
any saves vs disease.
|
||
|
||
MEGILLOS (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 75%
|
||
Locale: Mountains
|
||
Preparation: none
|
||
Cost: 1 gp/ 3 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
The leaves of this herb increases a character eyesight for 1 turn. They
|
||
can see twice as far, and when in missile combat, all ranges are treated
|
||
as if one less.
|
||
|
||
MELANDER (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 65%
|
||
Locale: Rivers
|
||
Preparation: 1 day
|
||
Cost: 12 sp/ 20 sp
|
||
Uses: 4
|
||
Ability Check: Intelligence
|
||
Melander is a moss that must be brewed in clear water. The resultant
|
||
distillation must then be drunk. It will then add +1 to all saving
|
||
throws vs disease for a period of 1d10 days.
|
||
|
||
MILKWORTE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 95%
|
||
Locale: Temperate Rural
|
||
Preparation: 2 weeks
|
||
Cost: 4 gp/ 8 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -16
|
||
This herb protects from (for 1d4 days) and treats cholera (cures cholera
|
||
in 1d4 days).
|
||
|
||
MIRENNA (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 60%
|
||
Locale: Mountains
|
||
Preparation: none
|
||
Cost: 10 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
The berries of Mirenna will heal 1d2 hp when eaten.
|
||
|
||
MOUNTAIN GARLICK (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 30%
|
||
Locale: Mountains
|
||
Preparation: 1 day
|
||
Cost: 8 gp/ 9 gp
|
||
Uses: 2
|
||
Ability Check: ?
|
||
This herb is said to repel evil spirits.
|
||
|
||
MOUNTAIN SETWALL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 40%
|
||
Locale: Mountains
|
||
Preparation: 3 weeks
|
||
Cost: 1 gp/ 3 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -7
|
||
This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)
|
||
|
||
MUGWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 55%
|
||
Locale: Temperate Rural
|
||
Preparation: 2 weeks
|
||
Cost: 2 gp/ 4 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -7
|
||
The effects of this herb last for two hours. During this time the
|
||
character can function at negative hit points, or beyond the point of
|
||
exhaustion. Mugwort can grow to be taller than a man. It has a stiff and
|
||
angular stem, reddish brown in colour. It has deeply incised smooth
|
||
leaves which are dark green on top and silvery white underneath. It has
|
||
small, yellow-green or yellow-red flowers arranged in long spikes at the
|
||
top of the stem. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY
|
||
UNWISE.
|
||
|
||
NAVEW (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Winter 60%
|
||
Locale: Rivers
|
||
Preparation: 5 weeks
|
||
Cost: 4 gp/ 12 gp
|
||
Uses: 3
|
||
Ability Check: 50%
|
||
The seeds of Navew dropped in a drinks or on to food before it is eaten
|
||
acts as counteragent to ingested poisons. It prevents the death of a
|
||
person poisoned in that meal, though they may still be very ill.
|
||
|
||
NIGHTCALL (Druann Pagliasotti)
|
||
Available: Summer 10%
|
||
Locale: Desert
|
||
Preparation: 2 days
|
||
Cost: 50 gp/ 50 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
A blue-grey herb smelling faintly of nutmeg that heightens the user's
|
||
senses. Overdosage or prolonged usage causes photosensitivity,
|
||
distraction and nervousness; on the other hand, prolonged usage can also
|
||
make the effects permanent. Nightcall gradually dyes the long-term
|
||
user's hair, teeth, nails, horns, or scales midnight blue. (The minimum
|
||
dose of 1 tsp gives the eater +100' sight range, +10% hearing, and +1 to
|
||
Wisdom/Intuition and Dexterity scores. The effects increase
|
||
proportionately to the dosage, to no more than +400/40/+4. Dosages over
|
||
1 tsp, or 1 tsp taken several days in a row, will cause addiction.)
|
||
|
||
OIOLOSSE (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 1%
|
||
Locale: Elven Forest
|
||
Preparation: none
|
||
Cost: 1200 gp/ 1200 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -10
|
||
This herb will restore an Elf to life if given within seven days of
|
||
death.
|
||
|
||
OLVAR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 30%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 300 gp/ 300 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -8
|
||
The flower of the Olvar bush must be given to a person on the point of
|
||
death (at -10 hp, and not losing any more). It will then keep them alive
|
||
for 2d10 days.
|
||
|
||
ORACH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 45%
|
||
Locale: Temperate Forest
|
||
Preparation: 6 weeks
|
||
Cost: 2 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
Orach grows to about 3 or 4 feet in height. It has a whitish stalk, pale
|
||
green leaves and greenish-white flowers. The seeds must be gathered,
|
||
bruised and left to stand in pure alcohol for six weeks. The mixture
|
||
must then be drunk, one spoonful a day for a week. The herb will cure
|
||
yellow jaundice. It leaves a yellow colour in the skin.
|
||
|
||
PALLAST (compound) (Druann Pagliasotti)
|
||
Available: Summer 30%
|
||
Locale: Swamp
|
||
Preparation: 2 hours
|
||
Cost: 5 sp/ 1 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
"Pallast" is a compound made of the pale, papery bark from willows and
|
||
the roots of marshmallows. When ground together and imbibed, pallast
|
||
cures minor aches and pains, especially headaches and pain from
|
||
abscessed teeth, sore muscles, and so forth. Pallast itself is a very
|
||
bitter pale powder, and is usually served in a heavily sweetened tea.
|
||
(Relieves minor pains but does not restore lost hit points.)
|
||
|
||
PALMA ELDATH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 60%
|
||
Locale: Mountains & Artic
|
||
Preparation: none
|
||
Cost: 3 gp/ 3 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -3
|
||
This herb keeps a person warm for one night or one day, and prevents
|
||
them suffering from exposure. This can mean the difference between life
|
||
and death.
|
||
|
||
PARGEN (Shaun Hately from Alexander ICEs "MERP" RPG)
|
||
Available: Summer 1%
|
||
Locale: Jungle
|
||
Preparation: none
|
||
Cost: 2000 gp/ 2000 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -15
|
||
A single berry from the Pargen Tree will restore a person to life (-1
|
||
point of Constitution) if given within 4 days.
|
||
|
||
PATTRAN (Druann Pagliasotti)
|
||
Available: Summer 20%
|
||
Locale: Temperate Forest
|
||
Preparation: 3 days
|
||
Cost: 10 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
The root of a small, shrub-like plant with dark green, shiny leaves and
|
||
thorns, Pattran is used to relax the muscles and encourage sleep. In
|
||
mild dosages, Pattran causes a general feeling of relaxation, eases
|
||
sore, strained or sprained muscles, and similar aches. In larger doses,
|
||
Pattran causes sleepiness. Pattran tastes like a combination of mint
|
||
and rich soil. (For sleep dosages, user may voluntarily choose to sleep
|
||
well or, if resisting, save versus poison at +3. Effects last 2d4 hours;
|
||
if asleep, the user will sleep and awaken normally.)
|
||
|
||
PERIWINKLE (Shaun Hately)
|
||
Available: Spring 45%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 hour
|
||
Cost: 1 gp/ 10 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -8
|
||
The plant is a creeping vine with dark, green shiny leaves and pale blue
|
||
flowers. The flours must be crushed into a powder and administered
|
||
orally. If used successfully the herb will stop all bleeding, both
|
||
internal and external in one turn. The recipient must not move for one
|
||
hour or risk reopening the wounds.
|
||
|
||
PRINCE'S FEATHER (Shaun Hately)
|
||
Available: Summer, Autumn 45%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 hour
|
||
Cost: 1 gp/ 2 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -6
|
||
This herb has red-green leaves and long pink flowers. The flowers must
|
||
be beaten into powder and eaten by the recipient. If successful, the
|
||
herb will halve the rate of internal bleeding within 1 turn.
|
||
|
||
RAMPALT (Druann Pagliasotti)
|
||
Available: Summer 20%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 day
|
||
Cost: 5 cp/ 5 cp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
This dark-colored root grows on a plant distinguished by its waxy dark
|
||
green leaves. When the root is boiled down, it turns into a thick,
|
||
strong-smelling greyish liquid that cures congestion when boiled in
|
||
water and inhaled. (Relieves stuffy head, opens sinuses, for as long as
|
||
the steam is breathed + 2d6x10 rounds.)
|
||
|
||
REWK (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 60%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 day
|
||
Cost: 9 sp/ 1 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence -7
|
||
The nodules of the stem of Rewk must be brewed in clear water for one
|
||
whole day before drinking. It will then cure 1d3 points of damage.
|
||
|
||
ROSE CAMPION (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 80%
|
||
Locale: Temperate Forest
|
||
Preparation: 3 weeks
|
||
Cost: 1 gp/ 3 gp
|
||
Uses: 6
|
||
Ability Check: Intelligence -7
|
||
This herb will protect against scorpion stings for three days. It will
|
||
protect against only one sting. It will protect against `instant death'
|
||
venom.
|
||
|
||
SAFFRON (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Autumn, Winter 60%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 week
|
||
Cost: 20 gp/ 100 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
The plant has a tuberous root, and large purplish flowers with
|
||
yellow-red centres. The pistils of the flower must be pounded into a
|
||
paste which is left to dry for a week. The resulting powder is taken as
|
||
snuff. This herb raises all attribute scores by one for one hour. NOTE:
|
||
THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
|
||
|
||
SANICLE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer, Autumn, Winter 90%
|
||
Locale: Temperate Forest
|
||
Preparation: 2 weeks
|
||
Cost: 5 gp/ 30 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence +2
|
||
Sanicle leaves should be crushed and left in white wine, the strained
|
||
through a cloth and drunk. It has the effect of binding wounds so that
|
||
they are not reopened by action. It is a small plant with glossy green
|
||
leaves, with long leaf stalks which are divided into three or five
|
||
lobes. It has small white or pink flowers which sit at the top of a
|
||
slender stalk.
|
||
|
||
SARACEN'S CONFOUND (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 80%
|
||
Locale: Temperate Rural
|
||
Preparation: 11 weeks
|
||
Cost: 1 gp/ 20 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence +3
|
||
This herb cures fevers within 1d4-1 turns.
|
||
|
||
SCENTED MAYWEED (Shaun Hately)
|
||
Available: Summer 40%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 day
|
||
Cost: 8 gp/ 15 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -3
|
||
Scented mayweed grows to a height of about 2 feet. It has erect and
|
||
branching stems. It has small leaves, white flowers with a yellow
|
||
centre. The flowers must be crushed, emitting a pungent odour and should
|
||
then be applied to the eyes in order to heal damage to them caused by
|
||
acid. If used within a day of the injury, they can prevent blindness.
|
||
|
||
SERAPIAS TURBITH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 45%
|
||
Locale: Temperate Grassland
|
||
Preparation: 4 weeks
|
||
Cost: 4 gp/ 7 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence -5
|
||
This herb will place the recipient into a deep sleep for one day. The
|
||
recipient CANNOT be woken. At the end of the day, all wounds will be
|
||
healed. It does not, of course, resurrect a dead person, or regenerate
|
||
lost limbs.
|
||
|
||
SHEPHERD'S PURSE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 85%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 week
|
||
Cost: 5 gp/ 12 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence +2
|
||
This herb rarely grows to a height of more than one and a half feet. It
|
||
has small greyish green leaves, growing smaller towards the summit of
|
||
the plant. It has small four petalled dirty-white flowers at its peak.
|
||
If applied to wounds it will stop their bleeding for one hour, and
|
||
temporarily removes the need to bandage.
|
||
|
||
SNAKESPIKE (Druann Pagliasotti)
|
||
Available: Spring 15%
|
||
Locale: Coastal Regions
|
||
Preparation: 1 hour/ 3 hours
|
||
Cost: 5 gp/ 7 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
A thin stalk covered with yellow-green flowers. The leaves can be
|
||
steeped in water to make a tea that, when imbibed 3 times a day, reduces
|
||
inflammation and restores strength; when made into an ointment,
|
||
snakespike soothes and promotes rapid healing. (Tea gives 1d3 hp/day
|
||
instead of 1; ointment restores 1d2 hp immediately per application but
|
||
can only be administered to the same character once a day.)
|
||
|
||
SPANISH NUT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 80%
|
||
Locale: Forest
|
||
Preparation: 25 weeks
|
||
Cost: 10 gp/ 100 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
This herb is a powerful aphrodisiac. If successfully administered I
|
||
would suggest that the GM or player roleplays the recipient accordingly.
|
||
However if a method of using dice to simulate its effect is wanted, I
|
||
suggest that anyone who attempts to seduce the recipient should have a
|
||
bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.
|
||
|
||
SPIDERWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 50%
|
||
Locale: Chalky Soil
|
||
Preparation: 2 weeks
|
||
Cost: 4 gp/ 10 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
This herb will cure spider poison if applied within 2 rounds. Any damage
|
||
already incurred, including death remains.
|
||
|
||
SUAEYSIT (Druann Pagliasotti)
|
||
Available: Autumn 20%
|
||
Locale: Artic
|
||
Preparation: none / 1 week
|
||
Cost: 10 gp/ 50 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -4
|
||
A dark black mushroom with greyish markings along the undersides, this
|
||
fungus grows in shadowed forests in cool to cold climes. Suaeysit
|
||
mushrooms can be eaten directly or dried and ground into tinctures or
|
||
otherwise prepared. The mushrooms give the imbiber a rush of energy,
|
||
clearing the mind and raising the spirits. However, they are highly
|
||
addictive, and care must be taken when preparing and prescribing
|
||
dosages. Often used to counteract shock in emergency situations.
|
||
(Temporarily adds +1 to all statistics - no top limit to natural
|
||
statistics, but it does not add to magically enhanced statistics - and
|
||
saving throws, and relieves effects of fatigue. This effect lasts for
|
||
1d4 hours, after which the user operates at -1 to all statistics and
|
||
saving throws, and feels even more fatigued. The negative effects of
|
||
"coming down" can, of course, be counteracted by taking more the drug,
|
||
with resultant addictive effects.)
|
||
|
||
SWEET TREFOILE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 60%
|
||
Locale: Temperate Forest
|
||
Preparation: 2 weeks
|
||
Cost: 1 gp/ 3 gp
|
||
Uses: 6
|
||
Ability Check: Intelligence -4
|
||
This herb will halve falling damage if applied within one turn of the
|
||
fall.
|
||
|
||
TAMARINDES (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 85%
|
||
Locale: Tropical Forest
|
||
Preparation: 4 weeks
|
||
Cost: 1 gp/ 2 gp
|
||
Uses: 7
|
||
Ability Check: Intelligence
|
||
This herb will quench the thirst. However it does not replace the water
|
||
in their system. A person can still die of thirst, they just won't feel
|
||
thirsty. Because of this fact, its use can be dangerous.
|
||
|
||
TAMARISKE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Always 20%
|
||
Locale: Temperate Rural
|
||
Preparation: 2 weeks
|
||
Cost: 5 gp/ 7 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
This herb will cleanse wounds, removing all infection. It does not cure
|
||
lost hit points.
|
||
|
||
TEMPIN (Druann Pagliasotti)
|
||
Available: Summer 20%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 5 gp/ 5 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
A bushy climbing vine with tubular yellow flowers, the leaves and
|
||
flowers of tempin can be boiled and made into a poultice that will draw
|
||
out poisons from bites and stings and allow the wound to heal cleanly
|
||
and without complications. (When poultice is applied promptly, gives an
|
||
additional +2 save vs. poison, once on any particular poison attack.
|
||
Also gives back 1 extra hp/day for the first 2 days after poultice is
|
||
applied.)
|
||
|
||
TERBAS (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Spring 75%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 2 gp/ 2 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
The leaf of this plant must be applied to the site of nerve damage. If
|
||
successful, the rate of healing for such damage will be doubled on each
|
||
day of use.
|
||
|
||
THROW-WAXE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Spring, Summer 45%
|
||
Locale: Temperate Forest
|
||
Preparation: 7 weeks
|
||
Cost: 2 gp/ 3 gp
|
||
Uses: 8
|
||
Ability Check: Intelligence -4
|
||
This herb will heal any scars in a year if applied every week.
|
||
|
||
THURL (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 90%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 day
|
||
Cost: 1 sp/ 2 sp
|
||
Uses: 4
|
||
Ability Check: Intelligence
|
||
The clove of Thurl must be brewed for one whole day. When the mixture is
|
||
drunk it will restore 1 hp of damage.
|
||
|
||
UR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 70%
|
||
Locale: Temperate Grassland
|
||
Preparation: none
|
||
Cost: 3 gp/ 3 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence
|
||
Ur can be used as a substitute for one days food. It cannot be used for
|
||
more than three days or a character will begin to suffer -2 to all
|
||
statistics. When any statistic is less than 3 the character become
|
||
comatose, when any statistic reaches 0 they die. A character will regain
|
||
1 statistic point per day with food and medical care, but will remain
|
||
incapacitated until all statistics reach normal levels.
|
||
|
||
VINUK (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 30%
|
||
Locale: Temperate Grassland
|
||
Preparation: 1 hour
|
||
Cost: 8 sp/ 8 sp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
If this herb is given to an unconscious person, it will immediately
|
||
awaken the person. It will only wake up a person who is unconscious due
|
||
to alcohol or fainting etc, not that caused by physical damage. And just
|
||
because the person is conscious does not mean that they are coherent.
|
||
|
||
WHITE BRYONY (Shaun Hately)
|
||
Available: Autumn 30%
|
||
Locale: Temperate Forest
|
||
Preparation: 1 hour
|
||
Cost: 1 gp/ 2 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -5
|
||
This climbing vine has greenish white star shaped flowers, each bearing
|
||
five petals, and has green berries which turn red when ripe. It has a
|
||
root, something like a huge turnip, and this root should be ground up
|
||
and boiled in water and drunk as a cure for pneumonia.
|
||
|
||
WHITECANDLE (Druann Pagliasotti)
|
||
Available: Autumn 30%
|
||
Locale: Temperate to Sub-Tropical
|
||
Preparation: 1 hour
|
||
Cost: 5 gp/ 5 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence -2
|
||
A tall, flowered plant with silvery-green leaves. When the flowers are
|
||
mixed with water or wine and applied directly to a wound, they act as a
|
||
painkiller. (Restores 1d4 immediately, but these points are lost as the
|
||
effect wears off in 2 hours Further applications before the previous
|
||
one has worn off are ineffective.)
|
||
|
||
WILLOW-HERB (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 60%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 5 gp/ 5 gp
|
||
Uses: 4
|
||
Ability Check: Intelligence -2
|
||
The plant grows to about three feet in height. It has long hairy leaves
|
||
and large purplish-pink flowers. The smoke of this herb will keep away
|
||
snakes. One dose burns for about five minutes.
|
||
|
||
WINCLAMIT (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Spring 1%
|
||
Locale: Temperate Forest
|
||
Preparation: none
|
||
Cost: 100 gp/ 100 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
Each Winclamit tree bears but one fruit per year. When this fruit is
|
||
eaten it will restore 1d100 hp to the recipient. The fruit can be stored
|
||
for up to 2 months in a dry sealed container.
|
||
|
||
WOLFSBANE (WHOLESOME) (Shaun Hately)
|
||
Available: Summer 25%
|
||
Locale: Temperate Rural
|
||
Preparation: 1 day
|
||
Cost: 5 gp/ 10 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence -7
|
||
This is a small plant, about 1 foot tall with pale, divided green leaves
|
||
and hooded yellow flowers. The stem if rather hairy. The root must be
|
||
boiled in water and then applied to a bite from a venomous creature
|
||
within 5 rounds of the bite. If used successfully, the damage caused by
|
||
the venom will be reduced by half.
|
||
|
||
WOODROSE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer 60%
|
||
Locale: Rivers
|
||
Preparation: none
|
||
Cost: 1 gp/ 1 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
If drunk in wine, this herb cause people to become very merry. Anyone
|
||
who wishes to resist its effect can do so, if they save vs poison (+2
|
||
bonus).
|
||
|
||
|
||
WOOD SORREL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
|
||
Available: Summer, Autumn 80%
|
||
Locale: Tropical & Desert
|
||
Preparation: 2 weeks
|
||
Cost: 2 gp/ 4 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
This is a small plant with leaves in three parts, like a shamrock. The
|
||
flowers are bell shaped and are white with a dash of blue. The leaves
|
||
must be crushed and dried for two weeks before use. This herb keeps
|
||
people cool. It is obviously invaluable in desert regions. It doubles
|
||
the persons ability to endure heat effects, but does not counteract
|
||
dehydration, etc.
|
||
|
||
YARAN (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 80%
|
||
Locale: Temperate Grassland
|
||
Preparation: none
|
||
Cost: 8 sp/ 8 sp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
The pollen of this flower must be inhaled. A successful roll means that
|
||
a persons sense of smell and of taste are doubled for one hour. The herb
|
||
must still be growing or have been cut in the last 10 minutes.
|
||
|
||
YARROW (Shaun Hately)
|
||
Available: Summer 30%
|
||
Locale: Temperate Rural
|
||
Preparation: none
|
||
Cost: 10 gp/ 10 gp
|
||
Uses: 3
|
||
Ability Check: Intelligence
|
||
The small white flowers of this herb, which cluster at the top of its
|
||
one to two feet tall straight stem, should be crushed and applied to
|
||
wounds. If successfully used it will stop minor bleeding, and reduce
|
||
major bleeding to the minor level. A second application can then be used
|
||
to stop the minor bleeding.
|
||
|
||
YAVETHALION (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Autumn 40%
|
||
Locale: Coastal Regions
|
||
Preparation: none
|
||
Cost: 45 gp/ 45 gp
|
||
Uses: 1
|
||
Ability Check: Intelligence
|
||
When the fruit is eaten, it will restore 1d3 hp to the recipient.
|
||
Yavethalion keeps for only two weeks.
|
||
|
||
ZULSENDRA (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Summer 30%
|
||
Locale: Underground
|
||
Preparation: none
|
||
Cost: 70 gp/ 70 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
When this mushroom is eaten, it doubles a persons rate of movement, and
|
||
rate of attack for three rounds. At the end of that time the person must
|
||
save versus poison or collapse in exhaustion for 1d6 turns.
|
||
|
||
ZUR (Shaun Hately from ICEs "MERP" RPG)
|
||
Available: Winter 60%
|
||
Locale: Underground
|
||
Preparation: 6 hours
|
||
Cost: 12 gp/ 50 gp
|
||
Uses: 2
|
||
Ability Check: Intelligence
|
||
This fungus must be brewed for six hours. A successful roll means that a
|
||
persons senses of smell and of hearing are doubled for one hour.
|
||
|
||
TABLE: GENERAL INFORMATION ON HERBS
|
||
NAME TIME LOCALE COST PURPOSE
|
||
Adder's Tongue Spring Rural 5gp/15gp anti-infection
|
||
Agrimony Summer Forest 2gp/8gp bruises,sprains
|
||
Aldaka Winter Mountain 100gp/1000gp blindness
|
||
Alkanet Summer Rural 2gp/2gp antidote
|
||
All-Heale Autumn Forest 2gp/10gp healing
|
||
Aloe Autumn/Winter Grassland 5cp/5cp healing,burns
|
||
Amrans Spring River/Rural 50gp/50gp healing
|
||
Angelica Summer Mountain 5sp/1gp coughing
|
||
Anserke Summer Coast 75gp/75gp bleeding
|
||
Archangelica Summer Swamp 5sp/5sp colds,flu
|
||
Arfandas Autumn/Winter River 2sp/3sp fractures
|
||
Arkasu Autumn Grassland 12gp/12gp healing
|
||
Arlan Autumn Grassland 20sp/20sp healing
|
||
Arnica Summer Mountains 1gp/1gp bruising
|
||
Arnuminas Autumn Grassland 6gp/6gp tissue damage
|
||
Arpusar Autumn River 7gp/30gp muscle damage
|
||
Asarabacca Spring Forest 3gp/7gp renders docile
|
||
Ash Spring Forest 5gp/8gp fevers,snakebite
|
||
Athelas Autumn Forest 200gp/200gp ???
|
||
Atigax Winter Grassland 40gp/70gp protects sight
|
||
Attanar Autumn/Winter Grassland 8gp/8gp fevers
|
||
Balm Summer Forest 3gp/5gp menstrual pains
|
||
Barberry Summer Rural 4gp/9gp liver disorders
|
||
Base Mullein Always Rural 10sp/10sp burns
|
||
Basil Summer Rural 3sp/3sp antidote
|
||
Bastit Always All 3sp/3sp repels insects
|
||
Belan Summer Coast 40gp/40gp bleeding
|
||
Belramba Summer Forest 60gp/180gp nerve damage
|
||
Bilberry Spring Forest 500gp/3000gp infravisiom
|
||
Birthnot Always Hills 2cp/2cp contraceptive
|
||
Bishop's Weed Summer Rural 4gp/10gp plague
|
||
Bittermourn Winter Artic 1000gp up longevity
|
||
Blackberry Spring Rural 1gp/1gp bleeding
|
||
Blackroot Summer All 4gp/4gp healing
|
||
Black Rose Spring/Summer All 100gp/100gp liquid absorption
|
||
Bloodkeep Spring Coast 4sp/4sp bleeding
|
||
Borage Spring Forest 1gp/10gp fever
|
||
Breldiar Spring Volcanoes 50gp/50gp alters perception
|
||
Bull-Rush Always Swamp 2sp/3sp sleep
|
||
Burdock Spring Rural 10gp/30gp syphilis
|
||
Bursthelas Summer Grassland 110gp/1000gp fractures
|
||
Caffar Summer/Autumn Desert 10gp/10gp psi enhancement
|
||
Callin Autumn Jungle 5gp/25gp heart attacks
|
||
Cat's Tail Summer Forest 1gp/3gp heals heels
|
||
Cephalophage Always All 100gp/100gp see description
|
||
Chervil Always Forest 10gp/10gp dissolve clots
|
||
Cinquefoil Summer Rural 10gp/15gp aphrodisiac
|
||
Colewort Spring/Summer Forest 6sp/6sp sobriety
|
||
Coltsfoot Spring/Summer Mountains 2gp/4gp anti-infection
|
||
Comfrey Spring Rural 4gp/10gp fractures
|
||
Cow Parsnip Always Forest 3gp/10gp madness
|
||
Cow-Wheat Summer Grassland 2gp/3gp intoxication
|
||
Culkas Always Desert 35gp/35gp sunburn
|
||
Dagmather Summer Grassland 6gp/28gp tissue damage
|
||
Darnell Autumn Forest 3gp/7gp dims sight
|
||
Darsurion Winter Mountains 3sp/3sp healing
|
||
Deadly-NightshadeSummer Forest 4gp/8gp sleep
|
||
Degiik Summer Coast 100gp/100gp maintains life
|
||
Delrean Winter Forest 3sp/3sp repels insects
|
||
Dittany Summer/Autumn River 1gp/5gp anti-infection
|
||
Draaf Spring Coast 5sp/5sp healing
|
||
Dragontears Spring Desert 100gp/100gp healing
|
||
Dragonwort Spring Mountain 100gp/300gp smallpox,plague gp
|
||
Ebur Spring Coast 22gp/22gp healing
|
||
Edram Winter River 30gp/30gp fractures
|
||
Eldaas Spring/Summer Coast 2gp/4gp nausea
|
||
Elvish Galingale Spring/Summer Forest 1gp/2gp raise bloodflow
|
||
Entriste Summer Desert 25gp/25gp antidote
|
||
Falsifal Spring Swamp 3gp/3gp burns,bleeding
|
||
Febfendu Winter River/Coast 90gp/900gp deafness
|
||
Felmather Spring Coast 10gp/10gp awaken
|
||
Fetherfew Summer Forest 2gp/4gp vertigo
|
||
Floure-De-Luce Always Grassland 3gp/10gp bruises
|
||
Fumitore Spring/Summer Coast 3gp/6gp hair prevention
|
||
Garden Flax Spring/Summer Forest 3gp/6gp pain relief
|
||
Gariig Summer Desert 55gp/70gp healing
|
||
Gefnul Summer Volcanoes 200gp/500gp healing
|
||
Goat's Rue Summer Forest 6gp/15gp antidote
|
||
Golden Lungwort Summer Forest 1gp/2gp heals ears
|
||
Gylvir Autumn Coast 100gp/100gp breathing
|
||
Hare's Ears Summer Mountain 2gp/5gp skin disease
|
||
Harfy Summer Grassland 150gp/150gp bleeding
|
||
Hawkweed Always Forest 4gp/6gp improves sight
|
||
Healwell Summer All 1sp/1sp healing
|
||
Henbane Summer/Autumn Rural 1gp/3gp antidote
|
||
Horehound Summer Coast 1gp/5gp antidote
|
||
Jaffray Summer Desert 10gp/15gp antidote
|
||
Jojojopo Autumn Mountain 9sp/9sp frostbite
|
||
Kathkusa Winter Wasteland 50gp/50gp raise strength
|
||
Kelventari Always Forest 19gp/19gp burns
|
||
Kilmakur Summer Grassland 65gp/300pg fire proetction
|
||
Klagul Summer Grassland 30gp/50gp infravision
|
||
Land Caltrops Summer Forest 2gp/5gp snakebite
|
||
Leopard's Bane Summer Grassland 5gp/5gp poison to animals
|
||
Lesser Centaury Summer Mountains 5gp/5gp antidote
|
||
Makebate Always Desert 1gp/2gp scorpion stings
|
||
Mandrake Spring Forest 3gp/5gp sleep
|
||
Marjerome Always Grassland 2gp/6gp jaundice
|
||
Marsh Mallow Always Coast 5gp/8gp burns
|
||
Masterwort Summer Rural 2gp/7gp plague
|
||
Megillos Winter Mountains 1gp/3gp improves sight
|
||
Melander Winter River 12sp/20sp resist disease
|
||
Milkworte Spring/Summer Rural 4gp/8gp cholera
|
||
Mirenna Winter Mountains 10gp/10gp healing
|
||
Mountain Garlick Always Mountains 8gp/9gp repels spirits?
|
||
Mountain Setwall Always Mountains 1gp/3gp hair growth
|
||
Mugwort Summer Rural 2gp/4gp prevents collapse
|
||
Navew Winter River 4gp/12gp antidote
|
||
Nightcall Summer Desert 50gp/50gp enhances senses
|
||
Oiolosse Winter Forest 1200gp/1200gpsee description
|
||
Olvar Winter Coast 300gp/300gp prevents death
|
||
Orach Summer Forest 2gp/10gp jaundice
|
||
Pallast Summer Swamp 5sp/1gp pain relief
|
||
Palma Eldath Always Mountains 3gp/3gp warmth
|
||
Pargen Summer Jungle 2000gp/2000gpresurrection
|
||
Pattran Summer Forest 10gp/10gp sleep
|
||
Periwinkle Spring Rural 1gp/10gp bleeding
|
||
Prince's Feather Summer/Autumn Rural 1gp/2gp bleeding
|
||
Rampalt Summer Forest 5cp/5cp congestion
|
||
Rewk Autumn Rural 9sp/1gp healing
|
||
Rose Campion Summer Forest 1gp/3gp scorpion stings
|
||
Saffron Autumn/Winter Forest 20gp/100gp attributes
|
||
Sanicle All but SpringForest 5gp/30gp bleeding
|
||
Saracen Confound Summer Rural 1gp/20gp fevers
|
||
Scented Mayweed Summer Forest 8gp/15gp blindness
|
||
Serapias Turbith Spring/Summer Grassland 4gp/7gp healing
|
||
Shepherd's Purse Always Grassland 5gp/12gp bleeding
|
||
Snakespike Spring Coast 5gp/7gp inflammation
|
||
Spanish Nut Always Forest 10gp/100gp aphrodisiac
|
||
Spiderwort Spring/Summer Chalky soil 4gp/10gp spider bites
|
||
Suaeysit Autumn Artic 10gp/50gp energy
|
||
Sweet Trefoile Spring/Summer Forest 1gp/3gp falling damage
|
||
Tamarindes Always Forest 1gp/2gp quenches thirst thirst
|
||
Tamariske Always Rural 5gp/7gp anti-infection
|
||
Tempin Summer Forest 5gp/5gp antidote
|
||
Terbas Spring Forest 2gp/2gp nerve damage
|
||
Throw-Waxe Spring/Summer Forest 2gp/3gp scarring
|
||
Thurl Autumn Forest 1sp/2sp healing
|
||
Ur Winter Grassland 3gp/3gp food substitute
|
||
Vinuk Summer Grassland 8sp/8sp awaken
|
||
White Bryony Autumn Forest 1gp/2gp pneumonia
|
||
Whitecandle Autumn All 5gp/5gp pain relief
|
||
Willow-Herb Summer Forest 5gp/5gp snake repellent
|
||
Winclamit Spring Forest 100gp/100gp healing
|
||
Wolfsbane Spring Forest 100gp/100gp antidote
|
||
Woodrose Summer River 1gp/1gp makes merry
|
||
Wood Sorrel Summer/Autumn Desert 2gp/4gp cools
|
||
Yaran Autumn Grassland 8sp/8sp enhances senses
|
||
Yarrow Summer Rural 10gp/10gp bleeding
|
||
Yavethalion Autumn Coast 45gp/45gp healing
|
||
Zulsendra Summer Underground 70gp/70gp increases movement nd
|
||
Zur Winter Underground 12gp/50gp enhances senses
|
||
|
||
HERBS BY SEASON
|
||
|
||
Summer
|
||
Agrimony Alkanet
|
||
Angelica Anserke
|
||
Archangelica Arnica
|
||
Balm Barberry
|
||
Base Mullein Basil
|
||
Bastit Belan
|
||
Belramba Birthnot
|
||
Bishop's Weed Blackroot
|
||
Black Rose Bull-Rush
|
||
Bursthelas Caffar
|
||
Cat's Tail Cephalophage
|
||
Chervil Cinquefoil
|
||
Colewort Coltsfoot
|
||
Cow Parsnip Cow-Wheat
|
||
Culkas Dagmather
|
||
Deadly-Nightshade Degiik
|
||
Dittany Eldaas
|
||
Elvish Galingale Entriste
|
||
Fetherfew Floure-De-Luce
|
||
Fumitore Garden Flax
|
||
Gariig Gefnul
|
||
Goat's Rue Golden Lungwort
|
||
Hare's Ears Harfy
|
||
Hawkweed Healwell
|
||
Henbane Horehound
|
||
Jaffray Kelventari
|
||
Kilmakur Klagul
|
||
Land Caltrops Leopard's Bane
|
||
Lesser Centaury Makebate
|
||
Marjerome Marsh Mallow
|
||
Masterwort Milkworte
|
||
Mountain Garlick Mountain Setwall
|
||
Mugwort Nightcall
|
||
Orach Pallast
|
||
Palma Eldath Pargen
|
||
Pattran Prince's Feather
|
||
Rampalt Rose Campion
|
||
Sanicle Saracen's Confound
|
||
Scented Mayweed Serapias Turbith
|
||
Shepherd's Purse Spanish Nut
|
||
Spiderwort Sweet Trefoile
|
||
Tamarindes Tamariske
|
||
Tempin Throw-Waxe
|
||
Vinuk Willow-Herb
|
||
Woodrose Wood Sorrel
|
||
Yarrow Zulsendra
|
||
|
||
Autumn
|
||
All-Heale Aloe
|
||
Arfandas Arkasu
|
||
Arlan Arnuminas
|
||
Arpusar Athelas
|
||
Attanar Base Mullein
|
||
Bastit Birthnot
|
||
Caffar Cephalophage
|
||
Chervil Cow Parsnip
|
||
Culkas Darnell
|
||
Dittany Flour-De-Luce
|
||
Gylvir Hawkweed
|
||
Henbane Jojojopo
|
||
Kelventari Makebate
|
||
Marjerome Marsh Mallow
|
||
Mountain Garlick Mountain Setwall
|
||
Palma Eldath Prince's Feather
|
||
Rewk Saffron
|
||
Sanicle Shepherd's Purse
|
||
Spanish Nut Suaeysit
|
||
Tamarindes Tamariske
|
||
Thurl White Bryony
|
||
Whitecandle Wood Sorrel
|
||
Yaran Yavethalion
|
||
|
||
Winter
|
||
Aldaka Aloe
|
||
Arfandas Atigax
|
||
Attanar Base Mullein
|
||
Bastit Birthnot
|
||
Bittermourn Bull-Rush
|
||
Cephalophage Chervil
|
||
Cow Parsnip Culkas
|
||
Darsurion Delrean
|
||
Edram Febfendu
|
||
Floure-De-Luce Hawkweed
|
||
Kathkusa Kelventari
|
||
Makebate Marjerome
|
||
Marsh Mallow Megillos
|
||
Melander Mirenna
|
||
Mountain Garlick Mountain Setwall
|
||
Navew Oiolosse
|
||
Olvar Palma Eldath
|
||
Saffron Sanicle
|
||
Shepherd's Purse Spanish Nut
|
||
Tamarindes Tamariske
|
||
Ur Zur
|
||
|
||
Spring
|
||
Adder's Tongue Amrans
|
||
Asarabacca Ash
|
||
Base Mullein Bastit
|
||
Bilberry Birthnot
|
||
Blackberry Black Rose
|
||
Bloodkeep Borage
|
||
Breldiar Bull-Rush
|
||
Burdock Cephalophage
|
||
Chervil Colewort
|
||
Coltsfoot Comfrey
|
||
Cow Parsnip Culkas
|
||
Draaf Dragontears
|
||
Dragonwort Ebur
|
||
Eldaas Elvish Galingale
|
||
Falsifal Felmather
|
||
Floure-De-Luce Fumitore
|
||
Garden Flax Hawkweed
|
||
Kelventari Makebate
|
||
Mandrake Marjerome
|
||
Marsh Mallow Milkworte
|
||
Mountain Garlick Mountain Setwall
|
||
Palma Eldath Periwinkle
|
||
Serapias Turbith Shepherd's Purse
|
||
Snakespike Spanish Nut
|
||
Spiderwort Sweet Trefoile
|
||
Tamarindes Tamariske
|
||
Terbas Throw-Waxe
|
||
Winclamit Wolfsbane
|
||
|
||
HERBS BY LOCALE
|
||
|
||
Artic
|
||
Bittermourn Suaeysit
|
||
|
||
Coastal Regions
|
||
Anserke Bastit
|
||
Belan Black Root
|
||
Black Rose Bloodkeep
|
||
Cephalophage Degiik
|
||
Draaf Ebur
|
||
Eldaas Febfendu
|
||
Felmather Fumitore
|
||
Gylvir Healwell
|
||
Horehound Marsh Mallow
|
||
Olvar Snakespike
|
||
Whitecandle Yavethalion
|
||
|
||
Desert
|
||
Bastit Blackroot
|
||
Black Rose Caffar
|
||
Cephalophage Culkas
|
||
Dragontears Entriste
|
||
Gariig Healwell
|
||
Makebate Nightcall
|
||
Whitecandle Wood Sorrel
|
||
|
||
Forest
|
||
Agrimony All-Heale
|
||
Asarabacca Ash
|
||
Athelas Balm
|
||
Bastit Belramba
|
||
Bilberry Blackroot
|
||
Black Rose Borage
|
||
Cat's Tail Chervil
|
||
Colewort Cow Parsnip
|
||
Darnell Deadly-Nightshade
|
||
Delrean Elvish Galingale
|
||
Fetherfew Garden Flax
|
||
Goat's Rue Golden Lungwort
|
||
Hawkweed Healwell
|
||
Kelventari Land Caltrops
|
||
Mandrake Oiolosse
|
||
Orach Rampalt
|
||
Rose Campion Saffron
|
||
Sanicle Scented Mayweed
|
||
Spanish Nut Sweet Trefoile
|
||
Tamarindes Tempin
|
||
Terbas Throw-Waxe
|
||
Thurl White Bryony
|
||
Willow-Herb Winclamit
|
||
Wolfsbane
|
||
|
||
Grassland
|
||
Aloe Arkasu
|
||
Arlan Arnuminas
|
||
Atigax Attanar
|
||
Bastit Blackroot
|
||
Black Rose Bursthelas
|
||
Cephalophage Cow-Wheat
|
||
Dagmather Floure-De-Luce
|
||
Harfy Healwell
|
||
Kilmakur Klagul
|
||
Leopard's Bane Marjerome
|
||
Serapias Turbith Shepherd's Purse
|
||
Ur Vinuk
|
||
Whitecandle Yaran
|
||
|
||
Hills
|
||
Bastit Birthnot
|
||
Blackroot Black Rose
|
||
Cephalophage Healwell
|
||
Whitecandle
|
||
|
||
Jungle
|
||
Bastit Blackroot
|
||
Black Rose Callin
|
||
Cephalophage Healwell
|
||
Pargen Whitecandle
|
||
|
||
Mountains
|
||
Aldaka Angelica
|
||
Arnica Bastit
|
||
Blackroot Black Rose
|
||
Cephalophage Coltsfoot
|
||
Darsurion Dragonwort
|
||
Hare's Ears Healwell
|
||
Jojojopo Lesser Centaury
|
||
Megillos Mirenna
|
||
Mountain Garlick Mountain Setwall
|
||
Palma Eldath Whitecandle
|
||
|
||
Rivers
|
||
Amrans Arfandas
|
||
Arpusar Bastit
|
||
Blackroot Black Rose
|
||
Dittany Edram
|
||
Febfendu Healwell
|
||
Melander Navew
|
||
Woodrose
|
||
|
||
Rural
|
||
Adder's Tongue Alkanet
|
||
Amrans Barberry
|
||
Base Mullein Basil
|
||
Bastit Bishop's Weed
|
||
Blackberry Blackroot
|
||
Black Rose Burdock
|
||
Cephalophage Cinquefoil
|
||
Comfrey Healwell
|
||
Henbane Masterwort
|
||
Milkworte Mugwort
|
||
Periwinkle Prince's Feather
|
||
Rewk Saracen's Confound
|
||
Tamariske Whitecandle
|
||
Yarrow
|
||
|
||
Swamp
|
||
Archangelica Bastit
|
||
Blackroot Black Rose
|
||
Bull-Rush Cephalophage
|
||
Falsifal Whitecandle
|
||
|
||
Underground
|
||
Zulsendra Zur
|
||
|
||
Volcanoes
|
||
Breldiar Gefnul
|
||
|
||
CONDITIONS AND HERBS FOR TREATMENT
|
||
|
||
CONDITION HERBS
|
||
Aphrodisiac Cinquefoil, Jaffray, Spanish Nut
|
||
Arouse Felmather, Vinuk
|
||
Attribute, raise Saffron
|
||
Bleeding Anserke, Belan, Blackberry, Bloodkeep, Falsifal, Harfy,
|
||
Periwinkle, Prince's Feather, Sanicle, Shepherd's
|
||
Purse, Yarrow
|
||
Blindness Aldaka, Scented Mayweed
|
||
Blood Clots Chervil
|
||
Broken Bones SEE FRACTURES
|
||
Bruising Agrimony, Arnica, Floure-De-Luce
|
||
Burns Aloe, Base Mullein, Culkas, Falsifal, Kelventari, Marsh
|
||
Mallow
|
||
Cartilage damage Arnuminas, Dagmather
|
||
|
||
Collapse Mugwort
|
||
Cholera Milkworte
|
||
Congestion Archangelica, Rampalt, White Bryony
|
||
Contraceptive Birthnot
|
||
Cools Wood Sorrel
|
||
Coughing Angelica
|
||
Deafness Febfendu
|
||
Death,prevention Olvar
|
||
Disease Melander
|
||
Distance Breldiar
|
||
Energy Suaeysit
|
||
Eyesight Hawkweed, Megillos
|
||
Falling Sweet Trefoile
|
||
Fevers Ash, Attanar, Borage, Saracen's Confound
|
||
Fire, protection Kilmakur
|
||
Fractures Arfandas, Bursthelas, Comfrey, Edram
|
||
Frostbite Jojojopo
|
||
Hair, growth Mountain Setwall
|
||
Hair, prevention Fumitore
|
||
Healing All-Heale, Aloe, Amrans, Arkasu, Arlan, Blackroot,
|
||
Cat's Tail, Darsurion, Draaf, Dragontears, Ebur,
|
||
Gariig, Gefnul, Golden Lungwort, Healwell, Mirenna,
|
||
Rewk, Serapias Turbith, Thurl, Winclamit, Yavethalion
|
||
Heart Attacks Callin
|
||
Hunger Ur
|
||
Infected Wounds Adder's Tongue, Coltsfoot, Dittany, Tamariske
|
||
Inflammation Snakespike
|
||
Infravision Bilberry, Klagul
|
||
Insanity Cow Parsnip
|
||
Insect Repellant Bastit, Delrean
|
||
Jaundice Barberry, Marjerome, Orach
|
||
Life Degiik
|
||
Ligament Damage Arnuminas
|
||
Movement Zulsendra
|
||
Menstrual Pain Balm
|
||
Muscle Damage Arnuminas, Arpusar
|
||
Nausea Eldaas
|
||
Nerve Damage Belramba, Terbas
|
||
Pain Relief Garden Flax, Pallast, Whitecandle
|
||
Plague Bishop's Weed, Dragonwort, Masterwort
|
||
Pneumonia White Bryony
|
||
Poisoning Goat's Rue
|
||
Poisoning, bite Basil, Black Rose, Entriste, Land Caltrops, Makebate,
|
||
Rose Campion, Spiderwort, Tempin, Wolfsbane
|
||
Poisoning,ingest Alkanet, Horehound, Jaffray, Lesser Centaury, Navew
|
||
Poisoning,weap Henbane
|
||
Psionics Caffar
|
||
Respiratory Arlan
|
||
Scarring Throw-Waxe
|
||
Sedation Asarabacca, Bull-Rush, Deadly-Nightshade, Mandrake,
|
||
Pattran
|
||
Senses Nightcall, Yaran, Zur
|
||
Sight,protection Atigax, Darnell
|
||
Skin Conditions Hare's Ears
|
||
Smallpox Dragonwort
|
||
Snake,repellent Willow-Herb
|
||
Sobriety Colewort
|
||
Sprains Agrimony
|
||
Strength Kathkusa
|
||
Syphilis Burdock
|
||
Thirst Tamarindes
|
||
Underwater Gylvir
|
||
Vertigo Fetherfew
|
||
Warmth Elvish Galingale, Palma Eldath
|
||
|
||
REAL WORLD HERBS AND FANTASTIC HERBS
|
||
|
||
The following table identifies which herbs exist in this world, and
|
||
which only exist in fantasy worlds. I have made every effort to be
|
||
accurate, but it is possible that the table may contain some errors. The
|
||
herbs that do exist in our world do not necessarily have the powers
|
||
ascribed to them in this guide.
|
||
|
||
Real World
|
||
Adder's Tongue Agrimony
|
||
Alkanet All-Heale
|
||
Aloe Angelica
|
||
Arnica Asarabacca
|
||
Ash Balm
|
||
Barberry Base Mullein
|
||
Basil Bilberry
|
||
Bishop's Weed Blackberry
|
||
Borage Bull-Rush
|
||
Burdock Cat's Tail
|
||
Chervil Cinquefoil
|
||
Colewort Coltsfoot
|
||
Comfrey Cow Parsnip
|
||
Cow-Wheat Darnell
|
||
Deadly-Nightshade Dittany
|
||
Dragonwort Elvish Galingale (English Galingale)
|
||
Fetherfew Floure-De-Luce
|
||
Fumitore Garden Flax
|
||
Goat's Rue Golden Lungwort
|
||
Hare's Ears Hawkweed
|
||
Henbane Horehound
|
||
Land Caltrops Leopard's Bane
|
||
Lesser Centaury Makebate
|
||
Mandrake Marjerome
|
||
Marsh mallow Masterwort
|
||
Milkworte Mountain Garlick
|
||
Mountain Setwall Mugwort
|
||
Navew Orach
|
||
Palma Eldath (Palma Christi) Periwinkle
|
||
Prince's Feather Rose Campion
|
||
Saffron Sanicle
|
||
Saracen's Confound Scented Mayweed
|
||
Serapias Turbith Shepherd's Purse
|
||
Spanish Nut Spiderwort
|
||
Sweet Trefoile Tamarindes
|
||
Tamariske Throw-Waxe
|
||
White Bryony Willow-Herb
|
||
Wolfsbane Woodrose
|
||
Wood Sorrel Yarrow
|
||
|
||
Fantasy
|
||
Aldaka Amrans
|
||
Anserke Archangelica
|
||
Arfandas Arkasu
|
||
Arlan Arnuminas
|
||
Arpusar Athelas
|
||
Atigax Attanar
|
||
Bastit Belan
|
||
Belramba Birthnot
|
||
Bittermourn Blackroot
|
||
Black Rose Bloodkeep
|
||
Breldiar Bursthelas
|
||
Caffar Callin
|
||
Cephalophage Culkas
|
||
Dagmather Darsurion
|
||
Degiik Delrean
|
||
Draaf Dragontears
|
||
Ebur Edram
|
||
Eldaas Entriste
|
||
Falsifal Febfendu
|
||
Felmather Gariig
|
||
Gefnul Gylvir
|
||
Harfy Healwell
|
||
Jaffray Jojojopo
|
||
Kathkusa Kelventari
|
||
Kilmakur Klagul
|
||
Megillos Melander
|
||
Mirenna Nightcall
|
||
Oiolosse Olvar
|
||
Pallast Pargen
|
||
Pattran Rampalt
|
||
Rewk Snakespike
|
||
Suaeysit Tempin
|
||
Terbas Thurl
|
||
Ur Vinuk
|
||
Whitecandle Winclamit
|
||
Yaran Yarrow
|
||
Yavethalion Zulsendra
|
||
Zur
|
||
|
||
REFERENCES
|
||
|
||
Bishop, Allen. "Fancy a Quick Snifter, Old Chap?". Games Master
|
||
International. No 3, October 1990, p52-53.
|
||
|
||
Boxer, Arabella & Back, Philippa. The Herb Book. London, Octopus Books
|
||
Ltd, 1980.
|
||
|
||
Boxer, Arabella et al. The Encyclopedia of Herbs, Spices and
|
||
Flavourings. London, Octopus Books Ltd, 1984.
|
||
|
||
Cook, David "Zeb". Advanced Dungeon & Dragons: Dungeon Master's Guide.
|
||
2nd Edition. Lake Geneva WI, TSR Inc. 1989.
|
||
|
||
Cook, David "Zeb". Advanced Dungeon & Dragons: Player's Handbook. 2nd
|
||
Edition. Lake Geneva WI, TSR Inc. 1989.
|
||
|
||
Day, David. Tolkien: The Illustrated Encyclopedia. London, Reed
|
||
International Books Ltd, 1993.
|
||
|
||
de Bairacli Levy, Juliette. The Illustrated Herbal Handbook. London,
|
||
Faber and Faber Ltd, 1974.
|
||
|
||
English, Scott. "Poisons and Venoms of the Forgotten Realms". Australian
|
||
Realms. Issue 18, July/August 1994, p34-36.
|
||
|
||
Gygax, E Gary. Advanced Dungeons & Dragons: Dungeon Masters Guide. 1st
|
||
Edition, Lake Geneva WI, TSR Games, 1979.
|
||
|
||
Johnson, Oliver. Dragon Warriors: Book Three: The Elven Crystals. Great
|
||
Britain, Corgi Books, 1985.
|
||
|
||
Johnson, Oliver. Dragon Warriors: Book Five: The Power of Darkness.
|
||
Great Britain, Corgi Books, 1986.
|
||
|
||
Ket, Gregory Ah. Herbal Treatment for Common Ailments. Victoria,
|
||
Australia, 1983.
|
||
|
||
Manniche, Lise. An Ancient Egyptian Herbal. 2nd Impression, London,
|
||
British Museum Press, 1993.
|
||
|
||
Middle-Earth Role Playing (MERP). 2nd US Edition, Charlotteville VA,
|
||
Iron Crown Enterprises Inc, 1986.
|
||
|
||
Morris, Dave. Dragon Warriors: Book One: Dragon Warriors. Great Britain,
|
||
Corgi Books, 1985.
|
||
|
||
Morris, Dave. Dragon Warriors: Book Two: The Way of Wizardry. Great
|
||
Britain, Corgi Books, 1985.
|
||
|
||
Morris, Dave. Dragon Warriors: Book Four: Out of the Shadows. Great
|
||
Britain, Corgi Books, 1986.
|
||
|
||
Morris, Dave. Dragon Warriors: Book Six: The Lands of Legend. Great
|
||
Britain, Corgi Books, 1986.
|
||
|
||
Palaiseul, Jean. Grandmother's Secrets: Her Green Guide To Health From
|
||
Plants. English Language Edition. Middlesex, Penguin Books Ltd, 1973.
|
||
|
||
Potterton, David (ed). Culpepper's Colour Herbal. London, W. Foulsham &
|
||
Co. Ltd, 1983.
|
||
|
||
Pulver, David. Advanced Dungeons & Dragons 2nd Edition: The Complete
|
||
Druid's Handbook. Lake Geneva WI, TSR Inc, 1994.
|
||
|
||
Scott, Alexander. Maelstrom. Middlesex, Penguin Books Ltd. 1984.
|
||
|
||
Smith, Keith Vincent. The Illustrated Earth Garden Herbal: A Herbal
|
||
Companion. Revised Edition. Port Melbourne Victoria, Thomas C
|
||
Lothian Pty Ltd, 1994.
|
||
|
||
Thomson, William A.R. (ed). Healing Plants: A Modern Herbal. London,
|
||
MacMillan London Ltd, 1978.
|
||
|
||
Tolkien, JRR. The Return of the King. Revised Second Edition, London,
|
||
George Allen & Unwin (Publishers) Ltd, 1966.
|
||
|
||
Tolkien, JRR. The Silmarillion. 1st Edition, London, George Allen &
|
||
Unwin (Publishers) Ltd, 1977.
|
||
|
||
ACKNOWLEDGMENTS
|
||
|
||
Special thanks are owed to Druann Pagliasotti who contributed a number
|
||
of herbs to the new edition of this guide, as well as making extensive
|
||
notes on the herbs contained in previous editions and notes on the
|
||
storage and availability of herbs.
|
||
|
||
Thanks are also owed to Michael Bertalan who compiled a table of Name/
|
||
Region and Time/ Cost/ Result based on the third edition of this guide.
|
||
This table has formed the basis for the table: General Information on
|
||
Herbs.
|
||
|
||
I would also like to thank many other people for their comments,
|
||
criticisms and encouragement concerning my guide. I would like to
|
||
mention them all by name, but unfortunately my computer ate my list.
|
||
Special thanks however go to Viola Krings for her comments and
|
||
suggestions.
|
||
|
||
I would like to thank all of the people I have gamed with over the last
|
||
fourteen years, in particular the members of the Ambulant In Fabulam
|
||
RPGamers Society, the original inspiration behind this guide.
|
||
|
||
This guide is based in large part on Appendix 1 of Alexander Scott's
|
||
MAELSTROM roleplaying game, published by Penguin in 1984, and worth
|
||
getting just for this section. No challenge is made to any copyright
|
||
status held on this work.
|
||
|
||
This guide was partly inspired by the game MIDDLE-EARTH ROLE PLAYING<4E>, c
|
||
1986 Tolkien Enterprises. No challenge is made to any copyright status
|
||
held on this work.
|
||
|
||
This guide was also partly inspired by the DRAGON WARRIORS game by Dave
|
||
Morris and Oliver Johnson which was published by Corgi Books, from
|
||
1983-1986.
|
||
|
||
I would like to thank Daniel Mayes for his playtesting the first edition
|
||
of this guide, Paul Mathews for playtesting the second edition of the
|
||
guide and David Gillet for playtesting the third edition of this guide.
|
||
|
||
I used for background information a document called `The Great Net Herb
|
||
Pamphlet.' I have been unable to identify the author(s) of this
|
||
pamphlet.
|
||
|
||
I would like to thank the denizens of the e-mail lists ADND-L, REALMS
|
||
and GMAST- L, and members of the IRPS for their comments, criticisms and
|
||
advice concerning this herbal and their discussions on many aspects of
|
||
role playing.
|
||
|
||
I would like to thank all people who have written or contributed to
|
||
official or unofficial rules supplements on the Net and elsewhere for
|
||
their inspiration in particular Gary Gygax and Dave Arneson, authors and
|
||
originators of "Dungeons & Dragons", Ed Greenwood, the creator of "The
|
||
Forgotten Realms", Desmond Reid, author of "The AD&D Guide to Drugs"
|
||
and the author(s) of the "Netbook: Poisons of the Realm", but I don't
|
||
know who they are.
|
||
|
||
I welcome criticisms about this guide and contributions to future
|
||
editions. Any contributions that I incorporate will be acknowledged in
|
||
the guide.
|
||
|
||
I can be e-mailed at:
|
||
drednort@bud.swin.edu.au
|
||
|
||
or by normal mail:
|
||
Mr Shaun Hately
|
||
45 Moreton St
|
||
Frankston North
|
||
Victoria 3200
|
||
AUSTRALIA
|
||
|
||
|