Table of Contents

Herbs, Herbal Remedies and Herbal Concoctions

This section lists all the creations that may be purchased from an herbalist or attempted using the Herbalism skill. Herbal creations are broken into two groups. Common herbals are those that are made from ingredients local to the Jorvikburg area, although they may still be rare. Exotic herbal concoctions are made from ingredients that are found elsewhere on earth and brought to the new world. Each of these herbal creations are priced and purchased in doses. One dose will be enough to deliver the effect to one individual PC one time.

Common Herbals

The following herbs, herbal remedies, and concoctions can be commonly purchased from herbalist shops and can also be sought and prepared by characters by making a Herbalism skill check. It takes 1 day and a successful Herbalism check to find and prepare one dose of any of the following items listed at 10gp or less, but 2 days if 11gp or more. If you have an established Herb garden (25gp to start, functions during 2nd April after planting), checks are made at advantage. However, if it is December through March (garden or not), the check is made at disadvantage. All herbals weigh 0.05 of a load (20 per load).

TypePriceSupplyNotes
Assassin's Hemp15gp2 smoked or eaten, advantage to morale and fear checks for 1 hour, but disadvantage to DEX and WIS checks.
Belladona10gp2If ingested after a lycanthrope bite, make a Con save: either die in one turn or be cured of lycanthropy.
Birthwort10gp2Applied as a poultice, gives 25% chance to re-roll failed poison save
Chaulmoogra Oil10gp2If poured on a dangerous slime infestation, 50% chance to wash off all the slime.
Comfrey10gp2Once per day per patient, heals 1d4 points of damage after battle.
Felwort10gp2If a tincture is splashed on the face, allows a second saving throw vs. paralysis.
Fly Agaric Mushroom25gp3mixed with alcohol and rubbed on skin, increases STR, CON and Fear Resistance by 1d4 each for 1 hour, fall unconscious for 10 minutes afterward
Garlic5gp1Causes a vampire to cringe for 1d4 rounds
Goat's Rue10gp2Inhaled as a smoke, allows victim a Con save to escape dangerous parasites
Goldenrod10gp2If taken within a day of infection, 25% chance to avoid a disease
Healing Salve25gp3 smeared on injury and bandaged, causes 1 hour of sleep and cures 1d6 hp, 1 application at a time
Pipe Weed1sp1If made into a cigar or smoked in a pipe has a 10% chance to drive all the ladies from the room.
Tamarind10gp2If applied as a poultice within an hour of being hit, has a 25% chance of curing any rotting illness
Vermifuge10gp2Smoke from burning it kills all bookworms within 10'
White byrony10gp2If burnt and breathed, 25% to allow second save vs. mold or other dangerous spores. Handkerchief coated with it and held over nose gives +4 save vs. spores.
Wolfsbane10gp2If character strikes a lycanthrope with a sprig, it must save vs poison or flee as if turned.
Woundwart5gp1Applied to wounds, 1 dose per day, adds 1 extra hit point healed.

Exotic Herbals

The following herbs, concoctions and remedies must be imported from distant lands like Egypt or India. They can be bought an an herbalist (25% chance that 1D4 doses available each month you check). All herbals weigh 0.05 of a load (20 per Load).

TypePriceSupplyNotes
Black Lotus250gp10Smoked or chewed, Con check, if passed regain ability to cast a spell level lost due to spell failure after trance of 10-40 minutes, also heals 1d4 points of INT damage. If failed, fall into deep trance for 2d6 hours. On a roll of “1” fall trance lasts 2d6 days.
White Lotus100gp7Swallowing the flower gives an immediate re-roll of a failed poison save at +4 on the roll and heals 1d4 WIS damage.
Mandrake100gp7ingesting a dose causes Con save or sickness for 1d6 hours, success gives visions, showing you nearby magic, spirits and holy objects. If mixed in a potion, doubles duration
Moly250gp9 when eaten, all magic attacks both targeting the eater and cast by the eater are at disadvantage for 1 hour