THE OLD WORLDER HERBIARY =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -v 1.5 by Morten Krog and Andreas Forsberg The herbiary now contains plants, moss, grass, trees, mushrooms and toadstools. Notes on herb descriptions -------------------------- Price: Two cost are given for one dose of each herb. The first is the cost in season, and the second is the cost out of season. Method of Application: There are four methods of application; Brew: the herb must be stood in boiling water for a few minutes and then drunk. Ingest: the herb must be eaten. Inhale: the herb must be immersed in boiling water for a few minutes and the fumes inhaled. Smear: the herb is made into an ointment or poultice which is applied to the injured part. Preparation: This is the time needed to dry and otherwise prepare the herb so it can be used. No special equipment (other than a pestle and mortar) or facilities are required. Once prepared, it will remain effective for a period equal to the preparation time. After that there is a 10% cumulative chance per week that the herb loses its efficency. Dosage: This is the minimum time which must elapse before a second dose may be administred. Failure to observe this requirement means that a subsequent dose has no effect, and a period of twice this length must elapse before another dose will have any effect. This effect is cumulative. Skills: Any skills listed here must be possessed by the character administering the herb, in addition to Herb Lore or Identify Plant. Tests: Lists any test to be made by the administering character for the herb to be effective. Angvars Help: (plant) ------------- Description: Long stems, many leaves, no flowers Availability: Average, Winter, Hills. Price: 5/- and 1GC 6/- Method of Application: Brew Preparation: 3 Days Dosage: 1 Week Skills: Chemistry Tests: Int Effects: This plant helps the PC inhaling the steam from its brew with any respiratory problems. It clears the lungs of any gases or similar. Black Cackler: (mushroom) ------------- Description: A tiny black mushroom with splodges of different colours. Availability: Scarce, Spring, Wooded Hills. Price: 5/- and 1GC Method Of Application: Ingest Preparation: 5 weeks Dosage: 1 day Skills: None Tests: None Effects: It has a very bitter and distinct taste, easily recognized by anyone with any knowledge in these matters (+20 modifier). It causes uncontrolable laughter and foolish behavior to any consuming character, who must make two T-tests or suffer this effect to a light or severe degree for D6+4-T hours to come. Type: Happymaker Price/dose: see above Dependency: 35 Addictiveness: 40 Overdose: 10 Duration: see above No. of doses to side effects: 5 + 1d10 Side effects: Bad skin, Confusion, Forgetfulness Dosage: Ingest dried lumps Black Hove: (plant) ----------- Description: Brought to the Old World by elves from Ulthuan, in elven called Saelisath, meaning "dark one". It is a completely black flower, with dark green leaves and stalk. Availability: Rare, Summer, Grassland (Only near Marienburg). Price: 3GC and 6GC. Method of Application: Brew Preparation: 2 Months Brew Dosage: 3 Weeks Preparation: 2 Months Skills: Chemistry & Prepare Poisons Tests: Int Effects: The Black Hove is a magickally created plant, all magic using creatures are immediately aware of any 'Hoves in their vicinity. Animals shun it for some unexplained reason. This plant was created by one of the high priests of the Pleasure Cult before it was outlawed in Ulthuan. He fled to the Old World, but was hunted down and summarily killed. Before his death he managed to plant his pet project in the marsh around Marienburg. It has since thrived and expanded. If drunk by magick creatures it will release a sudden burst of pent up magick energy equal to the casters BMP (this is how much of it he "soaks" up). With this plant the MP's can go above the casters maximum. However there are darker sides to this plant, and that is that it can be addictive, as well as its side effects. One to three hours after drinking this brew the person will at first become confused, then he will experience a high, which lasts for about 3 hours, then the depressions begin. ALL percentage characteristics are reduced by 15%. In its beginning the plants effect didn't have the time lag between the release of energy and the high, but as times past, the plant changed slightly. Type: Stimulant Price/dose: see above Dependency: 30 Addictiveness: 30 Overdose: 10 Duration: 1d3 No. of doses to side effects: 10 + 1d10 Side effects: Loose 5% off one percentage Characteristic Dosage: Drink Brew Capt'ns Heart: (plant) -------------- Description: Small red flowers resembling a heart. Availability: Average, Autumn, Grassland. Price: 9/- and 1GC 5/- Method of Application: Brew Preparation: 1 Week Dosage: 5 Days Skills: Prepare Poison Tests: None Effects: People used to think these were good for your heart, but they have an altogether different effect if prepared properly. This plant is known by the druids for its effect as a soothing herb, they often give it to wounded animals so thet they will keep still enough to be healed. On humans it has much the same effects, any person drinking this brew will become drowsy. Their characteristics are reduced as follows: M-1,WS&BS -10,I-20,DEX-20,LD-20,INT-10,CL-10,WP-10. The person becomes groggy and unbalanced(not mentally :), also any outside observer will assume that the person is drunk. Deliona: (flower) -------- Description: Bright yellow flowers, with dark green stem and leaves Availability: Rare, Spring, Lowland Price: 2 GC and 4GC. Method of Application: Ingest Preparation: 9 Days Dosage: 5 Days Skills: None Tests: None Effects: Deliona is a pain killer. It lasts for approximately 4 hours, depending on individual differences. The person eating this herb will lose all feeling of pain for the mentioned time, but also any other feelings too. Nothing is felt, it is as if deliona "disconnects" any emotional feelings that the person has. Dils: (plant) ----- Description: Thin green stems, branching out from the root, flowerless. Availability: Common, Summer, Grasslands Price: 10/- and 3GC Method Of Application: Ingest Preparation: 1 week Dosage: 2 days Skills: None Tests:None Effects: Induces a light sleep for 1d4 hours (No save). If there is much noise nearby the person will wake up. Erwurgwort: (plant) ----------- Description: Brilliant blue flowers, many small flowers on a long stalk. Availability: Very Rare, Autumn, Coniferous forest Price: 10 GC and 25 GC Method Of Application: Brew Preparation: 5 weeks Dosage: 3 weeks Skills: Prepare Poison Tests: INT Effects: To avoid the worst of the damage, the recipient must make _two_ successful T tests (immunity to poison +10). If both tests were successful the victim suffers respiratory problems and uncontrolled shaking for the next five hours (-10 to all percentage characteristics). If one or both of the tests failed the victims brething becomes laboured, after about one hour the victims lungs are attacked by the poison and are paralysed, leading to asphyxiation. Feuerkraut: (plant) ----------- Description: Red flower, short stalks, with many leaves. Availability: Common, Early Spring, Mixed Forest Price: 15/- and 2GC Method Of Application: Smear Preparation: 1 week Dosage: 1 day Skills: None Tests: INT Effects: When applied as a poultice to burns the herb helps to cool the burns and the person recovers 1W from the healing effect (NOT cumulative). Fennel: (plant) ------- Description: Green herb, with a big white root. Availability: Average, Autumn, Marsh Price: 9/- and 2GC Method of Application: Brew Preparation: 1 week Dosage: 1 week Skills: Prepare Poisons Tests: INT Effects: This herb is a stimulant and very effective against poisons. The person drinking the brew made from this herb is allowed another T test against any poisonsthat have entered his/hers body within the last 30 min. Finkel: (plant) ------- Description: White flowers, long stems, not many leaves, long roots. Availability: Scarce, Summer, Hills Price: 8 GC and 20 GC Method Of Application: Inhale Preparation: 7 weeks Dosage: (see below) Skills: Prepare Poisons Tests: None Effects: This herb has a mild refreshing effect, but unfortunately it can also be addictive (See Middenheim-City of the White Wolf p. 91). CAN VERY EASILY BEMISTAKEN FOR GELBENWURZEL !! Type: Tranquiliser Price/dose: see above Dependency: 25 Addictiveness: 30 Overdose: 15 Duration: 1d3 No. of doses to side effects: 10 + 1d10 Side effects: Hair loss, Depression Dosage: Inhale vapours Foxtail: (plant) -------- Description: Dark red flowers, short stems, small roots. Availability: Scarce, Late Summer, Grassland Price: 2GC and 4GC Method Of Application: Ingest Preparation: 3 weeks Dosage: 1 week Skills: Chemistry Tests: None Effects: Foxtail is a strong poison, and will cause paralysis unless a successful T test is made. The victim will be paralysed for 1d6+4 hours. The victim does recieve an INT test to find out if the food is drugged (Foxtail has a very special taste, and all herbalists will immediately recognize it - no test neccesary). Gelbenwurzel: (plant) ------------- Description: Yellow flowers, long stems, not many leaves, long roots. Availability: Rare, Summer, Mountain Forest Price: 3GC and 8GC Method Of Application: Ingest (the root) Preparation: 2 weeks Dosage: 3 days Skills: None Tests: None Effects: The person who eats the root gains 10% to all percentage characteristics for 1d4 hours, When the effecy wears off the character looses 50% of all W, T and DEX for 2d6+5 hours. Goats horn: (mushroom) ----------- Description: A tall gray 3" high mushroom, shaped like a twisting horn, with its upper part is covered in greenish slime. Availability: Scarce, Autumn, Mixed forest Price: 15/- and 3GC Method Of Application: Smear Preparation: - Dosage: - Skills: None Tests: None Effects: It emmits a foul and fetid odor that, if applied, will cling to any surface for up to a week, making it easily recognizeable and detectable. It keeps its effect (and smell) for some four weeks before losing its potency. Gorfang: (mushroom) ------- Description: An oval ball in a metallic-black colour with a slimy outside and spongy inside. Availability: Very Rare, Autumn, Mountains & Heavy forest Price: 50GC and 300GC Method Of Application: Smear Preparation: 6 weeks Dosage: - Skills: Chemistry Tests: None Effects: It contains one of the most lethal toxins in the Old World. A character suffering from this poison must make four T-tests to avoid its horrifying effect, ranging from; Paralysed: the affected part of the body is unable to function for 2D6-T hours and rather shaky afterwards for a few more hours. Incapacitated: this part of the body fails to resist and looses (2D4+2)*10% of its functionality for ever. This may cause death if the affected part is the body or head of a victim. Destroyed: the poison enters the affected part and often almost completely destroys nerves and sinew in that part of the body, often with deadly outcome. All function of that part is lost. Fatal: failing to resist completely causes the whole nervsystem of the victim to collapse causing an extremely painful death. Hallorns rest: (Mushroom) -------------- Description: Dirty white in colour, large hat, long root. Availability: Scarce, Summer, Hills Price: 12/- and 4GC Method of Application: Ingest Preparation: 4 weeks Dosage: 2 days Skills: Chemistry Tests: None Effects: A strong hallucinogen. Causes at first heavy sleep, then dreams. It is these dreams that cause the greatest effect,they are _very_ unpleasant. Hellen-Auge: (plant) ----------- Description: A small bright-blue flower. Availability: Scarce, Spring, Coniferous forest (Reikwald, Drakwald) Price: 2GC and 12GC Method Of Application: Smear Preparation: 1 week Dosage: 2 days Skills: None Tests: None Effects: By applying the ointment on the area around the eyes, a characters get an enhanced vision (3*range) and nightvision for 2D6 yards. This lasts for 10-T hours and leaves the characters eyes bloodshot and bleary. A good nights sleep or two and the eyes will be normal. Horsefoot: (Small Bush) ---------- Description: Thin brown branches, with dark green leaves and tiny blue blossoms. Availability: Common, Spring, Mountains Price: 2/- and 15/- Method of Application: Ingest Preparation: 1 Week Dosage: 2 Days Skills: None Tests: None Effects: Leaves: If the leaves are eaten, they swell, easing the feeling of hunger, and letting the PC worry about other, more important things Note: the leaves are not sufficient as food, they do not provide any sustenance, they merely ease the feeling of hunger. Root: If eaten it causes mild stomach cramps and nausea. Not particularly tasty either. Lathia: (moss) ------ Description: A yellow-green moss, with long thin tendrils. Availability: Very Rare, Summer, Mountains Price: 5GC and 25GC Method Of Application: Ingest Preparation: 6 weeks Dosage: 1 week Skills: Heal wounds Tests: Int Effects: The smell of this preparation is _strong_, and the ingestion leaves the character light-headed and dizzy. For a day afterwards all disease-tests are made at a +20 bonus, and any cold and light fevers is cured. Mage-sleep: (plant) ----------- Description: Orange flowers, small stem, few leaves. Availability: Rare, Winter, Mountain Price: 7GC and 14 GC Method of Application: Ingest Preparation: 4 weeks Dosage: 1 week Skills: Chemistry Tests: None Effects: This does not put mages to sleep, rather it lets them stay awake. When eaten(by spellcasters) it allows them to stay awake and still gain MP. HOWEVER only 3/4 of the total MP's are regained when spending the night awake. Skullcap: (mushroom) -------- Description:This smooth white mushroom grows to a hight of about 1'6" and its large round head is covered by black eye-like spots. Availability: Rare, Autumn & Winter, Underground & Mountains. Price: 5GC and 20GC Method Of Application: Brew Preparation: 6 weeks Dosage: - Skills: Chemistry Tests: None Effects: It emmits a foul odor that is slightly repellant to most undead, and from its flesh are possible to manifacture up to 2D6 doses of a poison similar to Graveroot. The dried flesh of the mushroom is made into a potion that is poured(/thrown) over the offending undead. Slovefoot: (grass) ---------- Description: Long grass stalks, with wooly white blossoms. Availability: Average, Autumn, Marsh. Price: 6/- and 1GC Method of Application: Ingest Preparation: 5 Days Dosage: 3 Days Skills: None Tests: None Effects: This plant contains a strong drug that induces (or forces) the person to sleep. The time, in hours, spent sleeping is approximately 6 x (no. of potions taken). The person wakes up clear and refreshed but unable to remember anything that happened the last 3 hours before taking the drug. Sorcerors Buttercup: (mushroom) -------------------- Description: An irregular golden globe, with a jellyish flesh. Availability: Rare, Summer, March, Bog or Swamp Price: 8GC and 40GC Method Of Application: Ingest Preparation: 2 weeks Dosage: 2 days Skills: Chemistry Tests: None Effects: About 5" high at the most, it clings to murky trees in swampy wetlands. It has a very sharp flavor, and causes gagging reflexes after consuming, and anyone able to hold it down falls into a deathlike slumber in 4D10 minutes, sleeping for another 4D10 minutes. Each 5 minutes of sleep restores D4 MP. Splaymook: (plant) ---------- Description: Small, broadleafed plant Availability: Common, Summer, Grassland & Light woods. Price: 5/- and 1GC Method Of Application: Brew Preparation: 2 weeks Dosage: 1 day Skills: None Tests: None Effects: The seeds of the plant is crushed and used as tea by many people in the south of the Empire. Besides a "earthy" taste, it gives a +10 bonus to test against herbal poisons for a day after ingestion. Spritzel: (plant) --------- Description: Small white flowers, thick stem and long thin leaves. Availability: Common, Spring, Mixed Forest. Price: 4/- and 9/- Method of Application: Ingest Preparation: 3 Days Dosage: 7 Days Skills: None Tests: None Effects: Spritzel keeps you awake during the night, and has much the same effect as drinking a five litres of coffee. Stampfeslaaf: (tree) ------------ Description: Small tree (4'), white bark, with dark green leaves. Availability: Rare, Autumn, Coniferous forest (Reikwald, Drakwald) Price: 3GC and 10GC Method Of Application: Brew Preparation: 2 weeks Dosage: 1 day Skills: None Tests: None Effects: D6+10 minutes after drinking the brew the character must make a poison test or fall into a deep, almost lifeless, sleep for D10 hours. The sleep in very refreshing and one hour of this sleep equals three normal. The only sideeffect being a sour stomach for a few days. Storins Relief: (plant) --------------- Description: Thick dark green leaves, no flowers. Availability: Rare, Winter, Grassland. Price: 1GC and 3GC Method of Application: Smear Preparation: 1 Day Dosage: 4 Days Skills: None Tests: None Effects: When the evergreen leaves are smeared over any frostbites they provide an oily cover that warms the skin, and ease the pain. Minor frostbites treated with Storins Relief, and rested will heal completely in 3 days, leaving no side effects. Toederlich Arka: (mushroom) ---------------- Description: This 2" mushroom has a deep orange colour, with a yellow veil. Availability: Very Rare, Autumn, Heavily wooded hills Price: 5/- and 1GC Method Of Application: Ingest Preparation: 2 days Dosage: - Skills: None Tests: None Effects: Fresh, it is one of the deadliest mushrooms in the Old World and anyone eating parts it is subject to the effect of four doses of manbane, that is to make a T-tests per dose or suffer the appropriate effect (see WHFRPp82). Note that elves are totally immune to this toxin, but will feel quite miserable at the ingestion of even a small piece. Purple Butterhat: (Mushroom) ----------------- Description: Purple hat, often with yellow spots, blackish root. Availability: Average, Autumn, Coniferous forest Price: 12/- and 3GC Method of Application: Ingest Preparation: None Dosage: 3 days Skills: Prepare Poisons Tests: None Effects:This herb has no effect on humans, but it has a great effect on horses (inc. mules, ponies etc). The animal in question simply becomes "inactive" for 10 min, after this the poison in the mushroom causes the animal to become hyper-active. Not a pleasant experience for any rider. Veilbud: (plant) -------- Description: Root plant, white, has multiple layers of "veils" . Availability: Rare, Spring, Mixed forest Price: 2GC and 5GC Method of Application: Ingest Preparation: 2 weeks Dosage: 5 days Skills: None Tests: INT Effects: Veilbud causes violent stomach cramps for 1/2-1 hour. The victim is unable to do much beside collapsing on the floor in agony. Yellowfoot: (Moss) ----------- Description: A green moss, with tiny yellow flowers. Availability: Scarce, Summer, Grasslands Price: 15/- and 5GC Method of Application: Ingest Preparation: 3 weeks Dosage: 5 days Skills: None Tests: None Effects: Has no other effect than to give the person eating this a dark blue tongue (embarassing). Witch-Pie: (toadstool) ---------- Description: A dark brown toadstool, with a short stalk and broad hat. Availability: Rare, Autumn, Mixed Forest Price: 5GC and 15GC Method Of Application: Ingest Preparation: 1 day Dosage: - Skills: None (/Chemistry) Tests: None Effects: The Witch-Pie is apparantly edible but its poisonous nature reveals itself after some hours. The effects are rather deleriant (two doses of Madman's Cap) and poisonous (two doses of Manbane strength poison), but is still used by the Hedgewizardry and Witches of the Old World as a ingredient in various potions and mumbo-jumbo. If properly prepared (requires Chemistry) the extract is not poisonous. Cause and Effect ---------------- Some herbs need to be combined with other herbs to have an effect at all, while others should be kept as far away as possible from other herbs. When a person has been drugged by a herb that causes e.g. drowsiness, another herb can be administered, to counter effect the first. I would not advise this, but it can be used as a last resort. Two herbs mixed can cause varied side effects, They could become a super- stimulant (the character is high for the next 24 hours), or the opposite; fall into a coma. The GM should find the ideal (for the campaign) between these two extremes. When attempting to counter the effect of one herb with another, roll on the table below to see what sort of effect is attained. Table of effect --------------- 01-20 Super-Stimulant 21-40 Mildly stimulating 41-60 Cancellation 61-80 Drowsiness 81-00 Comatose