The Sign of the Frothing Mug posted a fun D12 table for Herbs, Plants, and Grubs. It was designed for D&D 2E, but I thought it would be fun to adapt it for Honor+Intrigue.
Honor+Intrigue includes an Apothecary career which is designed to handle the creation of remedies from herbs, plants, and I suppose grubs. There is also an Alchemist career, but it is more concerned with metals and minerals rather than plants and inorganic, rather than organic chemistry. This table could be a fun addition to a game where a character has the Apothecary career. At the GM’s option, other careers such as Healer, Explorer, Hunter, or Farm Boy/Girl may be used instead of Apothecary.
After an appropriate amount of time (Frothing Mug suggests 1 hour) and a successful use of the Apothecary career, roll on the following charts for results. If the Apothecary searches for multiple hours, roll again. Any time the same result is rolled, double the previous amount (e.g., if the Apothecary searches for 3 hours and rolls feverfew three times, it is no longer a small patch; hour 1 = 1 batch of tea, hour 2 = 2 batches, hour 3 = 4 batches).
HERBS (1d12)
1. Small patch of feverfew. This is enough to brew up
one batch of feverfew tea, which is helpful in disposing of migraines and
headaches. It may cut down on any penalties associated with sickness
(particularly penalties to Savvy) and may help resist mind-control spells or effects
for the next 1d4 hours (granting a +1 bonus to resist Compel, Beguile, and
other such spells or powers).
2. Thistles. This is enough to brew up one batch of
milk-thistle tea. It will allow anyone drinking it to make a new Might roll
against any illness they may have been exposed to or grant a +2 bonus to any Might
roll for illness within the next 8 hours.
3. Handful of meadowsweet. A handful is enough meadowsweet
to create one dose of meadowsweet ointment. It takes 3 hours to create a
batch of the ointment (up to 3 doses) It must be mixed with a lard base and
boiled which takes a total of 3 hours. The ointment is used to dull pain and, in
conjunction with first aid from a career such as Physician or Healer. The
ointment will return 1 extra Lifeblood to the subject.
4. Bees! The Apothecary must succeed at a Savvy
roll or take 1 point of Lifeblood damage from bee stings. If the Apothecary
fails, they may roll again taking additional damage for each failure. If they
succeed, the Apothecary may approach the bees' nest and collect honey. If the
Apothecaary has a way of producing smoke that allows a bonus of +2 to their
Savvy roll. While it has no medicinal purpose, it sure tastes good, and can be
used to brew mead.
5. Flowering Melissa. This herb can be used to
flavor food, and generally has a calmative effect that combats melancholia. This
provides a +1 bonus for the next 8 hours to resist any spell or power that
causes an emotional effect.
6. Horehound. Enough of these flowers to brew one pot
of horehound tea. It is useful for dispelling head colds and chesty coughs, and
grants a +3 bonus to Might to resist or recover from sicknesses of that
type for the next 1d4 days.
7. Mugwort. Used to treat cramps, bloating, and sore
feet. Can be made into a mugwort ointment, which permits travelers to
push themselves for an extra mile per day without effort. This is enough to
make one application, which is good for one traveler for one day.
8. Rosemary. The flowers can be used to brew an
all-purpose remedial tea (granting a +1 bonus on all sickness-related
saves for the next 1d4 days) or be reduced to a pomade by boiling with lard,
which makes a fine face wash. Rosemary wood can be burned to lye-bearing ash to
make a mouthwash and tooth-cleanser.
9. Rue. Enough rue to treat one venomous bite. When
using rue on poisoned wounds the treatment grants a Bonus Die to any roll to
resist the effects of venoms or toxins. It is also a common ingredient in holy
water.
10. Sage. Can be used to prepare a purgative, which
grants a Bonus Die to saves vs. poison when the poison has been ingested.
Can also be used to brew one batch of sage tea, which grants the
imbiber +1 bonus to Savvy for 1d4 hours for the purposes of concentration.
11. Thyme. A key ingredient in anti-infection
incenses and fumigations, thyme can be burned to help ward off disease. This is
enough to burn for 30 minutes. Any area under the influences of thyme-based
incense fumes for 1 hour will grant a +1 bonus to Might rolls to resist or
recover from illnesses while in the area.
12. Yarrow-root. Is used to help treat battle-wounds
and infectious bites. Wounds treated with yarrow-root pomade heal +1 Lifeblood
per day. Treating an infectious bite with yarrow pomade grants a +1 bonus
to resist the infection.
Oooh! I may have to add some of these details to my resident herbalist player's Evernote collection of herbs. This might be useful for those odd times when the player asks, "what do I find around here." However, I would suggest a second table for those times the player is looking for something specific as well. I'll have to think on that one.
ReplyDeletePost any ideas you come up with. I can always use more good ideas to appropriate. ;-)
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