BALM (Shaun Hately)
Available: Summer 20%
Climatic Zone: Subtropical
Locale: Forest
Preparation: 1 hour
Cost: 3 gp/ 5 gp
Uses: 4
Ability Check: Intelligence -4
Balm is a plant about 2 to 3 feet tall with squarish stems. It has
oval, serrated leaves. It has small flowers which can be any shade from
white to blue, which form small clusters at the base of the leaves. The
herb should be boiled and given to women suffering menstrual pains (hey,
someone has gone to the trouble of writing “A Guide to AD&D Sex” so
this might be useful!) It also reputedly has properties of bestowing longevity,
and so could be used as an ingredient in “Potions of Longevity” and the
like.
BARBERRY (Shaun Hately)
Available: Summer 20%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 hours
Cost: 4 gp/ 9 gp
Uses: 2
Ability Check: Intelligence -11
The Barberry plant has sharp thorns on its twigs. It can obtain a height
in excess of eight feet. It has roughly oval shaped leaves, which are smooth
with toothed edges. It has pale yellow flowers which produce oval red berries,
with a small black dot at their tip. Barberries should be ground up in
cold water and be left to stand in cold water, and then boiled quickly.
This mixture should be drunk as a cure for liver disorders such as jaundice.
If successfully administered the cure should take effect within two weeks.
However three failed applications mean that there is never any hope of
cure by this method.
BASE MULLEIN (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Always 90%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 10 sp/ 10 sp
Uses: 1
Ability Check: Intelligence
Base Mullein is very easily found due to the fact that its flower stalks
often obtain a height of 8 feet or more. Its clear yellow flowers cover
about 3 feet of the top of the stalk, and form a long funnel about an inch
or two in diameter. If the leaves of this herb are applied to a burn within
one hour, it will reduce the damage taken from the burn, by half.
BASIL (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 3 sp/ 3 sp
Uses: 1
Ability Check: Intelligence -3
Basil must be used almost immediately on being picked. The leaves should
be applied to the bite of a venomous creature, and it will then have the
effect of drawing out the poison. It will give a bonus of +4 to the saving
throw vs poison, or if the save has already been made and failed, it will
allow a second saving throw at normal values. Any damage already sustained
will remain. The herb has one upright stalk, and small white flowers.
BASTIT (Druann Pagliasotti)
Available: Always 20%
Climatic Zone:: Temperate
Locale: All
Preparation: none
Cost: 3 sp/ 3 sp
Uses: 1
Ability Check: Intelligence +2
A small succulent that, when crushed, tends to repel parasitic insects,
including mosquitoes and the like. It has a pungent but not unpleasant
odour. (Lasts 1d6 hours but can be washed or sweated off. Easily
noticed by tracking animals.)
BELAN (Shaun Hately from ICEs “MERP” RPG)
Available: Summer 35%
Climatic Zone: Tropical
Locale: Coastal
Preparation: none
Cost: 40 gp/ 40 gp
Uses: 3
Ability Check: Intelligence -6
The nut must be eaten to stop bleeding (including internal bleeding).
Within two hours it will have stopped the bleeding. The recipient must
not move for one additional hour or risk the bleeding restarting.
BELRAMBA (Shaun Hately from ICEs “MERP” RPG)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 3 days
Cost: 60 gp/ 180 gp
Uses: 1
Ability Check: Intelligence -3
Belramba is a lichen. It must be brewed in water, and then drunk three
days later. If used successfully, all nerve damage capable of healing naturally
will be healed, at three times the normal rate.
BILBERRY (Shaun Hately)
Available: Spring 1%
Climatic Zone: Temperate
Locale: Forest
Preparation: 15 days
Cost: 500 gp/ 3000 gp
Uses: 1
Ability Check: Intelligence -13
Bilberries are small black berries. They must be mixed with pure alcohol
and left to stand for fifteen days, at the end of which time they must
be drunk. A successful application will give a human the same infravision
ability as half elves, but a failed application may lead to the death (save
penalty -4) of the person who drinks it, as if they had drunk a class J
poison (Death/ 20 hit points, onset 1d4 minutes).
BIRTHNOT (Druann Pagliasotti)
Available: Always 30%
Climatic Zone: Temperate
Locale: Hills
Preparation: 3 days
Cost: 2 cp/ 2 cp
Uses: 1
Ability Check: Intelligence
Birthnot is a dark-leaved, flowerless vine. The dried leaves can be
used to create a contraceptive tea effective on most humans, demihumans
and humanoids, male or female. Must be ingested between 1 hour -
30 minutes before properties invoked. (70% effective; causes mild impotence
in males 15% of the time.)
BISHOP’S WEED (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Summer 45%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 weeks
Cost: 4 gp/ 10 gp
Uses: 3
Ability Check: Intelligence -6
Bishop’s weed is a small plant with pale blue flowers, and small pale
green leaves. This herb will protect people from Plague (+5 bonus to saves
vs disease). It is drunk in wine, and is effective for one week. In plague
years, its price increases rapidly.
BITTERMOURN (Druann Pagliasotti)
Available: Winter 5%
Climatic Zone: Polar
Locale: All
Preparation: 2 hours
Cost: 1000 gp and up
Uses: 1
Ability Check: Intelligence -14
A rare, colourless lichen that grows on rocks beneath year-round ice.
When crushed and strained, it creates a clear gel at freezing temperatures
that melts into liquid when warmer. Imbibing a pint slows the aging
process and grants a lifespan of twice normal length.
BLACKBERRY (Shaun Hately)
Available: Spring 65%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 1
Ability Check: Intelligence -2
The leaves of these small black berries should be crushed and applied
to small wounds, where they can stop minor bleeding very quickly (within
one round).
BLACKROOT (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Temperate
Locale: All
Preparation: none
Cost: 4 gp/ 4 gp
Uses: 1
Ability Check: Intelligence -2
A tall plant with small, bell-shaped violet flowers and complex roots
that are black on the outside and white on the inside. Blackroot's roots
can be applied to fresh wounds in order to promote quick healing (applied
immediately, gives 1d4 back to character at once).
BLACK ROSE (Druann Pagliasotti)
Available: Spring, Summer 5%
Climatic Zone: Temperate
Locale: All
Preparation: none
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -2
This rare rose is easily identified by its black, velvety flower and
long white thorns. The thorns are hollow and absorb liquids at a rate of
a pint every 5 minutes. The liquid is stored in the plant's fibrous roots.
The black rose's roots are often used to draw poison from wounds or, placed
under the tongue, to absorb alcohol and prevent intoxication. Sometimes
victims are tied down and pierced with the thorns to cause prolonged and
painful exsanguination.
BLOODKEEP (Druann Pagliasotti)
Available: Spring 20%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 4 sp/ 4 sp
Uses: 1
Ability Check: Intelligence
Tall stalks with jagged leaves and purple-red flowers, bloodkeep's
fresh leaves can be bound to a wound to stop bleeding at once and quicken
coagulation (apply within 2 rounds of injury to stop bleeding; character
regains 20% - rounded down - of lost hit points at once).
BORAGE (Shaun Hately)
Available: Spring 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 5 days
Cost: 1 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -3
This plant has hollow, hairy cylindrical stalks which grow to a height
of 1 to 2 feet. It has drooping flowers, red or blue in colour, which are
shaped as a five pointed star at the top of the stem. The dried herb should
be boiled in water and the infusion drunk. It is used to cure minor fevers
such as those caused by chills, and influenza. It will relieve the fever
in 1d3 hours.
BRELDIAR (Shaun Hately from ICEs “MERP” RPG)
Available: Spring 35%
Climatic Zones: Temperate
Locale: Volcanoes
Preparation: none
Cost: 50 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -2
This flower, when eaten, alters the way a person judges distance for
a period of one hour. While under the influence of the flower, a person
can add a bonus of two to ranged combat attacks, while subtracting two
from melee attacks.
BULL-RUSH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Always 55%
Climatic Zone: Temperate, Subtropical
Locale: Swamp
Preparation: 3 days
Cost: 2 sp/ 3 sp
Uses: 2
Ability Check: Intelligence +3
Bull-rushes are tall straight stemmed plants with many small flowers
at the top of the stalk. These flowers must be ground into an ointment
which is applied to a persons eyes or tongue. This herb will put someone
to sleep for 3d12 hours. A roll of 1 on the ability check will put the
person into a coma.
BURDOCK (Shaun Hately)
Available: Spring 35%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 10 gp/ 30 gp
Uses: 1
Ability Check: Intelligence -6
This plant grows to about 3 feet tall. It has huge leaves with a whitish
underside, and purple flours. Its root must be boiled in water and then
the root eaten and the water drunk as a cure for syphilis. The person will
be cured within a week.
‘They are Burrs, I can tell you, they’ll stick where they are thrown.’
William Shakespeare ‘Troilus and Cressida’
BURSTHELAS (Shaun Hately from ICEs “MERP” RPG)
Available: Summer 5%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 110 gp/ 1000 gp
Uses: 2
Ability Check: Intelligence
Bursthelas must be brewed for one week in fine red wine before it can
be used. It must then be drunk within one month or spoil. A successful
draft will heal any fractured bones within the body within one to three
days.
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