THE GUIDE TO HERBS FOR RPGs 4th Edition By Shaun Hately --==(AMBULANT IN FABULAM)==-- COPYRIGHT STATEMENT This guide is (c) 1996 Shaun Hately 1996, except where copyright is already owned by someone else. Portions of this guide are (c) Druann Pagliasotti 1996, and are used with permission. These sections are indicated and no challenge is made to their copyright status. All Rights are reserved on this guide. However permission is granted to distribute this guide in any way or form provided the following conditions are met. 1) no charge is made for the guide. A charge for materials, such as paper is permitted, but no profit is to be made. 2) the guide is distributed in its entirety. In particular this copyright statement is attached, and the list of contributors is left intact. Obviously, I have no way of enforcing these conditions, but I have put a lot of work into this guide and I believe it is only fair that other contributors and myself get the credit (or the abuse!) we deserve. This guide has been inspired by games systems owned and copyrighted by others, most notably `Dungeons & Dragons', and `Advanced Dungeons and Dragons' owned by TSR Inc, `Middle-Earth Role-Playing' owned by ICE, `Maelstrom' written by Alexander Scott and published by Penguin, and `Dragon Warriors' written by Dave Morris and Oliver Johnson, and published by Corgi. The author of this guide acknowledges this inspiration but does not believe that this guide infringes on their copyright. No challenge is made to the copyright status or ownership of any work. The author of this guide wishes to indicate his support of copyright laws, and the efforts of game companies to protect their rights. This is the opinion of the author (Shaun Hately) only, and is not necessarily the opinion of other contributors to this guide. INTRODUCTION "Anything green that grew out of the mould Was an excellent herb to our fathers of old." -Rudyard Kipling Welcome to the fourth edition of "The Guide to Herbs for RPGs", the second edition of this guide to be distributed by e-mail and across the Internet. Herbs have been a staple of fantasy literature for many years. Striders use of Athelas in "The Lord of the Rings" to cure Frodo, and Polgara's herb lore in "The Belgariad" and "The Mallorean" are two examples that come to mind. The first edition of this guide was written in response to a request by one of my players for more detailed use of the Herbalism proficiency than that supplied in the core AD&D rules, and also to provide a general system which can be converted to other rules systems fairly easily. This was in 1990 or 1991 and that edition was nothing more than an adaptation of the herbs contained in Alexander Scott's Maelstrom RPG adapted to AD&D rules, a description of each herb, the chance of finding it, its preparation time, and its cost. This guide was quite useful, though several problems were found with it. The guide was used for a few years and my printed copy (done on a Commodore 64 and a 9 pin printer) became covered in pen and pencil additions and clarifications. In early 1995 I began GMing a new campaign and I decided to rewrite my herbal on my new 486. This second edition contained the same herbs as the first edition but with the addition of clearer descriptions, the addition of the Locale in which each herb could be found, and an Ability Check roll required to use each herb successfully. This herbal was much more useful than the previous one. In mid 1995, I gained net access for the first time, and discovered the phenomena of NetBooks, and unofficial supplements to various role playing games. I downloaded these and began to use them in my games. As a student I can not afford to buy all the commercially produced supplements for use in my games, and so these unofficial (and free!) supplements were a gift from the Gods. In December 1995 and January of this year (1996), I revised my Herbal once again, incorporating herbs from the RPG Middle-Earth Role Playing (MERP), and on returning to University at the start of March, subscribed to the ADND-L e-mail list, and offered the Herbal to the inhabitants of that list. I received over 300 requests for the Herbal, and was informed that there was interest in Herbalism on the REALMS mailing list. I subscribed to this list as well, and offered the Herbal once again. I received more requests from this list. I have received e-mail (both praise and criticism) from many of the people who are using my herbal, and this has encouraged me to put together a new revised edition. In particular, special mention must go to Druann Pagliasotti whose assistance in compiling this new edition has been considerable. Druann has contributed new herbs, as well as sending me a list of suggested clarifications, and amendments to over forty herbs that I had designed. This edition includes herbs that other people have added to my rules, and new herbs that I have developed. It also includes more detailed physical descriptions of some of the herbs from previous editions where I have been able to find them. I welcome the contributions I have received to this guide, but as always all responsibility for any errors and discrepancies is mine and mine alone. I welcome contributions, criticisms and comment on my guide, and will try to incorporate these in any future editions of the guide. Some people may have noticed that the title of the guide has changed from "The AD&D Guide to Herbs" to "The Guide to Herbs for RPGs". This occurred because of advice that the original title was not compatible with the guides status as unofficial. Please feel free to distribute this guide in unedited form in any format that you desire. I only ask that my contribution and that of other people is acknowledged and that the guide is distributed free of charge. NOTE: In my guide I have used the term "Autumn" instead of "Fall" to describe the seasons between Summer and Winter. I have also used the correct Australian English spelling for words. I have altered contributions received from other people for the sake of consistency. I have received e-mail criticising me for this, saying "you should use the American conventions, because most AD&D players are American." (By the way, this was not intended as a flame, but was part of some useful constructive criticism.) I have been taught English as it is spoken and written in my native country, and I will write and speak in that way. There are several reasons for this. 1) If I was attempting to write for a specific country, I would use their own conventions. I am not. I am writing this guide for everyone who requests it. I received requests for the last edition of this guide from the United States, the United Kingdom, Ireland, Canada, Spain, France, Belgium, Germany, Australia, New Zealand, South Africa, Argentina, Chile and Zaire and possibly from other countries as well. 2) If I decided to write this guide in `correct' English, I would be faced with the problem of what is `correct'. Is it American English, that of the largest English speaking country on Earth or British English, the source of the language. 3) I believe that the differences in English from country to country are so minor that all English speaking people on Earth will be able to read my guide with no problems. I should note here that this herbal is not `accurate' in terms of the real use of herbs in our world. This is because my skills in Herbalism are very limited. I am not a professional herbalist just someone with an interest in the topic (especially from a gaming point of view). I have endeavoured to be as accurate as possible in terms of descriptions, but sometimes I am trying to describe a herb after seeing a black and white drawing. I have tried to be accurate in terms of naming the herbs, but some herbs have many different names. Bilberry for example is also known as Huckleberry, Whortleberry, Hurtleberry, Whin-berry, Wimberry, Black heart, and Hurts. I have also ascribed to some herbs powers that do not exist in the real world. For example there is no herb that bestows infravision on a person in our world (as least I assume there isn't!) but such herbs do exist in the guide. This is because the guide has been written for a fantasy game, and I felt that the powers ascribed to these herbs in legend and tradition could actually exist in fantasy worlds. I would also like to apologise for the fact that some of the herbs contained within have no physical descriptions. This is because I just can't find any. If anyone feels that I have made mistakes in identifying herbs, or their curative properties, they should feel free to contact me, either by e-mail or by mail. For anyone who wants to find accurate books on Herbalism and its real life applications, please refer to the books in the reference section. 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. It may be used only by characters with the Herbalism proficiency. The description of each herb contains the following information: NAME: This is what the herb is called. In brackets after each name is the name of the person who developed the herb for the guide, and the source of the herb if applicable. 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 GM should decide what effects these herbs have if any. Description: This section describes what the herb can do. The GM 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 GM who wishes to have detailed poisons in their games is referred to the "Netbook: Poisons of the Realm", (author unknown to me) 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, 1st July, 1996 NOTE ON THE USE OF THE AD&D "LOCATE ANIMALS OR PLANTS" SPELL: Players with access to the 1st level Priest Spell "Locate Animals or Plants" will try to use it to locate specific herbs. If this occurs I would suggest that the Dungeon Master uses the percentage score given under "Available" in each herbs description as the chance that the herb will be detected each round, subject to the local environment and season. However I would remind the GM that according to the PHB, the results of this spell are always determined by the GM. If the GM does not want the herb to be found, it should not be found. NOTES ON THE USE OF HERBS by Druann Pagliasotti and Shaun Hately Unless otherwise indicated in text, any cut herbs and preparations of herbs only have a shelf life of 3d6 weeks. Dried herbs have a shelf life of 1d4 years if kept in a sealed container away from moisture (but not all of these herbs can be used in a dried form). Potions, on the other hand, have an indefinite lifespan - which is why they're more expensive yet still desirable. A rule of thumb for purchasing is that the chance of purchasing an herb in a large city WITHIN its native region is equal to the chance of finding it in the wild (and the price will remain the same); the chance of purchasing an herb in a large city OUTSIDE of its native region is equal to half the chance of finding it in the wild (and the price will be half again as much); and the chance of purchasing an herb in a large city OPPOSITE of its native region (eg., artic vs. desert) is one quarter of the chance of finding it in the wild (and the price will be doubled or tripled). The GM of an individual campaign must rule on the use of this guide. They must decide whether or not they wish it to be used at all, and they must modify it to fit their campaign. Some of the herbs contained in this guide are extremely powerful, and if they are overused they will unbalance the game. The prices given for herbs are only guidelines and must be treated with common sense. In plague years, for example the cost of herbs that protect against plague will increase incredibly. And if the characters stumble into a herbalist while supporting a friend who is on the verge of death from snakebite, the herbalist may decide to charge well above the going rate. Some apothecarists are nothing but charlatans and will sell anything while saying it is a wondrous herb. Once again, I must point out that this guide is intended for use in games only. Do not use it as a guide to herbal medication. Many plants are highly poisonous and experimenting can be extremely dangerous. THE HERB LIST ADDER'S TONGUE (Shaun Hately) Available: Spring 10% Locale: Temperate Rural Preparation: 3 days Cost: 5 gp/ 15 gp Uses: 1 Ability Check: Intelligence -2 The herb has one leaf which grows from a stalk about three inches from the ground. It's appearance gives it its name. The leaf must be boiled in olive oil and set in the sun for three days. At the end of that time the infusion can be used as a balm for wounds. In the event that the wound is infected the balm will draw out the infection within one day. However for that one day the damage caused by the infection will be twice as severe. If the wound is not infected the balm will increase the rate of healing by 1 hp for that day. AGRIMONY (Shaun Hately) Available: Summer 30% Locale: Temperate Forest Preparation: 1 week Cost: 2 gp/ 8 gp Uses: 3 Ability Check: Intelligence Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven inches long, which are serrated, green on top and white underneath. It has yellow flowers with five petals which are arranged in a spike on top of the stem. Its dried leaves must be boiled in a pint of red wine for five minutes, and then left to stand for an hour. It should then be used on sprains and bruises in a compress. A successful application will cure sprains and bruises in half the normal time. ALDAKA (Shaun Hately from ICEs "MERP" RPG) 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. ALKANET (Shaun Hately) Available: Summer 30% Locale: Temperate Rural Preparation: none Cost: 2 gp/ 2 gp Uses: 1 Ability Check: Intelligence -4 This plant has a thick red root, narrow hairy leaves, and small red or blue flowers. The root can be eaten directly upon being drawn out of the ground but will only keep for a week or so. The herb allows a +1 bonus to any saving throw vs ingested poisons for 1d8 hours after eating. ALL-HEALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG) Available: Autumn 75% Locale: Temperate Forest Preparation: 2 weeks Cost: 2 gp/ 10 gp Uses: 7 Ability Check: Intelligence +1 When All-heale is mixed in a pint of olive oil and 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 (Shaun Hately from ICEs "MERP" RPG) Available: Autumn, Winter 55% Locale: Temperate Grassland 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. AMRANS (Druann Pagliasotti) Available: Spring 40% Locale: Rivers, Rural Preparation: 3 days/ 1 week Cost: 50 gp/ 50 gp Uses: 1 Ability Check: Intlligence -2 The lilac flowers can be prepared into a potion that rapidly cures wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared (for 3 days)) ANGELICA (Shaun Hately) Available: Summer 30% Locale: Mountains Preparation: 1 hour Cost: 5 sp/ 1 gp Uses: 2 Ability Check: Intelligence -3 Angelica's root should be boiled in water for an hour and then drunk in order to relieve coughs. The plant can grow to a height of eight feet. It has a hollow stem and has large, broad pointed leaves at the base of the stem. It has a cluster of white or pink flowers at the top of the stem. The herbs does not in any way act as a cure for any disease causing a cough, it merely reduces the amount of coughing. ANSERKE (Shaun Hately from ICEs "MERP" RPG) 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. ARCHANGELICA (Druann Pagliasotti) Available: Summer 30% Locale: Swamp Preparation: none Cost: 5 sp/ 5 sp Uses: 1 Ability Check: Intelligence -2 This white flowering plant has black seeds and roots with a sharp taste. The root, when brewed, makes a hot, peppery decoction that helps alleviate common colds, flu and congestions (doubles recovery time, adds +2 to Constitution rolls to prevent colds in bad weather). ARFANDAS (Shaun Hately from ICEs "MERP" RPG) Available: Autumn, Winter 50% Locale: Rivers 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 (Shaun Hately from ICEs "MERP" RPG) 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. The effect is not cumulative. ARLAN (Shaun Hately from ICEs "MERP" RPG) Available: Autumn 60% Locale: Grassland 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 it is used within 5 rounds. Arlan will also speed a persons recovery from respiratory illness by five times. ARNICA (Shaun Hately) Available: Summer 25% Locale: Mountains Preparation: none Cost: 1 gp/ 1 gp Uses: 1 Ability Check: Intelligence -6 This plant grows to a height of 1 to 2 feet. It has a hairy stem on which its leaves are arranged in pairs. It has orange flowers. These 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 successful application will cause the bruise to fade within one day. The pollen of the flowers if inhaled will cause uncontrollable sneezing. A phial of arnica carried in a persons pocket is also reputed to help a person quit smoking. ARNUMINAS (Shaun Hately from ICEs "MERP" RPG) 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 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™, 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