16
THE SEARCH FOR GOOD HERBS Copyright Tao Romero ([email protected] ) © 2005 Edited By Peter Mork for The Guild Companion The following rules and tables are intended to complement those I presented in The Guild Companion in November 2001. All the formulae that were introduced to make searching for herbs in Rolemaster more realistic and flexible have been put into tables, so that practically no calculations are needed. Switch off your calculator and follow these simple steps whenever a character decides to look for an herb. First of all, the character has to specify for which herb he wants to search. A character shouldn’t be able to look for many different herbs at a time, nor try to wander randomly in the fields and hope to fall upon a valuable healing plant (see below). Once the character has finally decided what plant he will quest for, the GM then determines if the plant is available or not. To do so, an availability factor has been provided for each herb. This factor is directly related to the difficulty of finding the herb, which, in my opinion, depends how long it blossoms each year. Thus, the harder it is to find, the shorter is its available period. In order to randomly determine this period, the following table was given in the previous article about foraging for herbs. Difficulty to find the herb d100 roll 1 2 3 4 5 6 7 8 9 01-10 250 200 100 60 30 20 10 5 1 11-25 270 220 120 70 40 23 14 7 2 26-40 285 235 135 80 50 26 17 9 4 41-60 307 250 150 90 60 30 20 10 5 61-80 315 270 165 100 65 38 25 13 7 81-90 330 285 185 110 71 45 29 17 9 91-94 345 295 205 120 77 53 36 20 11 95-99 355 305 225 130 83 60 40 22 13 100 365 320 250 140 90 70 45 25 15 Table 1. Length of availability period This table is, however, of little use for the GM to determine if an herb is available (blossoming) the moment the character wants to look for it, unless a scrupulous calendar is kept during the game. To cope with this problem use table 3.a which provides an availability factor (AvF, based on the length of the availability period) and a cycle (based on the length of the unavailability period). To determine if the plant is in season or not, roll 1d100. If the result is higher than the AvF, the herb is currently ripe, or will be soon, and is there to be found by the eager character. For herbs with a long availability period, a successful availability roll means the herb can be harvested immediately. For herbs with a short availability period (indicated with hatching in table 3.a) the herb will be available sometime in the next several days. The GM should choose a value no greater than the indicated cycle value.

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Page 1: THE SEARCH FOR GOOD HERBS

THE SEARCH FOR GOOD HERBS Copyright Tao Romero ([email protected]) © 2005

Edited By Peter Mork for The Guild Companion The following rules and tables are intended to complement those I presented in The Guild Companion in November 2001. All the formulae that were introduced to make searching for herbs in Rolemaster more realistic and flexible have been put into tables, so that practically no calculations are needed. Switch off your calculator and follow these simple steps whenever a character decides to look for an herb. First of all, the character has to specify for which herb he wants to search. A character shouldn’t be able to look for many different herbs at a time, nor try to wander randomly in the fields and hope to fall upon a valuable healing plant (see below).

Once the character has finally decided what plant he will quest for, the GM then determines if the plant is available or not. To do so, an availability factor has been provided for each herb. This factor is directly related to the difficulty of finding the herb, which, in my opinion, depends how long it blossoms each year. Thus, the harder it is to find, the shorter is its available period. In order to randomly determine this period, the following table was given in the previous article about foraging for herbs.

Difficulty to find the herb d100 roll 1 2 3 4 5 6 7 8 9

01-10 250 200 100 60 30 20 10 5 1 11-25 270 220 120 70 40 23 14 7 2 26-40 285 235 135 80 50 26 17 9 4 41-60 307 250 150 90 60 30 20 10 5 61-80 315 270 165 100 65 38 25 13 7 81-90 330 285 185 110 71 45 29 17 9 91-94 345 295 205 120 77 53 36 20 11 95-99 355 305 225 130 83 60 40 22 13 100 365 320 250 140 90 70 45 25 15

Table 1. Length of availability period

This table is, however, of little use for the GM to determine if an herb is available (blossoming) the moment the character wants to look for it, unless a scrupulous calendar is kept during the game. To cope with this problem use table 3.a which provides an availability factor (AvF, based on the length of the availability period) and a cycle (based on the length of the unavailability period). To determine if the plant is in season or not, roll 1d100. If the result is higher than the AvF, the herb is currently ripe, or will be soon, and is there to be found by the eager character. For herbs with a long availability period, a successful availability roll means the herb can be harvested immediately. For herbs with a short availability period (indicated with hatching in table 3.a) the herb will be available sometime in the next several days. The GM should choose a value no greater than the indicated cycle value.

Page 2: THE SEARCH FOR GOOD HERBS

If the result is lower than the AvF, another availability roll cannot be made until a whole cycle has elapsed. At this point, if the character still wants to search, the AvF becomes [103-(# of elapsed cycles)x3] (see table 3.b). The AvF can be determined randomly, using table 3.a, or predetermined for each herb. At the end of this article is a table listing the AvF and cycle for each herb in MERP. Note that the character doesn’t know necessarily if the herb is there or not when he looks for it, but he can determine if the availability roll was successful by making an Herb Lore manoeuvre. If the herb is available, the second step is to determine the number of doses the PC would find if he searched for an entire 8 hours. Compare the character’s Foraging manoeuvre with the difficulty of finding the herb in table 4 using the middle column or, to introduce a random factor, roll 1d6 and use the indicated column. The next step is to work out how many doses the character finds after each hour of searching. For this step I use the formula given in the previous article, but I have consolidated these calculations in 2 tables. Table 5 gives the percentage chance to find some number of doses as a function of the time spent searching in vain. For example, if it is the first hour and you are will ultimately find 15 doses, then you’ll have a 22% chance to find something that hour. However, if it was your third hour of searching, you would have an 88% chance to find something. Note that the determining factor is the number of hours of searching in vain, not the total time elapsed looking for the herb (i.e., once one or more doses are found, you must start over with the first row). After each hour the character spends foraging, allow him another search roll, and if the result is lower than the corresponding percentage, he manages to find something. The final step is to determine how many doses the PC finds whenever the search roll is successful. For this, use table 6. Simply compare the total time elapsed with the number of remaining doses. The value given is the number of doses found. Note that after 8 hours of search, all doses will have been found. Here are all the steps summarized:

• The GM makes an availability roll and compares the result to the AvF of the desired plant to see if it is available.

o If it is available, choose how soon it will be available (if necessary). o If it’s not available, the AvF becomes [103-(# of cycles elapsed)x3] for the next

cycle (see table 3.b). • Let the PC make an Herb Lore manoeuvre to see if he is aware of the herb’s availability. • Let the PC make a Foraging manoeuvre to determine the total number of doses found in an 8

hour search (table 4). • The GM checks up the % of finding something for the current hour of searching (table 5)

and makes a search roll. o If the search roll is lower, determine the number of doses found with table 6. If the

PC keeps searching, return to the first row in table 5. o If the search roll is higher and the PC keeps searching, move to the next row in table

5 and make another search roll for the next hour. Example: Wildermin wants to find the Argsbargie flower, an antidote for muscle poison that grows in the desert and is hard to find (diff. 5). As given by the herb list, the AvF of the herb is 83, with a

Page 3: THE SEARCH FOR GOOD HERBS

cycle of 21 days. The GM rolls and gets 65, a result lower than 83, so the herb will not be available for the next 21 days. Fortunately, a successful Herb Lore manoeuvre by Wildermin provides him with this bad news, so he doesn’t engage in a futile search. Out of curiosity, Wildermin would like to know when this herb will be available, information to which he has access given the successful Herb Lore manoeuvre. Having failed the first AvF roll, the Avf becomes 97 for the next cycle. The GM rolls, and gets 25, so it will not be available for the second cycle of 21 days. For the 3rd cycle, the AvF is 94, and the roll is 31. The subsequent rolls are 36, 68, 50, 66, 08, 04, 61, and 98. The last result is lower than the corresponding AvF of 70. So the herb will be available starting sometime between the 231st day to the 252nd day, and will remain available for a period of 65 days (see table 1). Wildermin decides that an easier herb makes more sense, so he decides to search for Gariig, a cactus with a difficulty of 3. The AvF is 74, and the availability roll is 92, so it is available! Wildermin, after a successful Herb Lore manoeuvre knows this, and begins searching. His Foraging total is 126. The GM rolls a 5 (on 1d6), which means Wildermin will find 7 doses after searching for 8 hours, but he doesn’t know this (the GM must keep this secret!). So Wildermin starts searching, and after an hour, the chance that he finds something is 10% (see table 5). The GM rolls and gets 53, so nothing is found. Next hour the chances are 20%, because it is his 2nd hour of searching in vain. The GM gets 14 this time, and since he has been looking for a total of 2 hours, Wildermin finds 1 dose. For the 3rd hour, his chances of finding something return to 10%, because he found something the previous hour. The GM rolls 92, so nothing is found. For the 4th hour, the chance is 20%, and the GM gets 82, so more nothing. For the 5th hour, the chance is 40%, and with a roll of 16, Wildermin finds something. It is the 5th hour of searching, and there are still 6 remaining doses to be found, so he finds 3 doses. The 6th hour, the chance to find something drops to 10%, and nothing is found (the GM rolls 87). The 7th hour, the GM rolls 07, which is lower than 20%, so 2 doses are found. At the end of the 8th hour, the remaining doses are found, which in this case is a single dose. “What plants do I know grow in this area?” If the PC wants to determine which herbs he can search for in the area, let him make an Herb Lore manoeuvre and consult the following table. The result provided is the percentage of plants of a certain difficulty that the character knows might be available in the area. The PC cannot try again until he moves to another area.

Page 4: THE SEARCH FOR GOOD HERBS

Herb difficulty

% 1 2 3 4 5 6 7 8 9 (-120) - (-71) 0 0 0 0 0 0 0 0 0 (-70) – (-21) 10 0 0 0 0 0 0 0 0

(-20) – 4 30 10 0 0 0 0 0 0 0 5 – 30 50 30 20 10 0 0 0 0 0

31 – 50 70 50 40 20 10 0 0 0 0 51 – 70 80 70 60 50 30 10 0 0 0 71 – 85 90 80 70 60 50 30 10 0 0 86 – 95 100 90 80 70 60 50 30 0 0

96 – 105 100 100 90 80 70 60 50 10 0 106 – 115 100 100 100 90 80 70 60 30 0 116 – 125 100 100 100 100 90 80 70 50 10 126 – 135 100 100 100 100 100 90 80 60 30 136 – 145 100 100 100 100 100 100 90 70 50 146 – 155 100 100 100 100 100 100 100 80 60 156 – 165 100 100 100 100 100 100 100 90 70 166 – 175 100 100 100 100 100 100 100 100 80 176 – 185 100 100 100 100 100 100 100 100 90

186 – 195 100 & availability 100 100 100 100 100 100 100 100

196 – 215 100 & availability

100 & availability 100 100 100 100 100 100 100

216 – 255 100 & availability

100 & availability

100 & availability 100 100 100 100 100 100

256 – 305 100 & availability

100 & availability

100 & availability

100 & availability

100 & availability

100 & availability

100 & availability

100 & availability

100 & availability

Modifiers: +20 if own natural flora +15 for rangers and animists

Table 2. Known herbs in an area “Can I keep an eye out for herbs while travelling?” I do not allow this. When a PC is travelling, he is following a path or a road. The chances that an herb is growing nearby the path are quite low. It can happen, like when you find cash while walking in the street, but it is so rare that I don't take it into account. In addition, many other people walk along the path, so they could also have found the herb, before the PCs. Now you could argue that you most of the time the PCs are travelling through the wilderness. When you are looking for an herb, it is assumed that you know where it grows—in what specific places you should be searching (near waterfalls, in natural caves, at the foot of a tree, etc.). Then, you scan the area, looking for these specific places and searching JUST there. It is a waste of time to search behind rocks if you know the herb grows along a river, for example. A character can't "keep an eye out" to see if he finds an herb, by chance. He must be actively searching, because herbs are not out in the open. After all, they are magical healing herbs, not tomatoes. “And if I want to search for more than an herb at a time?” I think that the previous answer could also apply to this question, at least in part. I think that when a PC is looking for a plant, he is concentrated, scanning the area meticulously, trying to catch the herb among all the vegetation. Searching multiple potential locations will, of course, slow down the search. A simple rule we apply is to distribute the PC’s foraging bonus after subtracting an additional 15 for each herb beyond the first. If he wants, for example, to look for 2 herbs that grow in exactly the same area, he must allocate some portion of his [(Foraging skill bonus)–15] to searching for one of the herbs, and the remaining to the other herb. This will reflect the effort he

Page 5: THE SEARCH FOR GOOD HERBS

dedicates to each of them. To prevent abuse of this rule, I would only allow searching for one additional plant for each +75 of Foraging skill. Thus, +0 to +75 allows you to search for only 1 plant, from +76 to +150 you can search for 2 plants, and beyond +150 you can search for up to 3 plants. A master ranger, with +151 in his foraging skill, could look for a maximum of 3 herbs at the same time (which is not bad, by the way). Then you roll separately for each of the herbs, applying the pertinent modifiers, the formula for the distribution of the doses over time, and so on.

Has the area already been searched?

Depending on the herb and on nearby settlements, the herb could have been successfully harvested recently. In other words, somebody else has found your herb. To determine if this has happened consult the following chart.

Nearby Settlements (within 5km) Base Probability

Very Small (up to 500 inhabitants) 15% Small (500–1000) 31% Medium (1000–5000) 51% Large (5000–10,000) 71% Very Large (>10,000) 91% * Add the inhabitants of all the nearby settlements

To this base probability, apply the following modifiers, based on the difficulty of finding the herb.

Diff. Modifier1 +30 2 +20 3 +10 4 0 5 –10 6 –20 7 –30 8 –50 9 –70

If larger cities are located further away (up to 20 km), you could apply an additional –20.

Then make a 1D100 roll, and if the result is below the percentage, then the herb has already been harvested. Note that you must roll for each herb.

As we see, the smaller the settlements are, the harder it is for someone from those settlements to have located an herb. For the hardest herbs, it is virtually impossible for the smaller settlements to find them (simply put, there are rarely rangers or herbalists with sufficient skill living in such hamlets). If you want to be more exhaustive, you can consider only half the percentage at the beginning of the availability period, and the whole percentage at the end. But this could slow down the game too much. You should also apply some additional modifiers for special situations or places (for example, increase it for a forest inhabited by a tribe of expert hunter-gatherers).

Page 6: THE SEARCH FOR GOOD HERBS

First cycle Herb difficulty

1 2 3 4 5 6 7 8 9 AvF cycle AvF cycle AvF cycle AvF cycle AvF cycle AvF cycle AvF cycle AvF cycle AvF cycle

01-10 33 8 46 12 74 19 85 22 93 24 96 25 98 25 100 26 100 26 11-25 27 7 41 10 68 17 82 21 90 23 95 24 97 25 99 26 100 26 26-40 23 6 37 9 64 16 79 20 87 22 94 24 96 25 99 25 100 26 41-60 17 4 33 8 60 15 76 20 85 22 93 24 96 25 98 25 100 26 61-80 15 4 27 7 56 14 74 19 83 21 91 23 94 24 97 25 99 26 81-90 11 2 23 6 50 13 71 18 82 21 89 23 93 24 96 25 99 25 91-94 6 1 20 5 45 11 68 17 80 21 86 22 91 23 96 25 98 25 95-99 4 1 17 4 39 10 65 17 78 20 85 22 90 23 95 24 97 25

d100

rol

l

100 Always available 13 3 33 8 63 16 76 20 82 21 89 23 94 24 97 25

Table 3.a. Availability factor of an herb

Subsequent cycles

Cycle number AvF

2 973 944 915 886 857 828 799 7610 7311 7012 6713 6414 6115 58

Table 3.b

Herb difficulty 1 2 3 4 5 6 7 8 9

1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6 1-2 3-4 5-6111-120 5 7 9 4 5 6 3 4 5 2 3 4 2 3 3 2 2 3 1 2 3 1 2 2 1 1 1 121-130 8 10 12 6 7 8 5 6 7 3 4 5 3 4 4 3 3 4 1 2 3 1 2 2 1 1 1 131-140 10 12 14 8 9 10 7 8 9 5 6 7 4 5 5 4 4 5 2 3 4 1 2 2 1 1 2 141-150 13 15 17 10 11 12 9 10 11 6 7 8 6 7 7 5 5 6 2 3 4 2 3 3 1 1 2 151-160 15 17 19 12 13 14 11 12 13 8 9 10 7 8 8 6 6 7 3 4 5 2 3 3 1 2 2 161-170 18 20 22 14 15 16 13 14 15 9 10 11 8 9 9 7 7 8 3 4 5 2 3 3 1 2 2 171-180 20 22 24 16 17 18 15 16 17 11 12 13 10 11 11 8 8 9 4 5 6 3 4 4 1 2 2 181-190 23 25 27 18 19 20 17 18 19 12 13 14 11 12 12 9 9 10 4 5 6 3 4 4 1 2 3

Fora

ging

rol

l

191-200+ 25 27 29 20 21 22 19 20 21 14 15 16 12 13 13 10 10 11 5 6 7 3 4 5 2 3 3

Table 4. Doses to be found

Page 7: THE SEARCH FOR GOOD HERBS

Total number of doses to be found % 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29

1 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30 31 33 34 36 37 39 40 42 43

2 3 6 8 12 14 18 20 24 26 30 32 36 38 42 44 48 50 54 56 60 62 66 68 72 74 78 80 84 86

3 6 12 16 24 28 36 40 48 52 60 64 72 76 84 88 96 100 100 100 100 100 100 100 100 100 100 100 100 100

4 12 24 32 48 56 72 80 96 100 100 100 100 100 100 100 100

5 24 48 64 96 100 100 100 100

6 48 96 100 100

7 96 100 Hou

rs o

f van

e se

arch

8 100

Table 5. Probability of finding the herb

Remaining doses

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 3 3 3 3 3 2 1 1 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 3 1 1 1 1 2 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 8 8 9 4 1 1 1 2 2 2 3 3 4 4 4 5 5 6 6 7 7 7 8 8 8 9 9 10 10 10 11 11 12 5 1 4 2 2 3 3 4 4 5 5 6 6 7 7 8 9 9 9 10 10 11 11 12 12 13 13 14 14 15 6 1 1 2 2 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12 13 13 14 14 16 16 17 17 17 7 1 1 2 3 4 4 5 6 6 7 8 8 9 10 11 11 12 13 13 14 15 15 16 17 18 18 19 20 20 T

otal

tim

e el

apse

d

8 All the remaining doses are found

Table 6. Doses found after X hours of search

Page 8: THE SEARCH FOR GOOD HERBS

Arid

Desert Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Argsbargie Hard - 5 Flower/Ingest 38gp Antidote for muscle poisons 87 22 7 4 Carnegurth Med - 4 Flower/Liquid 53gp Massive blood clotting & Death in 1-100 Hrs. 74 19 -- 1 Culkas Med - 4 Leaf/Apply 35gp Heals 10 sq ft of any type of burns 82 21 0 1 Dragul V. Hard - 6 Root/Brew 320gp +10 to Combat, Perceptions & Athletics for 1Hr, then user is at -75 for 1Hr. 94 24 45 6 Gariig Light - 3 Cactus/Ingest 55gp Heals 30. A.K.A. Garig. 74 19 3 2 Juth Hard - 5 Scorpion/Liquid 41gp Causes gradual insanity in 1-100 weeks. -- -- -- 2 Lestagii Absurd - 9 Crystal/Ingest 520gp Restores any stat loss other than due to age. Affects only one stat. 99 26 45 10 Sharduvark E. Hard - 7 Berry/Liquid 36gp Brown liquid slows blood flow. Victim at -50 & needs x2 normal sleep. 94 24 -- 3 Swigmakril V. Hard - 6 Flower/Brew 50gp Relaxant. Unpain 100% & operates at -30 for 1Hr. 91 23 25 6 Wuchyga Med - 4 Bones/Powder 12gp Light sensitivity. -25 to all maneuvers in the light for 1 Hr. -- -- -- 10

Heath/Scrub/Moor Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Pathur Med - 4 Nodule/Brew 35gp Lifekeeping for 1 Hr. 79 20 7 3

Ocean/Saltwater shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Draaf Easy - 2 Leaf/Ingest 7sp Heals 1-10 for each of 2 consecutive rds. 46 12 1 2

Short Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Klytun Med - 4 Root/Paste 4gp Catatonia 1-10 days 74 19 -- 5

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Zulgendura Med - 4 Mushroom 70gp Haste (3 rds.) 85 22 22 1

Cold

Alpine Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Galenaana V. Hard - 6 Leaf/Powder 179gp Green powder kills elves and leaves other races in a coma for 1D100 weeks. 82 21 -- 9 Gorfon Hard - 5 Fruit/Ingest 120gp All nerve damage healed. If RR failed - sleep 10-20 Hrs. 83 21 7 5

Coniferous Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Black Vines Absurd - 9 Leaf/Liquid 205gp RR fail euphoria & inactivity for 1D100hrs 99 26 -- 7 Bragolith S. Folly - 8 Juice/Ingest 120gp Phosphorescent green firefly juice causes victim to spontaneously combust. 99 26 -- 5 Delrean Easy - 2 Bark/Apply 3sp Repels any insect. Smells foul to 50ft radius. 23 6 1 2 Henuial S. Folly - 8 Liquid/Inject 80gp Yellow bee venom converts optic juices of 1-2 eyes to honey. 99 25 -- 6 Kirtir Light - 3 Buds/Inhale 45gp Qu by +10, Ag by -5 for 1hr, then Co -30 for 1D10hrs 64 16 5 7 Menelar Hard - 5 Cone/Brew 65gp Cures infections. 93 24 3 2 Numenelos Hard - 5 Moss/Powder 200gp Nerve regeneration/repair in 1D100mins. 80 21 15 10 Taynaga Hard - 5 Bark/Powder 27gp Brownish powder sterilizes and gives 5D10 hit points 87 22 -- 8 Winclamit E. Hard - 7 Fruit/Ingest 100gp Heals 3D100 hit points 96 25 12 3

Deciduous/Mixed Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Berterin Light - 3 Moss/Brew 19gp Preserves body for 1 day 74 19 6 3

Freshwater Coasts & Banks Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Arfandas V. Hard - 6 Stem/Apply 2sp x2 rate of healing for fractures. 93 24 1 2 Edram S. Folly - 8 Moss/Ingest 31gp Mends bone 99 25 10 3 Falsereg E. Hard - 7 Blood/Paste 90gp Fish blood lasts 1D100wks. RR fail 01-50 = -25, 51+ = &3hits/rd 1D10 mins -- -- -- 1 Febfendu Med - 4 Root/Brew 90gp Restores Hearing 65 17 24 6 Jitsutyr V. Hard - 6 Clams/Paste 145gp Tan paste destroys lungs and kills in 1D100 rds. 93 24 -- 2 Trudurs Med - 4 Moss/Brew 12sp +10 to disease RR for 1D10 days. 63 16 8 3

Heath Scrub Moor Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Arunya Light - 3 Root/Brew 38gp Deep sleep/unconsciousness for 1D4hrs 60 15 6 20 Cusamar E. Hard - 7 Flower/Ingest 30gp Heals 10 + (5 D10) hit points 94 24 3 2 Flur-rort V. Hard - 6 Flower/Liquid 21gp Antidote for nerve poisons. 93 24 0 12

Page 9: THE SEARCH FOR GOOD HERBS

Seregmor V. Hard - 6 Flower/Paste 180gp Converts blood to Kalirion. Stats drop by 50 pts. Restore at rate of 1/day 91 23 -- 1 Witch-Hazel Light - 3 Flower/Brew 20sp Astringent lotion. 74 19 0 1

Isles Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Kirsemal Med - 4 Bark/Brew 110gp Allows adrenal maneuvers for 3 rds. 76 20 12 4

Ocean/Saltwater Shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Belan V. hard - 6 Nut/Ingest 40gp Stops bleeding in 1D10rds. No movement for 1hr or bleeding starts again. 94 24 5 1 Eldaana Med - 4 Leaf/Brew 99gp Antidote for reduction poisons. Reverses ‘Ugliness of Orn’ level 15 curse. 71 18 2 9 Ulginor Routine -1 Bread/Ingest 4sp 10x4oz slices. 1 day nutrition/slice. Keeps 1-2 mths. Tastes of cheese & spinach -- -- 0 15 Worlclivur S. Folly - 8 Lichen/Paste 133gp RR fail 01-30= -50 1D100 mins, 31-60= -75 1D100 days, 61+= -100 1D100 wks 96 25 -- 2

Mountain Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Arlan Easy - 2 Root/Ingest 1bp Decongestant. +20 RR Vs common cold. X 5 recovery rate from respiratory ills 27 7 3 2 Baldakur S. Folly - 8 Root/Brew 102gp Restores sight 96 25 7 3 Darsurion Light - 3 Leaf/Apply 35bp Heals 1D6 hit points 74 19 1 2 Hesguratu Light - 3 Bread/Ingest 45gp 10x4oz slices. x2 St & conc hits for 6 rds. +10 OB. Keeps 1mth. -- -- 10 4 Megillos Light - 3 Leaf/Ingest 12sp Increases visual perception (x 2 range) for 10 mins. 50 13 19 5 Mirenna Light - 3 Berry/Ingest 10gp Heals 10. Instant effect. 50 13 1 2 Ul-acaana S. Folly - 8 Flower/Paste 12mp Paralyses instantly and destroys nervous system. Kills in 1D10 mins. 96 25 -- 20

Short Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ancalthur E. Hard - 7 Grass/Liquid 240gp Incapacitates for 2-4 hrs. RR fail 01-50 = -75, 51+ = -100 for 1D100hrs. 90 23 -- 2 Miretars crown V. Hard - 6 Flower/Apply 125gp Stops bleeding of any one wound. 94 24 4 2 Tuxlaxar Med - 4 Leaf/Brew 75gp Stops all bleeding after 1D10rds. 82 21 0 1

Tall Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Asgurash E. Hard - 7 Snake/Paste 31gp Brownish snake venom. Upper body paralysis. -- -- -- 3 Tulaxar V. Hard - 6 Leaves/Brew 110gp Stops all bleeding 93 24 2 2

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Cram Easy - 2 Bread/Ingest 14sp 10x 4oz slices. 5 days nutrition/slice. Keeps 7 weeks. Tastes of mushrooms. -- -- 1 15 Ondokamba Light - 3 Bat/Liquid 29gp Green venom turns 1D4 hands/feet into stone. Each area is at -75 -- -- -- 2 Zur Med - 4 Fungus/Brew 12gp Enhances smell and hearing for 1 hr. (X 3 range & +50 to perception) 82 21 8 3

Everlasting Cold

Alpine Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ondohithui Hard - 5 Lichen/Paste 60gp Blue-grey paste causes fatal dehydration in 1D10mins 82 21 -- 3

Glacier/Snow Field Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Agaarth Easy - 2 Berry/Ingest 5gp Breathe with low oxygen (25%+) for 12hrs, once/ 2days. 46 12 3 2 Chebkuile Absurd - 9 Moss/Ingest 630gp Lifekeeping with 75% chance of amnesia. 99 26 20 4 Kalmogs spoor S. Folly - 8 Leaves/Paste 107gp Gives 2D10 hits. -10 to -50 for 24hrs. 95 24 -- 5 Telek V. Hard - 6 Berry/Liquid 27gp Cures frostbite in 10rds. Heals 3D10 hits. Makes thirsty. 95 24 -- 8

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Lhugruth V. Hard - 6 Dragon/Liquid 300gp Blood dissolves afflicted area in 1D10rds. Affects metals & organic substances. -- -- -- 10

Volcanic Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Gefnul Hard - 5 Leaf/Ingest 90gp Heals 100 hits 82 21 10 4

Waste Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Naza Absurd - 9 Leaf/Ingest 68mp Universal antidote. Immediate effect. 100 26 17 5

Page 10: THE SEARCH FOR GOOD HERBS

Frigid

Alpine Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Lu-jy-Mirenna E. Hard - 7 Berry/Ingest 100gp Beneficial visions. Powerful hallucinogen. 90 23 50 10 Tyr-fira Absurd - 9 Leaf/Apply 12mp Lifegiving if given within 56 days. 99 25 33 8

Coniferous Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Menelar Hard - 5 Cone/Brew 65gp Antidote for circulatory poisons. 78 20 4 7

Freshwater Coasts & Banks Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Brithagurth S. Folly - 8 Fish/Liquid 25gp Venom causes hardening of tendons in 1D4 appendages. -100 for affected area. -- -- -- 2 Nur-oiolosse S. Folly - 8 Clove/Ingest 200gp Lifegiving for one day. Kills then unless Sorul nut is ingested. 99 26 13 4 Oiolosse S. Folly - 8 Clove/Ingest 600gp Lifegiving for Elves if given within 7 days of death. 95 24 22 5

Heath/Scrub/Moor Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Atigax Med - 4 Root/Brew 40gp Prevents blindness due to sudden or blinding light. Lasts 9hrs. 71 18 12 3 Elendils basket Light - 3 Root/Brew 8gp Purifies water. Slows poison x10. Lasts 12hrs. 1dose/day only. 60 15 0 2 Ukur Med - 4 Nut/Ingest 34sp One days nutrition. 74 19 1 1

Mountain Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Acaana E. Hard - 7 Flower/Paste 600gp Black paste destroys nervous system. Kills instantly. 94 24 -- 10 Hith-i-girith Hard - 5 Leaf/Liquid 12gp Mist/vapour from live tree causes immediate and continuing sleep. 82 21 -- 4 Jojojopo Med - 4 Leaf/Apply 9sp Cures frostbite. Heals 2D10 hits caused by cold. 74 19 0 1 Morgurth Absurd - 9 Blood/Ingest 60mp Brain dissolves. Pass RR then coma for 1D100 yrs. -- -- -- 60

Ocean/Saltwater Shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Olvar V. Hard - 6 Flower/Ingest 200gp Lifekeeping for 2D10 days. 96 25 20 5

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ruthin E. Hard - 7 Crystal/Liquid 88gp RR fail - stomach contents turn to jagged glass. Death in 1D12 rds. 94 24 -- 2 Waters of Fire Hard - 5 Acid/Liquid 80gp RR fail - 01-50= +10 fireball, 51+= +100 fireball. Garments dissolve in 1D6 rds. 87 22 -- 3

Volcanic Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Laurre Absurd - 9 Flower/Ingest 295mp Cures Morgurth. 99 25 23 8

Waste Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

KathKusa Light - 3 Leaf/Ingest 50gp +10 OB, x2 St & conc damage for 1D10 rds. 74 19 35 8

Hot and Humid

Breaks & Wadis Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Klandun V. Hard - 6 Fern/Ingest 300gp Cures Thryniis and other forms of paralysis. 85 22 3 2

Deciduous/Mixed Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Kolandor Absurd - 9 Leaves/Apply 150mp Regenerates limbs in 6 mths. 100 26 10 3

Freshwater Coasts & Banks Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Dynallca Light - 3 Leaf/Paste 14gp Tan paste destroys hearing & gives 1D10 hits. 64 16 -- 3

Jungle/Rain forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ajkara Med - 4 Incense/Smoke 35gp RR fail 1-20= -10 for 1D10hrs, 21+= target reveals secrets. 63 16 -- 10 Curfalka E. Hard - 7 Fruit/Ingest 40gp Mends muscle damage. 90 23 6 3 Etarka Med - 4 Roots/Paste 45gp Death in 1D100 days. 79 20 -- 2 Frulowg V. Hard - 6 Bacteria/Ingest 173gp Loss of smell (-75) 89 23 -- 5 Gildarion E. Hard - 7 Leaf/Paste 350gp Major organ repair. Recovery in 1D10 days. 98 25 15 5 Gort Hard - 5 Leaf/Ingest 10gp +10 to Pr for 2hrs then user at -50 for 1D10hrs. 85 22 20 5

Page 11: THE SEARCH FOR GOOD HERBS

Kakduram E. Hard - 7 Fruit/Ingest 90gp Restores hearing 97 25 6 3 Karfar Med - 4 Leaf/Paste 142gp Reddish paste causes heart attack & death in 2D6rds. 85 22 -- 7 Margarth Easy - 2 Leaf/Paste 1gp Anaesthetic 37 9 20 2 Marsh Flux V. Hard - 6 Germs/Ingest 25gp RR fail 1-20= diarrhoea for 1-3days, 21+= coma 2-7 days. 89 23 -- 20 Orn V. Hard - 6 Sap/Apply 48gp Gives 1D10 hits and warts and scars. 86 22 -- 5 Pakiik Absurd - 9 Bacteria/Ingest 37gp Random body growth 97 25 -- 25 Pawlun Med - 4 Sap/Apply 15gp Loss of teeth 76 20 -- 1 Quaking fever Med - 4 Bacteria/Ingest 17gp Fever/convulsions/coughing for 6-10 days. 76 20 -- 20

Rud-tekma V. Hard - 6 Fruit/Ingest 25gp +20 to casting spells for 1hr. MM & Ob at -20. 10% chance spell cast on nearest. 93 24 10 3

Slird S. Folly- 8 Fruit/Paste 13gp Acts in 1-2rds. Victim loses feeling in 1D6 extremities (-25/ex) for 1D100days. 98 25 -- 2 Tarnas V. Hard - 6 Nodule/Brew 220gp Repairs organ damage. Causes nausea (-50) for 1D10 hrs. 89 23 60 13 Thrang Med - 4 Panther/Glands 86gp Loss of colour vision -- -- -- 10 Trusa S. Folly - 8 Frog/Paste 31gp Acts in 1D10rds. RR fail 1-10= blind 1-2 eyes, 11-20= coma, 21+= death. -- -- -- 4 Vaxvarna S. Folly - 8 disease/contact 17gp Internal bleeding. Weakness (-100) for 1D100 days. 99 25 -- 20 Vulcurax Absurd - 9 Berry/Apply 10mp Lifegiving if given within 30 days. 100 26 0 5 Wek-wek S. Folly - 8 Nodule/Brew 220gp Repairs organ damage 100 26 50 11 Welwal E. Hard - 7 Leaf/Ingest 12gp Stun relief. 3rds. 97 25 3 15 Witav V. Hard - 6 Leaf/Ingest 12gp Stun relief. 2rds. 94 24 5 10 Yake Ferns Med - 4 Sap/Ingest 57gp Tongue rots off in 1D100rds 76 20 -- 30 Yellow Rheum Med - 4 Mosquito/Bite 120gp Bloody vomit for 7-18 days. -- -- -- 30 Yuth S. Folly - 8 Flower/Ingest 29gp Antidote for nerve venom 99 25 8 3

Ocean/Saltwater Shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Abaas Light - 3 Leaf/Ingest 1gp Heals 2D6 hits. 64 16 3 2 Anserke V. Hard - 6 Root/Apply 75gp Stops bleeding in 3rds. 1hr immobility or bleeding resumes.. 93 24 7 3 Baalak S. Folly - 8 Reed/brew 160gp Shatter repairs. 99 25 12 4 Carcatu E. Hard - 7 Grass/Apply 89gp Lifekeeping for 1 day. 93 24 25 6 Carneyar E. Hard - 7 Flower/Brew 400gp Heals all hits and stops bleeding. 93 24 5 5 Degiik Hard - 5 Leaf/Ingest 100gp Lifekeeping for 1 day. 83 21 10 3 Durad S. Folly - 8 Root/Ingest 20mp Slows Morgurth by 50-85% 99 26 1 5 Fek V. Hard - 6 Nut/Brew 50gp Stops bleeding in 1D10rds. 1hr immobility or bleeding resumes. 93 24 5 3 Hugar Med - 4 Root/Ingest 1sp Causes sleep & unconsciousness. 1hrs sleep equals 6. 82 21 33 7 Swuth Hard - 5 Leaf/Ingest 4sp Smoke relaxes at -75 for 1D10rds. 85 22 3 2 Tarfeg E. Hard - 7 Flower/Ingest 23gp Repairs sprains 93 24 3 2 Valanar Absurd - 9 Leaf/Ingest 10mp Antidote for Karfar 100 26 14 4 Veldurak Hard - 5 Kelp/Apply 8sp Cures frostbite. Heals 1D50 hits resulting from cold. 83 21 2 2 Wek-baas Absurd - 9 Fish/Liquid 70gp Acts in 1D100rds. RR fail 1-15= sleep, 16-30= -75 for 1D10days, 31+= death -- -- -- 5

Short Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Hegheg S. Folly - 8 Root/Paste 25gp Heals cartilage damage 100 26 5 2 Kilmakur E. Hard - 7 Root/Brew 65gp Protects (+30DB) versus flame and heat for 1D10 hrs. 96 25 33 8 Pasamar S. Folly - 8 Grass/Brew 75gp Preserves organic material 99 26 40 9

Tall Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Culan Med - 4 Leaf/Brew 15gp Anti spasmodic. 74 19 1 2 Vuraana Med - 4 Flower/Paste 42gp Causes 1D100 hits. 82 21 -- 2

Volcanic Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Grarig Med - 4 Leaf/Ingest 60gp Heals 30 hits. 85 22 5 2

Mild Temperate

Coniferous Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Crfree Mustard Hard - 5 Leaves/Apply 10gp Heals all concussion hits in 1hr. 85 22 3 4 Chap Beech Nut V. Hard - 6 Nut/Ingest 5gp 1 days nutrition. 93 24 0 1

Furry Oak Acorn Med - 4 Nut/Ingest 3bp 1 days nutrition 76 20 0 1

Quilmufur E. Hard - 7 Root/Brew 49gp Antidote for conversion poisons 96 25 1 8 Sarah P.H. head Routine -1 Root/Ingest 5gp 3 weeks nutrition. Imbiber ages 1 month. 27 7 0 1

Sharkasar V. Hard - 6 Root/Paste 2gp Causes 1D10 hit points. 91 23 -- 10

Page 12: THE SEARCH FOR GOOD HERBS

Teldalion Light - 3 Bark/Apply 2gp Cures infections & reduces inflammations. 33 8 0 2

Deciduous/Mixed Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Baranie Easy - 2 Leaves/Brew 3bp Reduces nausea 41 10 0 1 Berterin Light - 3 Moss/Ingest 19gp Preservation of organic material up to body size for 1 day. 64 16 20 5 Cathaana V. Hard - 6 Nut/Ingest 36gp -50 for 1D10rds. Brain is destroyed after 1D10mins. 85 22 -- 1 Cicino V. Hard - 6 Leaf/Brew 25gp +40 to RR Vs disease. 91 23 12 9 Din-fuinen Hard - 5 Moss oil/Ingest 111gp -30 f0r 1D10hrs. RR fail total amnesia. 85 22 -- 8 Eledena E. Hard - 7 Bud/Ingest 21gp Hasted 1hr/dizzy for 5mins.RR fail 1-20= uncon, 21-40=-100 6mths, 41+ death 91 23 25 20 Feduilas Hard - 5 Flower/Smoke 11sp +20 to RR for Ment & Ess, -10 to Ag & Qu for 1D5hrs. 93 24 15 2 Grapeleaf V. Hard - 6 Nectar/Ingest 7gp 1 days nutrition. Intoxication (-50) for 2hrs. 96 25 18 5 Harwite E. Hard - 7 Moss/Ingest 52gp Heals 1D50 hit points. 98 25 4 2 Hiam Hard - 5 Moss/Ingest 20gp 1 days food. Max of 4 days. -75 for second use. 5% chance of death each dose. 83 21 0 10 Hluif Bagms Med - 4 Nut/Ingest 44gp 1 days nutrition. 65 17 0 1 Kuwurn Yorf Med - 4 Mold/Ingest 57gp Death in 3days. 76 20 -- 5 Kykykyl Easy - 2 Bread/Ingest 50gp Perfect vision for 1hr regardless of environment or injuries. Keeps 2D10 weeks. -- -- 6 3 LichenGloriosa E. Hard - 7 Lichen/Apply 10gp Sharpens swords to cut even stone.(Lasts one stroke). 94 24 0 1 MilkWt S. Folly - 8 Flower/Ingest 42gp Nausea & headache (-15) for 1D10 hrs. 97 25 -- 4 Trumpet S. Folly - 8 Seed/Ingest 87gp Coma & death in 1D10 days. 94 24 -- 10 Mir-Melellen E. Hard - 7 Nectar/Apply 350gp Cures any poison. 96 25 9 45 Murnan E. Hard - 7 Sap/Apply 32gp Fever at -100 for 4days. RR fail total paralysis for 4 days. 94 24 -- 10 Shutinis S. Folly - 8 Hultif bug/paste 31gp -75 for 1D100hrs. RR fail insanity. 99 26 -- 13 Sulimquelote Med - 4 Flower/Rub 5gp Fragrant scent for 1D4 hrs. 82 21 0 1 Sweet Sorrel Hard - 5 Leaves/Inhale 32gp Antidote for poison gases. 85 22 6 1 Terbas Light - 3 Leaf/Apply 2gp x2 healing rate for nerve damage. 56 14 4 2 Wolfstooth E. Hard - 7 Root/Paste 82gp RR fail 1-25= -100 for 10-20rds, 26-50= -15-20 pts from Co stat, 51+= death 93 24 -- 7 Wt berried yew Med - 4 Berry/Ingest 67gp Death in 1D10 rds. 76 20 -- 10 Yavin Girith E. Hard - 7 Fruit/Ingest 8sp -25 for 1D10 days. 91 23 -- 10

Freshwater Coasts and Banks Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Adder Venom E. Hard - 7 Venom/Paste 75gp Kills in 5rds. RR paralysis for 1D100 rds. -- -- -- 10 Blade Hemlock V. Hard - 6 Plant/Paste 34gp Incapacity for 1D10hrs. RR fail death in 1D10 rds. 94 24 -- 6 Caranan Med - 4 Leaves/Ingest 3gp Heals 2D4 hits. Relieves swelling. Max 10 doses/day. 68 17 2 2 Golden Cress V. Hard - 6 Fern/Apply 30gp Heals bleeding up to 5hits/rd. Permanent in 1D5rds. 93 24 0 1 Gurth-nu-fuin E. Hard - 7 virus/Anaerobic 34gp Severe nausea at -75 for 1D100hrs. RR fail death in 1D100days. 93 24 -- 3 Himros V. Hard - 6 Leaves/Apply 55gp Cures 2nd degree burns & relieves Pangwood inflammation. 93 24 0 1 Pangwood Light - 3 Tree/Contact 22gp -75 for 1D10 days. Inflammation of affected area. 56 14 -- 2 Phacalus S. Folly - 8 Root/Ingest 800gp Pr, In, Em, Re & Me incr by 1 permanently. 50% coma for 4days & all stats -15. 99 26 35 17 Red Fever Med - 4 Bacteria/Ingest 12gp Vomiting for 1D10 days. 79 20 -- 25 Sarnumen E. Hard - 7 Eel/Liquid 40gp -50 for 1D10 mins. -- -- -- 30 Sha V. Hard - 6 Flower/Brew 60gp Infravision for 4rds then diarrhoea for 1D5 days at -25. 95 24 0 1 Splayfoot Med - 4 Seeds/Brew 23gp +25 for 1D4hrs for non-evil creatures. 82 21 16 4 Tartiella Light - 3 Leaf/Smoke 4sp Euphoric. All stats drop by 10 for 1D10 hrs. 39 10 10 1 Umakilis Med - 4 Frog/Liquid 33gp Kills instantly. -- -- -- 50 water Hemlock E. Hard - 7 Plant/Liquid 18gp -100 for 1D10hrs. RR fail kills in 1D10 rds. 96 25 -- 3

Heath/Scrub/Moor Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Angurth S. Folly - 8 Bacteria/Paste 67gp Fever & nausea for 2D10 days. RR fail slow, painful death. 98 25 -- 2 Athanar Med - 4 Snake/Liquid 42gp Reduces Co stat by 50%. -- -- -- 15 Camomile Med - 4 Flower/Brew 5sp x3 healing & sleep 2D6hrs. 2 doses in 3 days & -50 for 1D4 days. 74 19 25 3 Ecsasse V. Hard - 6 Clove/Brew 20gp Immune to disease/mind attack & -30 for 5-10hrs then -75 for 5-10hrs. 91 23 25 8 Galenas Med - 4 Leaf/Smoke 5sp -75 to all in 20ft radius for 1D10rds. 74 19 10 3 Greneldar Hard - 5 Flower/Apply 38gp RR fail for touch= -15 for 1-5 days, for ingest= -50 for 1D10 days 87 22 -- 2/5Kargijak E. Hard - 7 Berry/Paste 30gp Heals 20. Stuns for 1D10 rds. 94 24 15 3 Lothnimgil E. Hard - 7 Flower/Ingest 120gp Heals 1D10 hits. +5 for 24hrs. 93 24 25 6 Phoroz Easy - 2 Flower/Brew 35gp -40 for 1D10hrs. RR fail death in 1D10 mins. 37 9 -- 4 Shirilos S. Folly - 8 Seeds/Brew 84gp -100 & suggestible for 1D100rds. 98 25 -- 10 sweet Galenas Easy - 2 Leaf/Smoke 5sp -75 to all in 20ft radius for 1D10rds. 33 8 33 7 Vipersweed Med - 4 Root/Brew 15gp Antidote for Asgurath 76 20 17 5

Ocean/Saltwater Shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ebur Med - 4 Flower/Ingest 22gp Repairs sprains 71 18 18 4 Felmather Hard - 5 Leaf/Ingest 105gp Mental summons of 1 friend (folk or beast). 300ft x users level. Coma relief. 80 21 15 4

Page 13: THE SEARCH FOR GOOD HERBS

Gylvir V. Hard - 6 Algae/Ingest 45gp Able to breathe underwater only for 4hrs. 93 24 20 5 Jitsu Med - 4 Clams/Ingest 34gp Causes 5D10 hit points. 74 19 -- 5 Jitsukar E. Hard - 7 Clams/Ingest 125gp Removes hair for several days. 96 25 -- 40 Klynyk Easy - 2 Oyster/Apply 25bp Kills in 1D100rds. -- -- 0 2 Laurelin Absurd - 9 Leaf/Ingest 999gp Lifegiving for Elves within 28 days of death. 100 26 21 5 Pentanoth Routine -1 Kelp/Brew 220gp Loss of will for2D6hrs. RR fail coma for 1D4 days. 15 4 -- 40 Surlok Med - 4 Fish Spines/Inject 46gp Toes & fingers rot. -75 to MM & OB. -- -- -- 10 Symk-Arg-Wy V. Hard - 6 Fish/Ingest 2gp Hair loss for 1D10 days. -- -- -- 10 Tharm Routine -1 Kelp/Apply 5tp Suntan lotion. 15 4 0 5 Ucason E. Hard - 7 Grass/Smoke 75gp Cures blindness. 97 25 12 4 Ul-Ucason S. Folly - 8 Grass/Smoke 250gp Restores eyes. 99 25 17 6 Vessin Hard - 5 Clams/Apply 30gp Cures 2nd degree burns in 1D4 rds & 3rd degree burns in 1day. 87 22 0 0 Yavethalion Hard - 5 Fruit/Ingest 45gp Helas 5D10 hit points. 90 23 4 2

Mountain Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Craeg-Curfluin V. Hard - 6 Plant/Liquid 110gp RR fail 1-25= sleep 1D10rds, 26-50= coma 1D10mins, 51+ turns to stone 89 23 -- 7 Daxamas S. Folly - 8 Leaves/Ingest 72gp Causes heart disease. Death in 1D100 days. 96 25 -- 15 Faghui V. Hard - 6 Flower/Brew 10mp Love potion. Devoted and lustful for 1D100 days. 91 23 10 5 Lawrim Med - 4 Lichen/Paste 20gp -25 to all activities for 1-2 days. 76 20 -- 1 Madwort Med - 4 Leaves/Paste 32gp RR fail 1-25= -30 for 1D10+10rds, 26-50= -50, 51+= 10-20 pts from Re stat. 68 17 -- 4 Wight Orchid Hard - 5 Stalk/Ingest 210gp Astral Travel 10mls. RR fail (each mile)1-25= Halt, 26-50= return, 50+= death 82 21 30 1

Short Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Arnuminas Easy - 2 Leaf/Apply 6bp x2 rate of healing for sprains, torn ligaments & cartilage damage. 27 7 8 3 Arunya Light - 3 Root/Brew 2bp Causes sleep & unconsciousness. 1hrs sleep equals 4. 68 17 50 11 Blue Eyes E. Hard - 7 Flower/Brew 15gp x3 vision plus 50ft infravision for 3hrs. Only useable once per day. 96 25 25 6

Tall Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Arkasu Med - 4 Sap/Apply 12gp Heals 2D6 hit points. x2 rate of healing for major wounds. 71 18 2 2 Jadaras Med - 4 Grass/Brew 21gp -30 to Ag for 1D100days. 79 20 -- 15 Rumareth V. Hard - 6 Leaves/Brew 125gp Stops bleeding. Causes drowsiness (-30) for 1hr. 91 23 7 3 Silmaana Easy - 2 Stalk/Apply 4gp Causes 2D10 hit points. Causes scars. 20 5 -- 9 Sindoluin Easy - 2 Flower/Ingest 2sp Anti-coagulant. 13 3 1 1

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Gramush Med - 4 Moss/Powder 20gp Preserves food for 2mths. Tastes terrible. 71 18 0 1 Jeggarukh Hard - 5 Bats/Paste 71gp Causes 10D10 hit points. -- -- -- 6 Jegga Hard - 5 Bats/Paste 92gp Causes 1D100 hit points. -- -- -- 7 Kujanikapurd Med - 4 Mushroom/Ingest 80gp 1 day nutrition & -30 for 1 wk. Powdered gives nutrition for 3 days & no adverse 76 20 0 1

Volcanic Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Breldiar Med - 4 Flower/Ingest 25gp -30 to MM. +50 to spells & missile attacks. Euphoria lasts 1hr. 71 18 7 3 Brorkwilb Light - 3 Flower/Ingest 9gp Allows shared dreams with family member within 100 miles/ level. 39 10 45 10

Semi arid

Breaks/Wadis Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ankii Med - 4 Flower/Ingest 25gp Equals 8hrs sleep. Used 1= Co -1, 2= -5, 3= -25 points loss to temp. 85 22 9 3 Klytun Light - 3 Flower/Ingest 9gp Golden paste causes 1D10 day coma. 64 16 -- 5

Coniferous Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Belramba V. Hard - 6 Lichen/Brew 60gp Nerve repair. 95 24 20 5

Deciduous/Mixed Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Telperion E. Hard - 7 Leaf/Ingest 100gp Heals 10D10 hit points. 90 23 5 3

Heath/Scrub/Moor Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Kly Hard - 5 Berry/Paste 154gp Causes 3D100 hit points. 90 23 -- 3 Marku V. Hard - 6 Nut/Ingest 30gp Infravision for 6 hrs. 93 24 5 2 Nelthandon Routine -1 Plant/Ingest 1bp Emetic. Induces vomiting in 20 mins. 15 4 5 2

Page 14: THE SEARCH FOR GOOD HERBS

Silraen Easy - 2 Plant/Brew 1bp Analgesic. Causes sleep. 37 9 12 4

Ocean/Saltwater Shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Akbutege Easy - 2 Leaf/Ingest 3sp Heals 1D10 hit points. 37 9 1 2 Alambas Med - 4 Grass/Apply 66sp Heals 4sq ft of any burns. 74 19 4 2 Fiis Easy - 2 Resin/Apply 8sp Heals 1D6 hit points. 33 8 0 1

Short Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Dagmather Hard - 5 Spine/Brew 28gp Heals cartilage damage 85 22 12 3 Januk-ty V. Hard - 6 Root/Brew 110sp Stun relief of 3rds. 89 23 2 15 Harfy V. Hard - 6 Resin/Apply 175gp Immediately stops any form of bleeding. 93 24 9 2 Harlindar Hard - 5 Plant/Brew 50gp Assures safe childbirth. Nutritionally balanced. 83 21 1 1 Hoak-Foer Easy - 2 Flower/Ingest 67gp Cures mind loss and mental diseases. Loss of movement for 1D10 weeks. 33 8 30 7 Kaktu E. Hard - 7 Flower/Liquid 29gp -1D100 to MM in 1D4 appendages. 93 24 -- 1 Klagul Light - 3 Bud/Brew 27gp Infravision for 6hrs. See as an Elf. 74 19 7 2 Meerig S. Folly - 8 Thorn/Brew 90gp Daily use= +5 Pr. Withdrawal= -10 to Co, -15 to Re & Me. 99 25 50 11 Siran V. Hard - 7 Clove/Ingest 80gp Restoration of 1 organ. Skin disease. Pr 10% & 6hits/rd when exposed to sun. 94 24 31 7 Siriena Hard - 5 Grass/Brew 70gp Preservation of organic material up to body size for 1 week. 87 22 27 6 Tukamur Med - 4 Grass/Brew 38sp Allows shared dreams with friend similarly affected within 50miles/level. 74 19 100 20 Vinuk Med - 4 Root/Brew 12sp Stun relief of 1D10 rds. 76 20 4 20

Tall Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Cyclic Fever Med - 4 Ticks/Paste 12gp 3D4 cycles of fever. (4days at -75 each) 1D4 days apart. -- -- -- 15

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Ruth-i-Iaur E. Hard - 7 Drakes/Liquid 56gp -50 to -100 in 1D20 rds from cave drake saliva. -- -- -- 4

Volcanic Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Nelisse Hard - 5 Leaf/Brew 9sp 1 days nutrition. -50 for 1hr. 83 21 15 4 Thurviik S. Folly - 8 Gas/Gas 85gp Sleep for 3hrs. 95 24 -- 20

Waste Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Hulmiikak E. Hard - 7 Ants/Paste 39gp Loss of sight for 3D10 days. -- -- -- 15 Igturfas Absurd - 9 Snakes/Liquid 17gp Blood causes -50 for 10D10 hrs. -- -- -- 25 Ul-Naza S. Folly - 8 Leaf/Ingest 430gp Antidote for any poison if taken within 1 day. 98 25 9 3

Desert Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Arduvaar Absurd - 9 Plant/Brew 50mp Universal antidote. 97 25 10 20 Hugburtun V. Hard - 6 Fruit/Apply 35gp Immediately stops any form of bleeding. 93 24 6 2

Cool Temperate

Breaks/Wadis Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Joef Light - 3 Plant/Ingest 35gp Allows mental summons to 1 sentient friend. 100ft/level. 56 14 23 6

Coniferous Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Athelas Hard - 5 Leaf/Brew 300gp Cures anything on the living. Full effect for ordained king. 83 21 20 5 Maiana Routine -1 Leaf/Brew 5tp Decongestant 17 4 1 1 Muilfana Med - 4 Sap/Liquid 52gp Contact with saliva turns to acid. Destroys oesophagus. 71 18 -- 2 Slagen V. Hard - 6 Moss/Apply 120gp Limb preservation. 96 25 12 4

Deciduous/Mixed Forest Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Awn Absurd - 9 Bark/Brew 19mp Joins limbs. 100 26 10 10 bukandasbulch E. Hard - 7 Wolves/Juice 16sp Gland juice induces asthma attack. -- -- -- 20 Dolimor V. Hard - 6 Fungus/Ingest 26gp Death in 1D3 hrs. 94 24 -- 6 Gwin-win-Rynd S. Folly - 8 Bat/Liquid 300gp RR fail 1-50= paralysis, 51+= death. -- -- -- 2

Hevik V. Hard - 6 Leaves/Ingest 12sp Induces sleep fir 1D10+10hrs. 89 23 -- 30 Mur S. Folly - 8 Resin/Apply 102gp Lifekeeping for 30days. 96 25 10 6

Page 15: THE SEARCH FOR GOOD HERBS

Nimnaur Hard - 5 Spider/Liquid 23gp Liquifies 1 organ in 1D10 mins. -- -- -- 3 Rewk Light - 3 Nodule/Brew 9sp Heals 2D10 hit points 68 17 1 2 Slota E. Hard - 7 Spider/Paste 36gp Paralysis in 1 day and death after 1D10 days. -- -- -- 5 Thembitul S. Folly - 8 Flower/Ingest 85gp +50 to disease RR & cures disease. 98 25 15 4 Thurl Routine -1 Clove/Brew 2sp Heals 1D4 hit points. Brew keeps 1-2 weeks. 17 4 1 2 Vemaak Med - 4 Hornets/Paste 20sp -50 to perception based on hearing. -- -- -- 1

Freshwater Coasts & Banks Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Attanar Med - 4 Moss/Apply 8gp Cures fever 82 21 1 2 Arpasur Hard - 5 Stalk/Brew 30gp Mends muscle damage. 90 23 15 4 Cashdir V. Hard - 6 Flower/Ingest 32gp Antidote for muscle poison. 93 24 3 4 Grelnixar Absurd - 9 Leaves/Apply 120gp Victim runs until death. 100 26 -- 45 Latha Med - 4 Stem/Brew 9sp +10 to disease RR. Cures common cold. Heals 1-2 hit points. 76 20 4 2 Red Willow Easy - 2 Leaf/Brew 5sp Lowers fever 13 3 1 1 Shen V. Hard - 6 Leaf/Ingest 27gp Antidote for nerve poison. 85 22 3 4 Suranie Light - 3 Berry/Ingest 2gp Stun relief of 1rd. 64 16 3 10

Heath/Scrub/Moor Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Aloe Med - 4 Leaf/Apply 5bp x2 healing rate for burns and minor cuts. Heals 5 hit points of burns. 85 22 0 1 Boskone S. Folly - 8 Powder/Inhale 78gp Awareness for 1D10+10rds then -30 for 1D8hrs. 99 26 18 6 Eddij S. Folly - 8 Berry/Juice 900gp Lifegiving within 30 days of death. 98 25 18 6 Klabas Med - 4 Buds/Ingest 250gp Induces nervous breakdown. -100 until cured. 74 19 -- 10

Isles Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Fukavar V. Hard - 6 Flower/Smoke 230gp Allows summons of 1 friend within 20 miles. 93 24 20 6

Ocean/Saltwater Shores Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Tatharsul Light - 3 Bread/Ingest 75gp Repairs nervous system to normal in 1D10 rds. Keeps 1-2 mths. -- -- 15 5

Mountain Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Boneset V. Hard - 6 Root/Ingest 75gp x3 healing for fractures. 96 25 8 1 Dugmuthur Light - 3 Berry/Ingest 9gp Heals 10 hit points instantly. 50 13 2 2 Fleabane E. Hard - 7 Leaves/Apply 20sp Repels blood sucking insects 95% of the time. 96 25 0 1 Heen S. Folly - 8 Seeds/Apply 30gp Causes 5D10 hit points & ulceration. 97 25 -- 20 Kaskamak Absurd - 9 Leaves/Apply 100gp Unpain to stat bonus % for 1D10 mins. 99 26 -- 12 Mook Light - 3 Berry/Ingest 30gp Antidote for respiratory poisons. 50 13 5 3 Reglen Light - 3 Moss/Brew 75gp Heals 50 hit points. 60 15 7 3 Rorkandiis Med - 4 Saliva/paste 23gp Hawks saliva dissolves cartilage in affected area. -75 to area. -- -- -- 5 Wifurwif E. Hard - 7 Lichen/Ingest 55gp Nerve repairs. 94 24 15 4 Zaganzar V. Hard - 6 Root/Liquid 139gp Causes 1D10 hit points. Turns optic nerves to water and blinds. 91 23 -- 5

Short Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Bursthelas S. Folly - 8 Stalk/Brew 110gp Shatter Repairs 97 25 22 5 Carnerem Hard - 5 Leaf/Apply 40gp Delays any poison for 24hrs. 80 21 8 7 Elbens basket E. Hard - 7 Root/Brew 10gp x2 speed for 1 rd once/hr. Heart stimulant. 96 25 15 4 Gursamel E. Hard - 7 Stalk/Apply 30gp Mends bone. 93 24 5 3 Sailcha S. Folly - 8 Flower/Wear 50gp +10 to morale & RR, +5 to DB for 1D6+2 days. 97 25 0 1 Yaran Easy - 2 Pollen/Ingest 9sp +50 to perception based on smell/taste for 1hr. 33 8 7 3

Tall Grass Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Alshana Easy - 2 Bread/Ingest 35gp Infravision to 300ft for 1hr. Keeps 1-2 mths. 33 8 5 3 Arlan Easy - 2 Leaf/Apply 13sp Heals 1D6+3 hit points. Wild heals 1D6 hit points. 17 4 1 2 Asp Venom Light - 3 Venom/Paste 68gp -50 to use of affected limb. RR fail= Loss of affected limb. -- -- -- 5 Kelventari Light - 3 Berry/Rub 19gp Heals 1D10 hit points of heat. Heals 1st & 2nd degree burns. 64 16 0 1 Lus Light - 3 Flower/Paste 31gp RR fail 1-10=temp blind,11-20=blind1-2 eyes,21-50=coma & blind,51+=death 74 19 -- 4 Thrayniis Med - 4 Liquid/Ingest 230gp Fleas blood causes paralysis after 3D10 mins for 10D10mins. -- -- -- 10 Uraana Light - 3 Leaf/Paste 12gp Causes 3D10 hit points. 60 15 -- 6

Underground Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Carcalen S. Folly - 8 Moss/Brew 100gp RR fail 1-50=limbs unusable 1D100days.51-100=nerves destroyed.100+death 100 26 -- 4 Chrume Med - 4 Mushroom/Ingest 15sp -20 to Ag & Qu for 1D10hrs. +20 to Co & Pr. 85 22 10 1

Page 16: THE SEARCH FOR GOOD HERBS

Gartaan S. Folly - 8 Waters/Ingest 54gp Haemophilia. X2 bleeding until cured. 99 26 -- 15 Gorfang S. Folly - 8 Moss/Liquid 210gp RR fail 1-50=-50 in 1D4 extremities, 51+= nerves dissolve. 96 25 -- 3 Lemsang Hard - 5 Mushroom/Ingest 4gp 1 months nutrition. 85 22 0 1 Lothfelag E. Hard - 7 Resin/Ingest 70gp RR fail 1-50= sleep 1D10hrs, 51+= coma for 7mths. 96 25 -- 1 Lothfelag E. Hard - 7 Flower/Ingest 490gp Lifegiving/lifekeeping for dwarves for 7mths. Others heals all hits/stun effects. 91 23 5 5 Madarch V. Hard - 6 Mushroom/Brew 42gp Heals all cuts and restores blood in 1D100 mins. 85 22 4 3 Moourark Absurd - 9 Venom/Paste 120gp Bats venom causes bones to dissolve in 1D10rds. -- -- -- 5 Nen Calgaien E. Hard - 7 Root/Paste 35gp RR fail1-25=-50 1D100rds,26-50=1D100Hpts,51+=-1D100 to Co,Me,Re,In,Pr 97 25 -- 2 Pelenor V. Hard - 6 Mushroom/Paste 80gp RR fail 1-50=bleeds 2/rd. 51+= blood vessels explode. 94 24 -- 2

Volcanic Herb Finding Form/Prep Cost Effect AvF Cycle AF Lvl

Spider Venom V. Hard - 6 Venom/Paste 12mp Paralysis for 10D10rds. RR fail instant death. -- -- -- 10

End notes Here are the formulae that were used to establish the AvF and the cycle: AvF = 101 – [(# of days available) / 365] * 100 cycle = [365 – (# of days available)] / 14 The secondary AvF (the one used when the first AvF roll fails) has been calculated so that, after 14 rolls, the chance that the herb is available is practically 100%. Also, the probability to have the herb available is the highest at the 7th roll, and lowest for the 1st and last roll. Some people might wonder where these formulae come from. For the AvF, it simply represents the chance your search falls within the herb’s blossoming period. The secondary AvF, however, requires a much more complicated mathematical model. When I was setting up its formula, the idea was to create an easy way to determine whether the herb was available or not for a specific period, knowing a priori that the search was in the period of unavailability. The problem here was that it we have to take into account the fact that the current date could be located anywhere during the unavailability period. How then to model the fact that you could be very near the blossoming period, or just at the end of it? As you spend more and more time looking for the herb, the probability that it becomes available increases, and once you have reached a number of days searching equal to (total unavailability period)/2, the probability density is at its highest point. Imagine that the unavailability period is 30 days long. The year has 365 days, and it is more likely to reach the blossoming period after 16 days of searching than after only 1 day. This doesn't mean that the probability that you find yourself at the beginning of the unavailability period or in the middle are different; they are all the same. But the probabilities that the herb became available after only one day of searching or after (unavailability days)/2 are different. The model that I thought best suited the situation was a Gaussian distribution of the probabilities, which means that it is very likely that the event happens after a number of days of search equal to (total period of unavailability)/2, but very unlikely to find the herb at the beginning or at the end of the unavailability period. Please mind that the actual chances to have the herb available increase with time. The curve of the distribution of probabilities only expresses the pace at which these chances increase, and for the Gaussian situation it reaches its maximum at the [(total period of unavailability)/2]th day. I have plotted the curve of this formula, to be sure that I was getting the desired distribution of the probabilities, and it seemed to be correct. Acknowledgements I sincerely thank Jay Stringer for his fabulous listing of the herbs available in MERP, which I have used to compile the present herb index.