rolemaster herbal doses found

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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

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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.

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Page 1: Rolemaster Herbal Doses Found

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