Holy Lands RPG: Herbal Drafts and Cures

4
HERBAL DRAFTS, CURES, POISON, AND PLANTS Herbal drafts and cures are herbal concoctions that empower the character to be able to do something they otherwise could not. Drafts are natural elixirs made from herbs and normal water. Cures are made from herbs as well but they are produced with a form of Holy Water, which makes the solution have an even more powerful affect. Drafts and Cures are created by mixing two herbal mixtures (see the following page for details) and 1 pint of water (purified Holy Water for Cures) together in an herbal alembic. The mixed ingredients are then treated through a boiling and steeping process in the alembic for two hours and the result, if done properly, is a pint of 3 herbal Drafts. The whole process, including identifying herbal mixtures as well as steeping Drafts and Cures, requires the Ability of Herbal Science to do successfully. Drafts All herbal Drafts are created with normal water and two herbal mixtures that can be found, made or purchased already made. Draft of Health This draft restores 1d6+1 life points and relieves all minor ailments, such as heartburn, headaches, and stomach aches. Herbal mixtures: mushroom and thistle root Cost: 7gp Draft of Life This Draft restores 2d6+2 life points and relieves all minor aliments, such as heartburn, headaches, and stomach aches. This Draft can restore a comatose victim to 1 life point. Herbal mixtures: thistle root and pawlord sap Cost: 11gp Draft of Recovery If ingested before bed, this Draft restores 3 life points per hour of sleep or bed rest up to 18 hours. Herbal mixtures: mushroom and cane oil Cost: 9g Draft of Poison Immediately ceases poisons from causing further damage (only); does not restore life points or relive afflictions, such as boils or paralization. Herbal mixtures: pawlord sap and sage oil Cost: 13gp Draft of Wakefulness Adds +2 to charisma and keep person awake for 2d6+1 houres when sleepy. Herbal mixtures: 2 thistle root mixtures Cost: 5gp Draft of Remembrance Allows person to remember 1 thing long forgotten. Herbal mixtures: Cane oil and Sage oil Cost: 12gp Cures Cure of Life Restores all life points or half restores all half points to a comatose victim. Herbal mixtures: thistle root and pawlord sap Cost: 22gp Cure of Faith Restores all faith. Ingredient: this Cure is made from unusual Holy Water that has been blessed and created by an Abbot Cost: 16gp

description

The Holy Lands version of potions

Transcript of Holy Lands RPG: Herbal Drafts and Cures

Page 1: Holy Lands RPG: Herbal Drafts and Cures

HERBAL DRAFTS, CURES, POISON, AND PLANTS Herbal drafts and cures are herbal concoctions that empower the character to be able to do something they otherwise could

not. Drafts are natural elixirs made from herbs and normal water. Cures are made from herbs as well but they are produced

with a form of Holy Water, which makes the solution have an even more powerful affect. Drafts and Cures are created by

mixing two herbal mixtures (see the following page for details) and 1 pint of water (purified Holy Water for Cures) together

in an herbal alembic. The mixed ingredients are then treated through a boiling and steeping process in the alembic for two

hours and the result, if done properly, is a pint of 3 herbal Drafts. The whole process, including identifying herbal mixtures as well as steeping Drafts and Cures, requires the Ability of Herbal Science to do successfully.

Drafts

All herbal Drafts are created with normal water and two herbal mixtures that can be found, made or purchased already made.

Draft of Health

This draft restores 1d6+1 life points and relieves all minor ailments, such as heartburn, headaches, and stomach aches.

Herbal mixtures: mushroom and thistle root Cost: 7gp

Draft of Life

This Draft restores 2d6+2 life points and relieves all minor aliments, such as heartburn, headaches, and stomach aches.

This Draft can restore a comatose victim to 1 life point.

Herbal mixtures: thistle root and pawlord sap

Cost: 11gp

Draft of Recovery

If ingested before bed, this Draft restores 3 life points per hour of sleep or bed rest up to 18 hours.

Herbal mixtures: mushroom and cane oil

Cost: 9g

Draft of Poison

Immediately ceases poisons from causing further damage (only); does not restore life points or relive afflictions, such as

boils or paralization.

Herbal mixtures: pawlord sap and sage oil

Cost: 13gp

Draft of Wakefulness

Adds +2 to charisma and keep person awake for 2d6+1 houres when sleepy.

Herbal mixtures: 2 thistle root mixtures

Cost: 5gp

Draft of Remembrance

Allows person to remember 1 thing long forgotten.

Herbal mixtures: Cane oil and Sage oil

Cost: 12gp

Cures Cure of Life

Restores all life points or half restores all half points to a comatose victim.

Herbal mixtures: thistle root and pawlord sap

Cost: 22gp

Cure of Faith

Restores all faith.

Ingredient: this Cure is made from unusual Holy Water that has been blessed and created by an Abbot

Cost: 16gp

Page 2: Holy Lands RPG: Herbal Drafts and Cures

Cure of Valor This powerful Cure adds +4 to the character’s Strength, Speed, and Agility Attributes, +3 Attack, Damage, and Dodge

Combat Skills, and +1 to all Combat Skills for 2d6+1 hours.

Herbal mixtures: cane oil and sage oil

Cost: 22gp

Cure of Focus

Adds +4 to the character’s Wisdom, Intellect, and Patience Attributes and +5 to all Abilities for 2d6+1 hours.

Herbal mixtures: mushroom and cane oil

Cost; 20gp

Cure of Health Relieves any and all physical afflictions that have occurred within 12 days (such as blindness or boils) except curses; does not

restore faith or life points.

Herbal mixtures: mushroom and thistle root

Cost: 17gp

Cure of Breathing

Allows character to sustain normal functionality without needing to breath for 1d6 hours

Herbal mixtures: cane oil and pawlord sap

Cost: 17gp

Cure of the Templars All damage sustained by the user of this cure is reduced by half for 2d6+1 hours.

Herbal mixtures: mushroom and sage oil

Cost: 19gp

Herbs and Poisons Rare herbs are the main ingredients in herbal Drafts and Cures. Though they are extremely scarce, rare herbs can be found in various environments and climates. A character with the Herbal Science Ability will have a 16% chance of finding a rare

shrub or mushroom each hour that they search within the herb’s region. This percentage can increase 2% per Herbal Science

Proficiency Bonus the character has. The raconteur will decide whether an herbs habitat is in hot, cold, extreme, mild, wet, or

dry climates. Herbs are sold in a measurement called a pinch, which is approximately a heaping pile of the plant or

mushroom dried and finely chopped that fits in the palm of an average person’s hand. For shrubs, a Pinch is a mixture of the

plants berries, leaves, and stock; dried and ground. Sap can also be extracted from a shrub or mushroom before its dried. One

ounce of sap oils can be extracted from a crushed mushroom. The following herbs can be bought or found as shrubs or in

pinches.

SHRUBS PREVALENCE COST

Per Pinch

PINCHES

(Random)

Cane Swamps 3gp 5 per shrub (1d4+1)

Elder Forests 2gp 14 per shrub

(1d12+2)

Mint Grasslands 3gp 11 per shrub (1d10+1)

Mourning Forest 3gp 12 per shrub (1d12)

Pawlord Grasslands 4gp 9 per shrub (1d10-1)

Thistle Mountains 4gp 8 per shrub (1d8)

MUSHROOMS

Bonesmythe Mountains 2gp 6 per shroom (1d6)

Eye of Terra Forests 3gp 2 per shroom

(always 2 shrooms)

Genter Root Swamps 4gp 3 per shroom (1d4-1)

Paricker Grasslands 2gp 4 per shroom (1d4)

After they are acquired, the plants elements are mixed with other herbs and made into mixtures as an herbal draft or cure.

Herbal mixture can be made (from the above ingredients) or purchased already prepared. The following herbal mixtures are

available for cures or drafts.

Cane oil mixture

Syrupy liquid consisting of 3 ounces of cane shrub oil and 1 pinch of mint leaves

Cost: 8gp

Page 3: Holy Lands RPG: Herbal Drafts and Cures

Thistle root mixtures

Dried mixture of 2 piches of thistle shrub roots and 1 pinch of eye of terra.

Cost: 5gp

Mushroom mixture

Dried heap of 1 pinch genter root, 1 pinch of paricker, and 1pinch of bonesmythe.

Cost: 6gp

Pawlord sap mixture

3ounces of pawlord sap oil and 1 pinch of mourning shrub leaves and roots.

Cost 9gp

Sage oil mixture

4 ounces of syrupy liquid consisting of equal parts bonesmythe sap and elder shrub oils.

Cost: 10gp

Poisons Poisons are made into a syrupy liquid and stored in either a puncturable container for dipping arrows and weapon blades, or

in a vial with a cork lid. Poisons are extracted from the source; which is generally a rare plant. Exceptions to this are snake

venom and demons blood, which are as the name implies. They can be effective when ingested or inflicted by wounds. If

ingested, a poison will take 2d6 minutes to take affect. For injected poisons into the flesh, a poison will take 1d6 rounds. A

character with herbal science or poison science can identify a rare plant (source of a poison) at 16% per hour searched. This

percentage can be increased by 2% per proficiency point of the abilities. The character must be in the plants regional habitat

(decided by the raconteur) and if a plant is found, the source will yield the character 1 dose.

Snake Venom

This poison causes 1 point of damage per half-hour until relived.

Cost per dose: 9gp

Monkshood

This poison causes 1 point of damage per minute until relived.

Cost per dose: 11gp

Demons Blood

This poison causes 1point of damage per round until relived.

Cost per dose: 15gp

Peasants Revenge

This poison causes the victim to suffer with painful, festering boils for 1d6 days. Reduces charisma and beauty Attributes by half.

Cost per dose: 8gp

Dormir

This poison causes the victim to fall into an un-wake able sleep for 3d6 hours.

Cost per dose: 10gp

Omnibus

This poison causes the victim to become completely paralyzed for 1d4 hours.

Cost per dose: 13gp

Sidia This poison causes the victim to become completely blind for 1d6 hours.

Cost per dose: 12gp

Page 4: Holy Lands RPG: Herbal Drafts and Cures

PLANTS The following plants (berries, roots etc.) are generally found growing wild, and refuse cultivation in most cases.

A character with herbal science can find and identify a plant (source of food) at 25% per hour searched. This percentage can

be increased by 2% per proficiency point of the abilities. The character must be in the plants regional habitat (and allowed by

the raconteur) and if a plant is found, the source will yield the character the listed doses.

The bad effects of any plant can be cured by treating the symptoms like a poison.

Marrowweed

A dark evergreen shrub, which produces thumb sized bright red berries throughout the year. Each shrub will have 2d12

berries at any one time. 4 berries make one dose. The berries remain good for 3 days after picking.

Effect: By eating 4 berries, a character can restore 1d4 Life Points at 1 per round. The character can only eat a number of berries that equals his Endurance or they suffer severe stomach cramps effectively rendering them helpless for 1 hour.

Prevalence: Any forested or lightly forested area, usually near water.

Cost: 1 gp per berry

Locust Nut

A short stubby, thorny tree, with rough bark and bright pink flowers in the spring. This nut is what was rumored to have

been the sustenance of John The Baptist that was referred to in scripture when it says he ate “locusts”. The locust nut is a

small spiky hard-shelled nut, that when cracked open reveals pale meat that is both sweet and nourishing. The nut is

available from late summer to winter. As the are, a Locust Nut will last 3 days before going rancid, if roasted, the meat will

keep almost indefinitely. One tree will yield approximately 2d12 nuts. Locust Nut trees generally do not grow closer than 1

mile from each other. Effect: Three Locust nuts will provide all the food and nutrition requirements for a full grown man for one day, but double

the regular amount of water is required. If the nuts are eaten, but the water is not increased, the character can expect to be

doubled over with muscle cramps that will spread from the stomach outward to the limbs within 24 hrs. A character so

affected will be reduced to 1 Endurance and Strength, unable to do much more than lay there and moan. This effect will last

24 hours, and then the effects will wear off slowly (regaining 1 pt of END and STR per hour until up to normal).

Prevalence: On the boarders or deep in areas where not much else will grow, light deserts, tundra, stepps, moors etc.

Cost: 5 gp per nut (8 gp if roasted)

Betony Root

A small green plant, producing easily identified purple flowers from spring to late summer. The root, when found, appears to

be a large grub, 2-4 inches long, an inch in diameter, and pale white. During the fall and winter the plant can only be

identified by a successful Herbal Science roll. Each plant yields 1 root, with 1d6 found in a single area. The root will not keep longer than 1 day.

Effect: When eaten raw (taste like a mild radish) or cooked (generally in a stew like a potato), the character will heal at twice

the normal rate during the next rest period (minimum of 4 hours). Meaning that in 4 hours of rest he will heal as much as he

would during 8 hours of rest. The only side effect of this root is if the character eats it and then is unable to rest the minimum

of 4 hours. In this case the character takes 1d6 damage as severe muscle spasms rack their bodies for 1d4 hours (restraining

the person will allow only 1d4 points of damage to be taken).

Prevalence: In any grassy area that is fertile enough for flowers (wooded glades, mountain fields, stream side etc).

Cost: 1 gp per root

Plantain

A small common plant, with wide green leaves and a single stem rising above with a small unobtrusive looking plain flower. The plant can be crushed, dried, steeped as a tea or chewed raw for its effects. This plant is available from early spring to

early fall, but the plant is most potent in the spring. It is very easy to find and identify. If dried, the plant will keep

indefinitely, but dried it can only be used for tea. One pinch is a dose.

Effect: When dried and steeped as a tea, the drink will allow a saving throw vs poison at +1. When chewed, and then placed

onto a poisonous bite, the plant will draw the poison out allowing a save vs poison at +2, but the tea/poultice must be

drank/applied within 1 hour of the initial poisoning. If crushed plantain is mixed with a drink, it will neutralize all but the

strongest of poisons that may be in it.

Prevalence: Anywhere, usually along roadsides and in ditches.

Cost: free