Herbs in the Underdark
How to Use
The modifier is added to the proficiency check of the herbalist. The number of herbs found is the difference between the proficiency check and the roll divided by two. For each herb found roll d100 to see which herb is found. If there are only one herb, you find it if you make your proficiency check (hence you don’t roll d100). On a natural 1 you will always find
at least one herb.
The Time Used Searching
The standard time used is two hours, or ruled by the DM. After standard time has passed the herbalist can find no more herbs in that area until a week has passed. If the herbalist spends half the standard time, then the penalty should be half the proficiency score, and so on. If an herbalist with rating 12 spend 30 minutes (one fourth of the standard time)
searching for herbs in a temperate forest in summertime (mod. +4), his check should be (proficiency (12) + modifier (4))(Used time (1/2) / Standard time (2)) = 4. If he rolls two, he has made the check with two points; hence he will find one herb. If he had spent two hours searching, his check would be (12 + 4)(Used time (2) / Standard time (2)=16. If he
had rolled a two this time also, he would have made his check with fourteen and found seven herbs!
Roll a d100.
31-35: Calcenta Mushroom (hallucinogenic): 100 gp/1000 gp, (2 available)
36-65: Baslit (insect repellant): 3sp/3sp, (20 available)
66-75: Black Rose (liquid absorbent): 100gp/100gp, (5 available)
76-81: Blackroot (healing): 4gp/4gp, (20 available) (1d10 hp)
82-95: Healwell (healing): 1 sp/1sp, (30 available) (1d4 hp)
96-99: Zur (enhances senses): 12gp/50gp, (60 available) (Temporarily gain Danger Sense, advantage on Perception and Investigation checks) (Found in Rivers only)
100: Bittermourn (longevity): 1000gp and up, (5 available), extends the life of the character by one week without food or water if eaten. (Found in Cold climates only)