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The Guide to RPG Herb Use

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.

'Dungeons & Dragons', 'Advanced Dungeons & Dragons', 'D&D', and 'AD&D' are trademarks owned by TSR Inc. 'Middle-Earth Role Playing' and 'MERP' are trademarks owned by Tolkien Enterprises. No challenge is made to the ownership of these or any other trademarks.

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.

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.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.


REFERENCES


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