Showing posts with label charts. Show all posts
Showing posts with label charts. Show all posts

Wednesday, February 17, 2016

Herbs, plants, and grubs

So, you have someone grubbing around in your game, looking for fancy things with which to stock his components pouch/herbalists satchel/what-have-you? Good! I have some charts. They assume a 2e D&D ruleset, but with a little tweaking they should be useable with whatever rules you like.



After one hour of herbalism use, roll on the following charts for results. If the herbalist searches for multiple hours, roll again. Any time the same result is rolled, double the previous amount (e.g., if the herbalist searches for 3 hours and rolls feverfew three times, it is no longer a small patch; hour 1 = 1 batch of tea, hour 2 = 2 batches, hour 3 = 4 batches).

HERBS (1d12)
1. Small patch of feverfew. This is enough to brew up one batch of feverfew tea, which is helpful in disposing of migraines and headaches. It may cut down on any penalties associated with sickness (particularly those to Intelligence or Wisdom), and may help resist mind-control effects for the next 1d4 hours (granting a +5% resistance to all charm-related spells or powers).

2. Thistles. This is enough to brew up one batch of milk-thistle tea. It will allow anyone drinking it to take a new save against any sickness they may have, or grant a +2 bonus to any save in a sickness-related save within the next 8 hours.

3. Handful of meadowsweet. This is enough to, over the course of 3 hours, make into one meadowsweet ointment. It must be mixed with a lard base and boiled. The ointment is useful for dulling pain and, when used in conjunction with first aid, will return an extra hp of health to the person being treated.

4. Bees! The herbalist must save vs. breath weapon or take 1 point of subdual damage from bees. If the herbalist saves, they may approach this bees' nest safely if they have any way to produce smoke and collect honey. While it has no medicinal purpose, it sure tastes good, and can be used to brew mead.

5. Flowering Melissa. This herb can be used to flavor food, and generally has a calmative effect that combats melancholia. Any spell causing emotion saves at a +1 bonus for the next 8 hours.

6. Horehound. Enough of these flowers to brew one pot of horehound tea. It is useful for dispelling head colds and chesty coughs, and grants a +3 saving throw bonus to resist or recover from sicknesses of that type for the next 1d4 days.

7. Mugwort. Used to treat cramps, bloating, and sore feet. Can be made into a mugwort ointment, which permits travelers to push themselves for an extra mile per day without effort. This is enough to make one application, which is good for one traveller for one day.

8. Rosemary. The flowers can be used to brew an all-purpose remedial tea (granting a +1 bonus on all sickness-related saves for the next 1d4 days) or be reduced to a pomade by boiling with lard, which makes a face wash (which can be sold for 1sp). Rosemary wood can be burned to lye-bearing ash to make a mouthwash and teeth-cleaner.

9. Rue. Enough rue to treat one venomous bite. When using rue on poisoned wounds, the herbalist may grant a +2 bonus to the target's save vs. poison. It is, additionally, a common ingredient in holy water.

10. Sage. Can be used to prepare a purgative, which grants a +4 bonus to saves vs. poison when the poison has been ingested. Can also be used to brew one batch of sage tea, which grants the imbiber +1 effective Intelligence and Wisdom for the purposes of NWPs for 1d4 hours.

11. Thyme. A key ingredient in anti-infection incenses and fumigations, thyme can be burned to help ward off disease. This is enough to burn for 30 minutes. Any area under the influences of thyme-based incense fumes for 1 hour will grant a +1 bonus to all disease and sickness based saves in the area.

12. Yarrow-root. Used to help treat battle-wounds and infectious bites. Wounds treated with yarrow-root pomade heal at +1 hp per day. Treating an infectious bite with yarrow pomade grants a +1 saving throw bonus to the target's save to resist the disease.

Friday, September 4, 2015

Weird Lists and Tables

After a strange discussion with some people in my IRC channel, we began to came up with joke tables listing strange and very specific things. While we didn't go through and make each of those lists at the time, I felt that this could be something that the internet would enjoy. Here they are.

Table: Discarded Clothing Found in a Human City
1. A trampled red tunic with a rip along one side
2. A pair of particolor hosen, stained and mud-logged
3. A slashed cloak that still contains 1d8 gold pieces wrapped up in it
4. A pair of boots that were never worn
5. A pair of boots with a poisoned dagger slipped in an interior sheath
6. A belt with no buckle
7. A belt with a tarnished silver buckle
8. A blue tunic that's perfectly fine, if a little stained
9. Undergarments of various sizes and conditions
10. A woman's dress, bloodied from childbirth
11. A wimple
12. A cap

Table: Things Found in a Place Where Adventurers Have Made Camp
1. 3d20 copper coins scattered about
2. 1d4 pairs of dice
3. 1d4 daggers, dirks, and knives
4. A pot or pan
5. A lost scroll (20% chance it is magical)
6. A walking stick
7. A mage's quarterstaff
8. 1d10 tent pegs
9. A half-drunk tun of wine
10. A discarded feed bag
11. A forgotten sack of oats
12. A nicked and battered arming sword

Table: Things Found in Commoner's Purses When Picking Them (Other Than Money)
1. Nail clippings
2. String
3. A needle (30% chance the thief takes 1d2 damage)
4. A child's tooth
5. An ivory charm
6. A wooden charm
7. Lint
8. A key
9. 1d6 beans
10. A handful of wheat
11. A tallying stick
12. Flint and steel

Table: Effects of Eating a Random Mushroom in the Forest
1. It tastes good!
2. Uh oh... save vs. poison or be violently ill in 1d4 hours
3. It tastes bad, but otherwise no effect
4. Skin breaks out in a horrible rash. -2 cha for one day
5. Gives you sleeker and more well-groomed hair for a day. +1 cha to a maximum of 16
6. Bestows awful breath. Penalty of the DM's choosing
7. Bestows sweet breath. Bonus of the DM's choosing
8. Makes the eater hyperactive, -1 to all init counts for 1d6 hours
9. Makes the eater lethargic, +3 to all init counts for 1d6 hours
10. Places the eater into a coma-like state the next time he sleeps, adding 1d4 extra hours to sleeping time
11. Obviates the need for 1d6 hours of sleep today
12. It makes the eater even more hungry than before

Friday, May 10, 2013

A Potential Humoral System

I'm just throwing this out there before I head over to the conference for the day. I'm not sure I want to just give humans MORE bonuses (beyond being able to reach any level in any class) but then again, obtaining a predominant humor does carry some risks with it.

Note: This chart is for humans only


Do you have a predominant humor?
01-75; balanced
76-100; predominant humor

Predominant Humor Chart
Note: if your character has a predominant humor, they are much more susceptible to other imbalancing effects: poisons, sicknesses, etc. They have a permanent -1 penalty to saving throws vs. poison and any save related to disease (magical or mundane).

01-25; sanguine courageous, hopeful, amorous
+1 reaction bonus, +1 loyalty base, +1 to saves vs. fear

26-50; choleric easily angered, bad tempered
-1 loyalty base, +1 damage with melee weapons

51-75; melancholic despondent, sleepless, irritable
needs only 6 hours of sleep to be fully rested, -1 reaction bonus

76-00; phlegmatic calm, unemotional
+1 to saves vs. emotional manipulation and charm spells