Conan - Tito's Trading Post - D20

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Herbs

The raw materials for herbal items are generally very tricky to obtain and the final substances are also often difficult and time-consuming to manufacture. Rather than buying the raw ingredients, an herbalist will usually need to search for them himself. It is rare to find unprepared herbs for sale, since anyone who knows which herbs to pick also knows there is far more profit to be had in selling the various extracts and drugs that can be made from them than selling the herb by itself. It takes a Survival or Knowledge (nature) check to find the herbs in the wild. Characters with Craft (herbalism) can thereafter unlock the herb’s potential with another check. Any given herb can be located after an hour of foraging if the appropriate check succeeds.

Name: This is the modern name of the herb. Characters in the Hyborian Age likely have their own name for the herb. Type: The genus of plant. Availability: The listed DC is for Survival or Knowledge (nature) checks to find the specimen. Searches out of season increase the DC. Searches in the autumn add a +5 to the listed DC. Searches in the winter add +10 to the DC. Searches in the spring reduce the DC by 5. Certain herbs will never be found out of season and the Games Master is the final arbiter of this decision. Features and DC: The feature is the ability the plant will yield and the DC is the target number for Craft (herbalism) to unlock the specimen’s potential feature. Unless otherwise specified the bonuses offered by the herbs last for one hour after their consumption or inhalation. All diseases mentioned are from Conan: Across the Thunder River.

Herbs and Poisons

Herbs & Poisons

Herbs Name Type Acacia Deciduous Tree Adder’s Tongue Perennial, found in woodlands Agaric (death Mushroom angel) Agrimony Plant

Angelica

Anise

Asafoetida (Devil’s Dung) Avens (Star of the Earth) Belladonna (deadly nightshade) Boneset

Availability DC Features (DC) DC 22 Cure 1d4 points of damage (DC 30) DC 26 Remove poison effects by viper poison if gathered during full moon (DC 24) DC 24 +2 bonus to saves vs. cackle fever (DC 20) +1 magical attack bonus for curses (DC 22) DC 24 (only in +4 bonus to saves vs. viper poison (DC 24) summer) Puts characters to sleep for 1d3 days. They will not awaken unless damaged. Fort save DC set at herbalist’s magic attack bonus. (DC 30) Type of Celery DC 24 (cool, Cures filth fever (DC 26) damp climates) +4 bonus vs. disease or +2 save against injury poisons (DC 28) Provides 1d3 temporary hit points (DC 30) Delicate annual DC 20 Provides +2 bonus to saves vs. diseases (DC 20) (summer) Provides a +2 herbal bonus to all saves against hypnotism sorcery styles (DC 24) Six foot perennial DC 25 (wooded Remedy for mind fire (DC 26) areas) Confers a +1 to Intelligence checks for 2 minutes (DC 28) DC 18 +2 to saves vs. slimy doom (DC 24) Common weed (hedgerows or Allows resave against anything that causes ability damage to paths in fields) Strength (DC 28) Root with dark DC 26 Poison: Type: Ingested DC 18 1d4 Con/1d4 Con (DC 26) green leaves Cures lycanthropy but poisons in the process (DC 30) +4 to sorcery saves for 4 rounds (DC 34) Perennial flowering DC 25 Cures disease (DC 20) plant (midsummer to +2 resave on red ache (DC 20) autumn) +2 resave yellow fever (DC 24)

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