rolemaster herbal doses found
DESCRIPTION
Foraging for Herbs. D100 results and modifiers for finding herbs. Can be very powerful if a party spends an entire day looking for an herb. GM be warned! Allow only one or two random foraging rolls per day, or modify results for lack of time.TRANSCRIPT
Herbal Doses Found one 1d30 roll daily on “Charts”
(1d100 + mods)/10 = Doses Found Doses/10 = Plants Found
Details Modifier
Foraging skill + skill
bonus *
2 compass points away
- 70
Adjacent compass
point
- 50
Universal ±0
Different climate
Different Region
- 10 per shift
- 25
(b) (d) \ / a – s – w – m – t – c – f – e
| (h)
Animist/Shaman searching
+ 30**
Ranger/Druid searching
+ 20** ** during spell use only
Per additional day + 05* Per assistant; unskilled
+ 02* * can be cumulative if assisted
Prime season + 10 In season, not prime - 10
Out of season - 90 Harvested past 6 months
- 50
“been here before” rule
Region – Terrain – Locale
a alpine
b breaks, wadis, vales,
swales, arroyos c coniferous forest d mixed forest
e marsh, swamp, fens f fresh water
g glacial h heath, scrub, moor i island
j jungle
k knolls, hills, dunes,
buttes, downs l lakes, ponds m mountains
n magic nodes o oceans, saltwater
r ruins
s short grasses, fields, meadows, glades
t tall grasses, praries
u underground, caves,
caverns v volcanic w waste, tundra
z desert
Rarity Code Modifier Gold Value or Exp Points
% chance in gardens
Doses Found
Herbal Value Multipliers
1 - 10 10 98 3d10 Compass 1 point away x 2
2 - 20 50 85 2d10 2 points away x 4 3 - 30 75 75 2d10
4 - 50 100 60 1d10 Climate 2 points away x 2 5 - 60 250 50 1d10 3 points away x 3 6 - 70 400 40 1d8 etc etc
7 - 90 600 25 1d8 8 - 100 800 15 1d6
9 - 110
1000
2 1d5