SABITO (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available: Summer 2%
Climatic Zone: Tropical
Locale: Coastal
Preparation: 1 week
Cost: 100 gp/ 500 gp
Uses: 3
Ability Check: Intelligence -2
This plant has leaves which are bluish in tinge, and is found growing
in the sands of coastal dunes. The root is dark blue in colour and may
be made into small pills. Consuming one of these pills will allow the recipient
to breathe underwater for 10 minutes, by allowing them to absorb the oxygen
in the water directly into their skin through osmosis. Their skin has a
translucent appearance for these ten minutes.
SADDILIA (Maya Kniese)
Available: Summer, Autumn 1%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 hour
Cost: 100 gp/ 300 gp
Uses: Varies
Ability Check: Intelligence -5
This rare tree can grow up to 20 m tall, and can become quite old.
It has dark red wood, and equally dark blue leaves. The flowers, which
grow in small bunches, are startling white, almost radiant. Its nuts have
a very special property; each nut raises the Intelligence or Wisdom (determine
randomly) of the eater by 0.1 point (20 max). The effect lasts for a whole
week, after which it fades again, although there is a 10% chance the effect
is permanent. Around the tree there are often animals (squirrels, salmon)
who eat the nuts on a regular basis, and are therefore quite intelligent,
often possessing speech or even (GMs discretion) spellcasting abilities.
The number of nuts available varies greatly, depending on the age of the
tree, the amount of creatures aware of its existence, etc, and mainly of
course on the GMs wishes. Basically, the GM should determine how many of
the players you wish to profit from it, multiply by ten, and make up an
explanation as to why there are no more nuts.
SAFFRON (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Autumn, Winter 60%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 20 gp/ 100 gp
Uses: 2
Ability Check: Intelligence
The plant has a tuberous root, and large purplish flowers with yellow-red
centres. The pistils of the flower must be pounded into a paste which is
left to dry for a week. The resulting powder is taken as snuff. This herb
raises all attribute scores by one for one hour. NOTE: THIS HERB IS HIGHLY
ADDICTIVE. REPEATED USE IS VERY UNWISE.
SANICLE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Summer, Autumn, Winter 90%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 5 gp/ 30 gp
Uses: 4
Ability Check: Intelligence +2
Sanicle leaves should be crushed and left in white wine, the strained
through a cloth and drunk. It has the effect of binding wounds so that
they are not reopened by action. It is a small plant with glossy green
leaves, with long leaf stalks which are divided into three or five lobes.
It has small white or pink flowers which sit at the top of a slender stalk.
SARACEN’S CONFOUND (Shaun Hately from Alexander Scott’s “Maelstrom”
RPG)
Available: Summer 80%
Climatic Zone: Temperate
Locale: Rural
Preparation: 11 weeks
Cost: 1 gp/ 20 gp
Uses: 4
Ability Check: Intelligence +3
This herb cures fevers within 1d4-1 turns.
SCENTED MAYWEED (Shaun Hately)
Available: Summer 40%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 8 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -3
Scented mayweed grows to a height of about 2 feet. It has erect and
branching stems. It has small leaves, white flowers with a yellow centre.
The flowers must be crushed, emitting a pungent odour and should then be
applied to the eyes in order to heal damage to them caused by acid. If
used within a day of the injury, they can prevent blindness.
SERAPIAS TURBITH (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 45%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 4 weeks
Cost: 4 gp/ 7 gp
Uses: 3
Ability Check: Intelligence -5
This herb will place the recipient into a deep sleep for one day. The
recipient CANNOT be woken. At the end of the day, all wounds will be healed.
It does not, of course, resurrect a dead person, or regenerate lost limbs.
SESSALI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available: Autumn, Spring, Summer 10%
Climatic Zone: Subtropical
Locale: Coastal
Preparation: 2 hours
Cost: 1 gp/ 4 gp
Uses: 7
Ability Check: Intelligence -3
A rugged thorny plant found by the sea. The leaves must be boiled for
two hours in salt water, and the resultant mix sweetened with honey. This
mixture will act as a cure for certain types of ingested poisons (GMs discretion,
as to which ones). The recipient must be made to drink one dose immediately
the mixture is ready, and then a further dose every twelve hours for three
days (7 doses in all). If the number of successful applications is four
or more, the patient will recover.
SHEPHERD’S PURSE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Always 85%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 5 gp/ 12 gp
Uses: 4
Ability Check: Intelligence +2
This herb rarely grows to a height of more than one and a half feet.
It has small greyish green leaves, growing smaller towards the summit of
the plant. It has small four petalled dirty-white flowers at its peak.
If applied to wounds it will stop their bleeding for one hour, and temporarily
removes the need to bandage.
SILVERTHORN (Shaun Hately from Raymond E. Feist’s ‘Silverthorn’)
Available: Always 1%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 12 hours
Cost: 1000 gp/ 10000 gp
Uses: 1
Ability Check: Intelligence
Silverthorn is a small thorny plant, white in colour with red berries
and silver thorns. Called aelebera by the elves, this herb can function
either as a poison or as an antidote to itself. It is found only by one
lake located high in the mountains. For use as a poison the thorns must
be crushed and boiled in oil over the course of a night, at which point,
the resultant mixture may be smeared on the end of a weapon. When the weapon
pierces its target, the poison will take effect killing the victim within
2d6 hours. There is no save and no cure, except for the antidote outlined
below. Not even the most powerful magic can cure this poison.
The only cure for this poison, is also made from the Silverthorn plant.
The berries must be boiled in absolutely pure water, contained in a pure
silver vessel, and the resultant mixture stored in a vial of absolutely
pure glass until use. The liquid must be placed on the dying victims lips,
where within 1d20 minutes, they will recover from the poisoning.
SINQUOI (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available: Summer 15%
Climatic Zone: Subtropical
Locale: Rural
Preparation: 1 hour
Cost: 2 gp/ 3 gp
Uses: 2
Ability Check: Intelligence -2
The red leaves of this unusually twisted tree should be burned and
the smoke inhaled. This will have the effect of ‘dilating’ time (making
it appear to pass slower.) For every minute experienced outside the influence
of the herb, only thirty seconds will pass. A single dose is effective
for 1d6 hours. Normally used by torturers to prolong agony, the leaves
may also be used by people who must think quickly. It does not increase
the speed at which a person moves (Under it’s influence all movement will
seem sluggish), and does not impart any bonuses in combat for this reason,
(you may see the blow coming more easily, but you will still be unable
to avoid it.)
SNAKESPIKE (Druann Pagliasotti)
Available: Spring 15%
Climatic Zone: Temperate
Locale: Coastal
Preparation: 1 hour/ 3 hours
Cost: 5 gp/ 7 gp
Uses: 2
Ability Check: Intelligence
A thin stalk covered with yellow-green flowers. The leaves can be steeped
in water to make a tea that, when imbibed 3 times a day, reduces inflammation
and restores strength; when made into an ointment, snakespike soothes and
promotes rapid healing. (Tea gives 1d3 hp/day instead of 1; ointment restores
1d2 hp immediately per application but can only be administered to the
same character once a day.)
SPANISH NUT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Always 80%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: 25 weeks
Cost: 10 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -2
This herb is a powerful aphrodisiac. If successfully administered I
would suggest that the GM or player roleplays the recipient accordingly.
However if a method of using dice to simulate its effect is wanted, I suggest
that anyone who attempts to seduce the recipient should have a bonus of
1d4 to their Charisma (Appearance) for a period of 2d10 turns.
SPIDERWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 50%
Climatic Zone: Temperate
Locale: Special (see below)
Preparation: 2 weeks
Cost: 4 gp/ 10 gp
Uses: 3
Ability Check: Intelligence
This herb will cure spider poison if applied within 2 rounds. Any damage
already incurred, including death remains. This plant may be found anywhere
in temperate regions where there is chalky soil.
SPRING ADONIS (Shaun Hately)
Available: Spring 40%
Climatic Zone: Cold
Locale: Mountains
Preparation: 2 weeks
Cost: 3 gp/ 8 gp
Uses: 4
Ability Check: Intelligence -2
This plant has small green leaves, and wide round yellow flowers. These
flowers may be dried, and then eaten. They will then reduce the chance
of a heart attack by half each day they are eaten. They may (at the GMs
discretion) also help to strengthen the heart of a person, who through
age, injury, or other cause, has a weak heart. Eaten ten or more of these
flowers at a time will temporarily raise the Constitution and Strength
scores of a person by 1 for 2d12 hours, while reducing their Dexterity
by 2 for the same period. In addition to this reduction such person also
has a (50 - Constitution) % chance of suffering a fatal heart attack 3d12
hours after taking such a massive dose. Certain tribes of barbarians in
the mountain regions where this herb is found, use it in order to help
them go berserk in battle. These tribes, due to constant dosing from birth
have only a (20 - Constitution) % chance of suffering the heart attack.
According to legend, the Greek goddess Aphrodite changed her beloved Adonis,
the son of King Cinyras, into this flower, just before he died after being
wounded by a wild boar.
STRAWBERRY (Shaun Hately)
Available: Summer 40%
Climatic Zone: Temperate
Locale: Rural
Preparation: negligible
Cost: 2 gp/ 2gp
Uses: 3
Ability Check: Intelligence -12
These small red berries grow on very small bushes with pale green rounded
leaves. Five berries should be bound into a bandage, which should then
be applied to a lepers sores. If the application is successful, that sore
will deteriorate no further.
SUAEYSIT (Druann Pagliasotti)
Available: Autumn 20%
Climatic Zone: Cold
Locale: Forest
Preparation: none / 1 week
Cost: 10 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -4
A dark black mushroom with greyish markings along the undersides, this
fungus grows in shadowed forests in cool to cold climes. Suaeysit mushrooms
can be eaten directly or dried and ground into tinctures or otherwise prepared.
The mushrooms give the imbiber a rush of energy,
clearing the mind and raising the spirits. However, they are highly
addictive, and care must be taken when preparing and prescribing dosages.
Often used to counteract shock in emergency situations. (Temporarily adds
+1 to all statistics - no top limit to natural statistics, but it does
not add to magically enhanced statistics - and saving throws, and relieves
effects of fatigue. This effect lasts for 1d4 hours, after which
the user operates at -1 to all statistics and saving throws, and feels
even more fatigued. The negative effects of "coming down" can, of course,
be counteracted by taking more the drug, with resultant addictive effects.)
SWEET TREFOILE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 60%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 1 gp/ 3 gp
Uses: 6
Ability Check: Intelligence -4
This herb will halve falling damage if applied within one turn of the
fall. |