Just something i though of earlier…
When you go out, searching for herbs, roll+WIS
On a 10+ choose 3, on a 7-9 choose 2
– You find poultice and herbs
– You find other herbs; the gm will tell you what they look like
– The GM will tell you what the herbs of the area do; what capabilties for alchemy they have
#DruidWeek ?
More ideas for options:
— You don’t run into any danger while searching for herbs.
— It doesn’t take too long.
— You don’t have to taste them to know their effect.
6- choose 1 but you run into trouble
How can this move mesh with the Thief’s poison ability?
“Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free.”
I always thought this ability sort of makes the Thief a semi-herbalist at least. I have a player who is all about the poisons and trying to get the Druid to help him use snake and plant poisons.
I will be using this next time he goes into the swamp to make poisons.
Options for danger include getting ambushed while away, falling afoul of nature, picking something you think is kingsfoil but oh baby, that is not kingsfoil.
Assuming the character is scavenging out in the woods, not in a town or something–you can’t find a poultice, you make it:
https://en.wikipedia.org/wiki/Poultice
It’s easy to make, and the adventurer could certainly find the herbs he wants so he can make a poultice, but he can’t just find it.
– The herbs you gather have not crossbred unexpectedly.