Herbalism
The wilderness is filled with many unknown plants, both beneficial and dangerous. Treasure and glory does not always make a heroic mouse, sometimes it is the quest for a rare herb to cure a sick young mouse, or the drive to discover new remedies to help entire settlements.
This post covers the basics of herbalism, and some rare, unseen plants to add to your adventures.
I will be updating this as more content is made.
Written by Paige & Lux, Illustrated by Lux.
(WIP) Posted 9-28-2020
(WIP) Updated - 9-29-2020 - Some small text and effects updates.
Burch Deerider
Background: Sap tapper
Birthsign: Storm
Disposition: Generous/Wrathful
Coat: Blue, banded
Physical detail: Willowy body
STR: 5
DEX: 11
WIL: 7
HP: 6
Burch is forest dwelling mouse known for his skill with a bow and for bringing needed remedies back to nearby settlements. Little is known about his past, but he spends most of his time scouting the woodlands alone and protecting the settlement from dangers, including unpredictable wood shrews.
d4 In pocket
d4 Heal berries
Pouch of mushroom spores
Mysterious seed
Dried mushroom
Wood Shrews
The nature loving wood shrew is a notoriously unpredictable creature. They live solitary or in small tribes numbering no more than 10 family members. They are difficult to communicate with and are easily annoyed by mice who venture into their woods and sacred groves where rare herbs grow. Shrews take great ceremony when harvesting or cutting plants and will quickly take offense and become aggressive if plants are cut or damaged in front of them by mice or other creatures.
Creature - Shrew
3hp, STR 12, DEX: 8, WIL 15
Attacks: d6 Improvised weapons, Spell of Magic Missile, Poisoned Spear
Wants to protect their woodlands and sacred groves.
Witches of the Woods
Two faced - Friendly and welcoming one moment, then angry and aggressive the next.
Vocal - Angrily squeaks in protest at trespassers and will harrow them until they leave.
Good Leaf - From a rare, genuinely friendly group of shrews that will guide creatures.
Brew Maker - Tends a small cauldron nearby with a strange bubbling brew.
Toadstool - A strange, inquisitive shrew with sticky fingers and a ragged appearance.
Apathetic - Will ignore or leave if approached, will do their best to avoid other creatures.
Herbalism
While herbalism is a very old skill, only a few mice still pass down the knowledge of remedies. Many plants are often dangerous and surrounded by creatures just as threatening to small mice.
Looking for Herbs - In the forest or in areas where a variety of plants can be found, your mouse can spend a watch looking for herbs and other plants. If they do, they will find d3 useful plan materials.
Making Remedies and Poisons - Use a mortar and pestle to break down useful plant material into basic powders and fluids. These substances contain the concentrated effects of the plant that it came from. Not all of these effects are beneficial and can cause bad conditions. Many times the beneficial effect is taken with the bad effect and for some mice.
Processing - A calcinator is used to burn off undesirable effects. Sometimes a remedy can be re processed in this way to concentrate or mix certain effects. A WIL save is used to determine if the attempt was successful. The GM should make the call on the results.
Below are a list of tools, used by herbalist.
Herbalism Kit
A collection of small tools including a knife, small sample vials and bits of wrapping paper. This kit is needed for the gathering of basic herbalism materials.
Cost: 20p
Mortar & Pestle
This tool is used to grind down plant material.
Cost: 10p
Calcinator
This tool is used to process remedies and poisons into new formula.
Cost: 10p
Bottle
A small glass bottle used to store remedies and poisons. (Intentionally left blank so you can name your own potions.)
Cost: 1p
Component Pouch
A bag that can hold items that are smaller than a normal inventory slot. Many components needed for alchemy are small such as leaves, seeds and spores.
Worn in a body slot
Holds 6 tiny items. List them beside the dots in the provided fields.
Cost: 20p
Healing Juice Recipe
2 Heal berry
Grind in mortar and pestle separately.
Process over fire in calcinator one at a time.
Mix both and re process in hot calcinator off of fire until cool.
Mix powder in a dewdrop and store in a bottle.
Effect: Heal d8 HP.
Cost: 20p
Wood Shrew Poison
1 Stinkweed pod
Grind in mortar and pestle.
Process over fire in calcinator.
Mix powder in a dewdrop and store in a bottle.
Wash tools thoroughly and dispose of wash water in a safe place.
Effect: d6 extra damage and the target takes the Poisoned condition for d6 damage per day.
Can be applied to a weapon.
Cost: 20p
Pain Killer
1 Wild Lettuce leaf
Grind in mortar and pestle.
Process over fire in calcinator.
Mix powder in a dewdrop and store in a bottle.
Effect: Clears the In Pain condition and the creature is resistant to the this condition until after a long rest.
Cost: 20p
Flora of the Realm
This is a list of flora that have a variety of effects. Some can be used for herbalism and remedy making, some can be used to develop poisons. Roll on this table when mice are actively looking for herbs and unusual plants. I will expand this list as more plants are made.
Wilt
Healberry
Stinkweed
Bittersweet
Soothing Flower
Torchcap
Rushlight
Wild Lettuce
Wilt
Emits a ray of gray light wherever its flower points. Those caught in the beam must make a WIL save or take the Depressed condition.
A creature exposed to the beam for more than two rounds takes the Weakened condition.
Its roots are sprawling underground up to 2 feet from the plant and will reach up and pull a motionless creature underground to feed its roots. It will let go if the creature succeeds a STR save.
Healberry
A small plant with d6 sweet smelling and delicious red berries. Each berry is a full meal and will Heal d4 HP.
Stinkweed
Emits a foul odor that overwhelms the senses. This attracts flies and carrion eaters that it tries to attach its seed pods too.
Seed pods stab into a creature for 1 damage. If successful the pod will stick to the creature like a tick and can only be removed with fire or something very hot. The pods cause the In Pain condition.
In 3 days, the pod will grow into the host and cause the Poisoned condition to its host for d6 damage per day. Upon their death, a new Stinkweed will begin to sprout from the dead host.
Touching the Stinkweed causes the Smelly condition.
Bittersweet
A pleasant smelling flower with petals that are known for their healing properties. When placed over a wound, the leaf will Heal d6 HP.
One in 4 leaves will also cause the condition of Bittersweet.
The pollen of this plant is also known to be very delicious but will cause the condition of Space Out.
Soothing Flower
The thick petals of this plant are filled with a gelatinous substance that has Soothing effects when applied directly to the skin of a creature.
Torchcap
A subterranean mushroom that grows in deep dark places. The top of this mushroom burns with a strong heat.
Torchcaps do not stop burning unless they are completely submerged in water. When exposed to air it will begin burning again.
If a creature touches or walks into the fiery end of a Torchcap they will be Burned.
Rushlights
This subterranean plant is found in deep dark places and is covered in d6 stalks with slow burning tips it uses to attract moths.
Rushlight stalks burn as long as torches when broken from the plant.
If a creature touches or walks into the fiery end of a Rushlight they will be Burned.
Wild Lettuce
This commonly growing plant has a sap that can be used as a mild Pain killer.
Glossary of Conditions
Exhausted
Clear: After long rest
Source: Mausritter
Frightened
WIL save to approach source of fear.
Clear: After short rest
Source: Mausritter
Blind
Cannot see. All attacks Impaired.
Clear: Tears of a faerie
Source: Honey in the Rafters
Hungry
Clear: After meal
Source: Mausritter
Injured
Disadvantage on STR & DEX saves
Clear: After full rest
Source: Mausritter
Mad
Disadvantage on WIL saves
Clear: After full rest
Source: Mausritter
Sneezing fit
Constantly sneezing. Dsadvantage on all saves.
Clear: After a short rest
Source: Honey in the Rafters
Mucked
Disadvantage on STR & DEX saves
Clear: After washed
Source: The Lake of the Pirate King
Space out
Disadvantage on WIL saves. Make a STR save or take the Dazed condition.
Clear: After a long rest
Source: Tales from Moonshore
Dazed
Creature cannot move on their own or interact with anyone.
Clear: After a short rest
Source: Tales from Moonshore
Berserk
Creature becomes extremely angry and attacks everyone they see.
Clear: WIL save
Source: Tales from Moonshore
Slippery
Disadvantage on DEX saves. Items will begin to fall out of inventory until this condition is cleared.
Clear: Washing with soap for a short rest
Source: Tales from Moonshore
In Pain
Disadvantage on all saves
Clear: Pain killer and a short rest
Source: Tales from Moonshore
Poisoned
Damages between d4 to d12 HP per day depending on the strength of the effect.
Clear: STR save or Antidote
Source: Tales from Moonshore
Sickened
Cannot heal until this condition is gone.
Clear: Remedy and a long rest
Source: Tales from Moonshore
Weakened
Disadvantage on STR saves
Clear: After short rest
Source: Tales from Moonshore
Depressed
Unwillingness to move or carry much. Sad ness and sense of despair.
Clear: WIL save
Source: Tales from Moonshore
Smelly
Disadvantage on any checks that involve scent or social.
Clear: Washing with soap for a short rest
Source: Tales from Moonshore
Burned
Disadvantage on STR & DEX saves. If two or more burns are taken, causes In Pain condition.
Clear: After full rest.
Source: Tales from Moonshore
Buzzed
Disadvantage on WIL saves
Clear: After a long rest
Source: Tales from Moonshore
Bittersweet
Disadvantage on any checks that involve taste. Everything taste bitter sweet and the creature cannot stand eating anything.
Clear: Remedy or a long rest
Source: Tales from Moonshore
Sticky
Inventory will begin to fill with useless items and cannot be removed until this condition is cleared.
Clear: Washing with soap for a short rest
Source: Tales from Moonshore
Other Effects
Soothing
Clears the In Pain, Depressed, Frightened, Mad, and Berserk condition.
Heal
Restores between d4 to d12 HP depending on the strength of the effect. Does not restore stat damage.
Pain Killer
Clears the In Pain, condition.