From: Shaun Owen Hately <[0--54--6] at [bud.cc.swin.edu.au]> Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: Herbal for AD&D Date: 8 May 1996 14:19:49 -0400 I am posting this to the archive in the hope of getting some feedback. I am midway through writing the fourth edition of this herbal and would appreciate any suggestions or criticism. E-Mail: [d--dn--t] at [bud.swin.edu.au] Yours Without Wax . - ~ ~, This virtual flower is in Dreadnought .~_ . - ~.'~_~. memory of the victims of the .--~-. | { Port Arthur massacre, 28th '-~ -. ` }.; April 1996 _`.__|`.~.{ _ _ .-: `---._ .| .-~ .-~ } \ \__ .~ .-~ .~ \ \' \ '_ _ -~ `.`. // . - ~ ~-.__`.`-.// .-~ . - ~ }~ ~ ~-.~-. .' .-~ .-~ |/~-.~-./| /_~_ _ . - ~ ~-.~-._ THE GUIDE TO HERBS FOR AD&D 3rd Edition By Shaun Hately --==(AMBULANT IN FABULAM)==-- NOTE: AD&D is a registered trademark of TSR Inc. The use of this term is not intended as a challenge to the trademark status and ownership of TSR Inc. This is a guide for game purposes only. DO NOT under any circumstances, use any of the herbs contained in this guide for any real life purpose. This guide is (c)1996, Shaun Hately, except where copyright is already owned by someone else (See Acknowledgments). Permission is granted to distribute this guide in unedited form, provided no profit is made. The information contained above, and the acknowledgments section must also be included. HOW TO USE THIS GUIDE This guide was written in order to allow a more detailed method of using the Herbalism Non Weapon Proficiency than that provided in the PHB. The description of each herb contains the following information: NAME: This is what the herb is called. Available: This is the time of year when the herb is available, and the percentage chance for a person who searches for the herb for one day finding it. Locale: This describes the region in which the herb can be found. Preparation: This describes how long a herb needs to be prepared before it can be used. Cost: The cost before the / is the cost of the herb in raw form. The cost after the / is the cost of buying the herb ready to use. Uses: The number of uses indicates how much of the herb can be found at any one time. Ability Check: The ability check is the value that must be rolled under on a d20 for the use of the herb to be successful. If the ability check is listed as `?' it means that the herb may or may not have the powers attributed to it. If the ability check is listed as `-' then no ability check is needed for success. The DM should decide what effects these herbs have if any. Description: This section describes what the herb can do. The DM who uses or allows this guide in their games should examine it carefully before use, and remove or modify any herbs that they wish. This is particularly true for those herbs that have quite major powers. It will be noted that very few poisons are listed in this guide. This is for two reasons. 1. I believe that a Herbalist should not use their art for nefarious purposes. 2. I believe that allowing players access to too many poisons can severely effect game balance. Any DM who wishes to have detailed poisons in their games is referred to the "Netbook: Poisons of the Realm" which I find to be excellent for the purpose. It should also be noted that I have tried not to include herbs that could be classed as "Drugs" with the connotation of illicit use. This is because I do not wish to be seen to be supporting illicit drug use. Having said that, for anyone who wishes to use drugs in their games, I refer them to "The AD&D Guide to Drugs" written by Desmond Reid which has excellent rules on all aspects of drug use including addiction and its effects. The drugs contained within it could be converted to my system fairly easily. ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT UNDER ANY CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN THIS GUIDE FOR ANY REAL LIFE PURPOSE. Shaun Hately, 6th March 1996 ALDAKA Available: Winter 5% Locale: Mountains Preparation: 1 week Cost: 100 gp/ 1000 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, sight will be restored to the recipient provided the eye remains. ALL-HEALE Available: Autumn 75% Locale: Temperate Forest Preparation: 2 weeks Cost: 2 gp/ 10 gp Uses: 7 Ability Check: Intelligence +1 When All-heale is applied to a wound, (one application per day), the recipient will heal even if still working as normal. With rest, the recipient will heal at three times the normal rate. ALOE Available: Autumn, Winter 55% Locale: Temperate Scrub Preparation: none Cost: 5 cp/ 5 cp Uses: 2 Ability Check: Intelligence The leaf of Aloe applied to a wound, will double the natural healing rate of burns and minor cuts. ANSERKE Available: Summer 30% Locale: Coastal Regions Preparation: none Cost: 75 gp/ 75 gp Uses: 1 Ability Check: Intelligence -4 The root must be applied to a bleeding wound. Within three rounds it will have stopped the bleeding. The recipient must not move for one turn or risk the wound reopening. ARFANDAS Available: Autumn, Winter 50% Locale: Freshwater Banks Preparation: 1 day Cost: 2 sp/ 3 sp Uses: 4 Ability Check: Intelligence -6 If the stem of Arfandas is bound up in the dressing of a fracture, it will double the rate of healing for that fracture. ARKASU Available: Autumn 55% Locale: Temperate Grassland Preparation: none Cost: 12 gp/ 12 gp Uses: 3 Ability Check: Intelligence -3 When the sap of the Arkasu plant is applied to wounds, it doubles the rate of healing. ARLAN Available: Autumn 60% Locale: Grasslands Preparation: none Cost: 20 sp/ 20 sp Uses: 1 Ability Check: Intelligence -5 The leaf of Arlan when applied to a wound will heal 1 hp of damage if used within 5 rounds. Arlan will also speed a persons recovery from respiratory illness by five times. ARNUMINAS Available: Autumn 70% Locale: Temperate Grassland Preparation: none Cost: 6 gp/ 6 gp Uses: 5 Ability Check: Intelligence -1 The leaf of this plant should be applied to the site of ligament, cartilage, or muscle damage. If successful, it will double the speed of healing of such damage. ARPUSAR Available: Autumn 40% Locale: Freshwater Banks 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. ATHELAS Available: Autumn 45% Locale: Temperate Forest Preparation: 1 week Cost: 200 gp/ 1000 gp Uses: 3 Ability Check: ? According to legend, the leaves of Athelas when brewed in Elven wine by the hands of a King is capable of curing anything. ATIGAX 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 Available: Autumn, Winter 45% Locale: Freshwater Banks 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. BASE MULLEIN Available: Always 90% Locale: Temperate Rural Preparation: none Cost: 10 sp/ 10 sp Uses: 1 Ability Check: Intelligence If this herb is applied to a burn within one hour, it will reduce the damage taken from the burn, by half. BELAN 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 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. BISHOP'S WEED Available: Summer 45% Locale: Temperate Rural Preparation: 3 weeks Cost: 4 gp/ 10 gp Uses: 3 Ability Check: Intelligence -6 This herb will protect people from Plague. It is drunk in wine, and is effective for one week. In plague years, its price increases rapidly. BRELDIAR 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 Available: Always 55% Locale: Swamp Preparation: 3 days Cost: 2 sp/ 3 sp Uses: 2 Ability Check: Intelligence +3 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. BURSTHELAS 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. CAT'S TAIL Available: Summer 75% Locale: Temperate Forest Preparation: 1 week Cost: 1 gp/ 3 gp Uses: 1 Ability Check: Intelligence -6 This herb when made into a salve, will heal all damage to a person's heel. COLEWORT Available: Spring, Summer 70% Locale: Temperate Forest Preparation: none Cost: 6 sp/ 6 sp Uses: 1 Ability Check: Intelligence -4 Anyone who chews on colewort before drinking will remain sober for the entire evening. COW PARSNIP Available: Always 45% Locale: Temperate Forest Preparation: 6 weeks Cost: 3 gp/ 10 gp Uses: 7 Ability Check: Intelligence -6 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 Available: Summer 50% Locale: Temperate Grassland Preparation: 1 week Cost: 2 gp/ 3 gp Uses: 2 Ability Check: Intelligence Cow-wheat will cause a person to act as if drunk. CULKAS 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 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 Available: Autumn 40% Locale: Temperate Forest Preparation: 2 weeks Cost: 3 gp/ 7 gp Uses: 1 Ability Check: Intelligence -2 Darnell will cause dimness of the sight for several hours. DARSURION Available: Winter 50% Locale: Mountain 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. DEADLY-NIGHTSHADE Available: Summer 75% Locale: Forest Preparation: 1 week Cost: 4 gp/ 8 gp Uses: 4 Ability Check: Intelligence +3 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 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. They will keep the person alive for one day. DELREAN 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 Available: Summer, Autumn 55% Locale: Temperate Riverbanks Preparation: 2 weeks Cost: 1 gp/ 5 gp Uses: 3 Ability Check: Intelligence Dittany can be used to draw splinter and bone fragments from a wound. It is also an effective antiseptic for cleaning wounds. DRAAF 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. EBUR 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 Available: Winter 15% Locale: Freshwater Banks 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. ELVISH GALINGALE Available: Spring, Summer 35% Locale: Artic Forests Preparation: 1 week Cost: 1 gp/ 2 gp Uses: 5 Ability Check: Intelligence -4 This herb increases the flow of blood. This is very useful when a person is cold. Its effect lasts several hours. FEBFENDU Available: Winter 5% Locale: Freshwater Coasts 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 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 Available: Summer 65% Locale: Forests Preparation: 3 weeks Cost: 2 gp/ 4 gp Uses: 3 Ability Check: Intelligence +3 This herb will remove the effects of vertigo from a person for up to twelve hours. FLOURE-DE-LUCE Available: Always 60% Locale: Temperate Grassland Preparation: 3 weeks Cost: 3 gp/ 10 gp Uses: 2 Ability Check: Intelligence This herb removes bruises from a body very quickly. FUMITORE Available: Spring, Summer 80% Locale: Coastal Regions Preparation: 2 weeks Cost: 3 gp/ 6 gp Uses: 1 Ability Check: Intelligence This herb prevents hair growing on a characters eyelids. (SEE: MOUNTAIN SETWALL) GARDEN FLAX Available: Spring, Summer 55% Locale: Temperate Forest Preparation: 2 weeks Cost: 3 gp/ 6 gp Uses: 5 Ability Check: Intelligence +3 This herb removes 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. GARIIG 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 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 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. GOLDEN LUNGWORT Available: Summer 80% Locale: Forest Preparation: 1 week Cost: 1 gp/ 2 gp Uses: 6 Ability Check: Intelligence -3 This herb heals the ears of all aches and pains. GYLVIR 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 Available: Summer 55% Locale: Mountain Preparation: 2 weeks Cost: 2 gp/ 5 gp Uses: 3 Ability Check: Intelligence -6 This herb cures skin diseases. HARFY 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 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. HENBANE Available: Summer, Autumn 90% Locale: Temperate Farmland Preparation: 1 week Cost: 1 gp/ 3 gp Uses: 3 Ability Check: Intelligence This herb will nullify the effects of poison weapons, but only if taken before the weapon strikes. HOREHOUND Available: Summer 90% Locale: Coastal Regions Preparation: 4 weeks Cost: 1 gp/ 5 gp Uses: 3 Ability Check: Intelligence -2 This herb will cause the recipient to vomit up any poison in their system. The person will be incapacitated by nausea for 1-3 days. JOJOJOPO 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 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 be collapse into unconsciousness for one hour. KELVENTARI 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. KILMAKUR 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 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 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. LEOPARD'S BANE 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 that eat it, but has no effect on humanoids, demi-humans or humans MAKEBATE 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. MANDRAKE Available: Spring 40% Locale: Temperate Forest Preparation: 4 weeks Cost: 3 gp/ 5 gp Uses: 3 Ability Check: Intelligence +1 This herb sends the recipient to sleep. The sleep will last five hours, during which time the person cannot be woken. MARJEROME 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. MASTERWORT Available: Summer 95% Locale: Temperate Farmland Preparation: 3 weeks Cost: 2 gp/ 7 gp Uses: 7 Ability Check: Intelligence -15 This herb is used as a protection from plague. MEGILLOS 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 Available: Winter 65% Locale: Freshwater Banks 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 Available: Spring, Summer 95% Locale: Temperate Rural Preparation: 2 weeks Cost: 4 gp/ 8 gp Uses: 1 Ability Check: Intelligence -16 This herb protects and treats cholera. MIRENNA 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 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 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 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. NAVEW Available: Winter 60% Locale: Freshwater Banks 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. OIOLOSSE 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 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. It will then keep them alive for 2d10 days. ORACH Available: Summer 45% Locale: Temperate Forest Preparation: 1 week Cost: 2 gp/ 4 gp Uses: 1 Ability Check: Intelligence -2 This herb can cure yellow jaundice. It takes one week to complete a cure, and it leaves a yellow colour in the skin. PALMA ELDATH 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 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. REWK 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 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. SAFFRON Available: Autumn, Winter 60% Locale: Temperate Forest Preparation: 1 week Cost: 20 gp/ 100 gp Uses: 2 Ability Check: Intelligence This herb raises all attribute scores by one for one hour. NOTE: THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE. SARACEN'S CONFOUND Available: Summer 80% Locale: Temperate Rural Preparation: 11 weeks Cost: 1 gp/ 20 gp Uses: 4 Ability Check: Intelligence +3 This herb cures fevers. SERAPIAS TURBITH 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. SPANISH NUT 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 DM 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 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. SWEET TREFOILE 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 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. TAMARISKE Available: Always 20% Locale: Temperate Farmland Preparation: 2 weeks Cost: 5 gp/ 7 gp Uses: 3 Ability Check: Intelligence This herb will cleanse wounds, removing all infection. TERBAS 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 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 scars in a year if applied every week. THURL 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 drunk they will restore 1 hp of damage. UR 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. VINUK 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 waken the person. WILLOW-HERB Available: Summer 60% Locale: Temperate Forest Preparation: none Cost: 5 gp/ 5 gp Uses: 4 Ability Check: Intelligence -2 The smoke of this herb will keep away snakes. WINCLAMIT 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. WOODROSE Available: Summer 60% Locale: Freshwater Banks Preparation: none Cost: 1 gp/ 1 gp Uses: 3 Ability Check: Intelligence If drunk in wine, this herb cause people to become very merry. WOOD SORREL Available: Summer, Autumn 80% Locale: Tropical & Desert Preparation: 2 weeks Cost: 2 gp/ 4 gp Uses: 2 Ability Check: Intelligence This herb keeps people cool. It is obviously invaluable in desert regions. YARAN 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. YAVETHALION 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 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 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. HERBS BY REGION Grassland: Arlan Scrub: Bursthelas Aloe Temperate: Arkasu Klagul Arnuminas Leopard's Bane Atigax Marjerome Cow-Wheat Serapias Turbith Dagmather Ur Floure-de-Luce Vinuk Harfy Yaran Kilmakur Rural: Base Mullein Mugwort Bishop's Weed Rewk Milkworte Saracen's Confound Farmland: Henbane Tamariske Masterwort Forests: Deadly-Nightshade Golden Lungwort Fetherfew Spanish Nut Temperate: All-Heale Kelventari Athelas Mandrake Belramba Orach Cat's Tail Rose Campion Colewort Saffron Cow Parsnip Sweet-Trefoile Darnell Terbas Delrean Throw-Waxe Garden Flax Thurl Goat's Rue Willow-Herb Hawkweed Winclamit Tropical: Land Caltrops Tamarindes Artic: Elvish Galingale Elven: Oiolosse Jungle: Pargen Water: Freshwater Banks: Arfandas Melander Arpusar Navew Attanar Woodrose Edram Coastal Regions: Anserke Felmather Belan Fumitore Degiik Gylvir Draaf Horehound Ebur Olvar Febfendu (Freshwater) Yavethalion Temperate Riverbank: Dittany Swamp: Bull-Rush Mountains: Aldaka Mirenna Darsurion Mountain Garlick Hare's Ears Mountain Setwall Jojojopo Palma Eldath Megillos Volcano: Breldiar Gefnul SPECIAL: Desert: Culkas Wood Sorrel Gariig Wasteland: Kathkusa Chalky Soil: Spiderwort Underground: Zulsendra Zur Tropical: Wood Sorrel Artic: Palma Eldath Herbs by Season: Summer: Anserke Kelventari Base Mullein Kilmakur Belan Klagul Belramba Land Caltrops Bishop's Weed Leopard's Bane Bull-Rush Makebate Bursthelas Marjerome Cat's Tail Masterwort Colewort Milkworte Cow Parsnip Mountain Garlick Cow-Wheat Mountain Setwall Culkas Mugwort Dagmather Orach Deadly-Nightshade Palma Eldath Degiik Pargen Dittany Rose Campion Elvish-Galingale Saracen's Confound Fetherfew Serapias Turbith Floure-de-Luce Spanish Nut Fumitore Spiderwort Garden Flax Sweet Trefoile Gariig Tamarindes Gefnul Tamariske Goat's Rue Throw-Waxe Golden Vinuk Hare's Ears Willow-Herb Harfy Woodrose Hawkweed Wood Sorrel Henbane Zulsendra Horehound Autumn: All-Heale Henbane Aloe Jojojopo Arfandas Kelventari Arkasu Makebate Arlan Marjerome Arnuminas Mountain Garlick Arpusar Mountain Setwall Athelas Palma Eldath Attanar Rewk Base Mullein Saffron Bull-Rush Spanish Nut Cow Parsnip Tamarindes Culkas Tamariske Darnell Thurl Dittany Wood Sorrel Floure-de-Luce Yaran Gylvir Yavethalion Hawkweed Winter: Aldaka Makebate Aloe Marjerome Arfandas Megillos Atigax Melander Attanar Mirenna Base Mullein Mountain Garlick Bull-Rush Mountain Setwall Cow Parsnip Navew Culkas Oiolosse Darsurion Olvar Delrean Palma Eldath Edram Saffron Febfendu Spanish Nut Floure-de-Luce Tamarindes Hawkweed Tamariske Kathkusa Ur Kelventari Zur Spring: Base Mullein Mandrake Breldiar Marjerome Bull-Rush Milkworte Colewort Mountain Garlick Cow Parsnip Mountain Setwall Culkas Palma Eldath Draaf Serapias Turbith Ebur Spanish Nut Elvish-Galingale Spiderwort Felmather Sweet Trefoile Floure-de-Luce Tamarindes Fumitore Tamariske Garden Flax Terbas Hawkweed Throw-Waxe Kelventari Winclamit Makebate Herbs by Region and Season: Grassland: Summer: Bursthelas Temperate: Cow-Wheat Klagul Dagmather Leopard's Bane Floure-de-Luce Marjerome Harfy Serapias Turbith Kilmakur Vinuk Rural: Base Mullein Mugwort Bishop's Weed Saracen's Confound Milkworte Farmland: Henbane Tamariske Masterwort Autumn: Scrub: Aloe Temperate: Arkasu Marjerome Arnuminas Yaran Floure-de-Luce Rural: Base Mullein Rewk Farmland: Henbane Tamariske Winter: Scrub: Aloe Temperate: Atigax Marjerome Floure-de-Luce Ur Rural: Base Mullein Farmland: Tamariske Spring: Temperate: Floure-de-Luce Serapias Turbith Marjerome Rural: Base Mullein Milkworte Farmland: Tamariske Forests: Summer: Deadly-Nightshade Golden Lungwort Fetherfew Spanish Nut Temperate: Belramba Kelventari Cat's Tail Orach Colewort Rose Campion Cow Parsnip Sweet-Trefoile Garden Flax Throw-Waxe Goat's Rue Willow-Herb Hawkweed Tropical: Land Caltrops Tamarindes Artic: Elvish Galingale Jungle: Pargen Autumn: Spanish Nut Temperate: All-Heale Kelventari Cow Parsnip Saffron Darnell Thurl Hawkweed Tropical: Tamarindes Winter: Spanish Nut Temperate: Cow Parsnip Kelventari Delrean Saffron Hawkweed Tropical: Tamarindes Elven: Oiolosse Spring: Spanish Nut Temperate: Colewort Mandrake Cow Parsnip Sweet-Trefoile Garden Flax Terbas Hawkweed Throw-Waxe Kelventari Winclamit Tropical: Tamarindes Artic: Elvish Galingale Water: Summer: Freshwater Banks: Woodrose Coastal Regions: Anserke Fumitore Belan Horehound Degiik Temperate Riverbank: Dittany Swamp: Bull-Rush Autumn: Freshwater Banks: Arfandas Attanar Arpusar Coastal Regions: Gylvir Yavethalion Temperate Riverbank: Dittany Swamp: Bull-Rush Winter: Freshwater Banks: Arfandas Melander Attanar Navew Edram Coastal Regions: Febfendu (Freshwater) Olvar Swamp: Bull-Rush Spring: Freshwater Banks: Arfandas Arpusar Coastal Regions: Draaf Felmather Ebur Fumitore Swamp: Bull-Rush Mountains: Summer: Hare's Ears Mountain Setwall Mountain Garlick Palma Eldath Volcano: Gefnul Autumn: Jojojopo Mountain Setwall Mountain Garlick Palma Eldath Winter: Aldaka Mountain Garlick Darsurion Mountain Setwall Megillos Palma Eldath Mirenna Spring: Mountain Garlick Palma Eldath Mountain Setwall Volcano: Breldiar SPECIAL: Summer: Desert: Culkas Wood Sorrel Gariig Chalky Soil: Spiderwort Underground: Zulsendra Tropical: Wood Sorrel Artic: Palma Eldath Autumn: Desert: Culkas Wood Sorrel Tropical: Wood Sorrel Artic: Palma Eldath Winter: Desert: Culkas Wasteland: Kathkusa Underground: Zur Artic: Palma Eldath Spring: Desert: Culkas Chalky Soil: Spiderwort Artic: Palma Eldath ACKNOWLEDGMENTS 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(TM), (c)1986 Tolkien Enterprises. No challenge is made to any copyright status held on this work. I would like to thank Daniel Mayes for his playtesting the first edition of this guide, and Paul Mathews for playtesting the second edition of the guide. I would also like to thank Paul Mathews for proofreading the third edition of this guide, and finding my mistakes, but any mistakes that remain are still of course, entirely my fault. Paul Mathews was also responsible for the charts organising the herbs by region and season. I would like to thank all people who have written or contributed to unofficial rules supplements on the Net and elsewhere for their inspiration is particular 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: [d--dn--t] at [bud.swin.edu.au] or by normal mail: Mr Shaun Hately 45 Moreton St Frankston North Victoria 3200 AUSTRALIA