I’ve always been an outdoor person, and I spent a lot of time playing in the woods or splashing around in a creek not far from my childhood home when I was young. This love of nature has continued throughout my life. Knowledge of edible and medicinal plants, however, was something I only got into later in life. Although I consumed all kinds of easily identifiable plant life and fruit when I was a child (wild onions, cattails, honeysuckle, kumquats, etc.), I never really dedicated any kind of serious attention or study to the subject. I think this first began to change when I lived in Japan.
On an extended hike in the mountains of Japan, I once met an older Japanese man hiking solo. Japan has this fantastic system of simple mountain huts strategically located along trails that are meant to be used by hikers for rest or taking shelter overnight. Anyway, it was about midday and the gentleman was taking a break in one of these huts. He seemed surprised and curious to see a foreigner at that isolated elevation. As we talked, he made some tea from nearby plants growing on the mountainside. I remember thinking how cool the entire encounter was, especially how he just went and grabbed what essentially looked like grass to me to make a tasty tea.
After we had rested, he asked to accompany me back to town. I agreed, and we had an enjoyable hike down the mountain. This then led to an invitation to a meal. I, again, agreed, and he prepared a delicious late lunch consisting of a type of salad I had never had. When I asked about the food, he told me it was “kureson.” I was not familiar the word and consulted my ever-present dictionary. It was watercress. This helped very little since I had no clue what watercress was. Anyway, the neat part was that when he kindly drove me to the train station (I lived in a different prefecture), he stopped by a clear-running creek. He asked me to follow, and we scrambled down the embankment to the flowing water. Once there, he pulled up a bundle of watercress directly from shallows near the shore. He then placed the watercress in a plastic bag and gifted it to me. Twice that day he had provided a type of sustenance from local plants.
Three years later when I returned to the states for grad school, I really got into edible plants (and eventually medicinal plants). I began daily foraging with the goal of always eating a meal with something I foraged. I now think this activity was a combination of self-care, creative study, and procrastination from the pressures of my PhD program. I did a lot of translation work at the time, and I recall fondly foraging for wild mustard while reciting Sanskrit declension paradigms or memorable verses from the Epics. Good times.
I could probably spend the rest of the post talking about my foraging experiences. But I won’t. Remind me sometime to tell the story of making a plantain poultice as an anti-inflammatory for hemorrhoids. On second thought, maybe I should keep that one to myself. Anyway, I now want to talk about how I handle herbal lore and remedies in my D&D games.
Herbal Lore & Remedies in D&D
Time
Most herbal remedies require time in terms of preparation and taking effect, although there are certainly exceptions (e.g., some medicinal edibles can instantly be eaten raw, a fast-acting poison, etc.). Still, even a simple poultice to help with healing might take a few minutes to prepare. Brewing a simple tea requires bringing water to a boil and various amounts of steeping time. Some remedies might require drying the plants prior to preparing the remedy. The preparations associated with many herbal remedies involve a method of extraction during which the medicinal components are pulled from a plant, whether that be via an infusion, decoction, or tincture. All such extractions take time.
Regarding effectiveness, it also usually takes time for the benefits of an herbal remedy to be felt. For example, it will take time after drinking an herbal tea for a headache before the benefits of the remedy become noticeable. Now, don’t get me wrong, I’m not overly concerned with simulating correct timing, or what it’s actually like to forage for medicinal plants and concoct a remedy. I’m also not concerned with limiting the therapeutic benefits of herbal remedies to real-world equivalents. I like to have some fantastical herbal benefits in my fantasy games. But I also think that taking time into account helps maintain a certain level of verisimilitude when it comes to herbal remedies, and I feel that this adds a bit more depth to a game. Time also presents players with an additional factor to consider when making in-game decisions. Additionally, factors involving foraging, ingredients, and preparation time ensure that characters involved in herbalism don’t just become a re-skinned cleric or magic-user.
Handling Timing for Herbal Remedies
Timing should remain flexible depending on the type of remedy and the history and context of play, and there is not much to it in terms of set mechanical rules. Timing is essentially a matter of DM assessment and judgement. Here are some simple guidelines to consider:
- Remedies cannot be prepared in combat.
- Common and convenient remedies take somewhere between 10 to 20 minutes to prepare (assuming the character has the necessary ingredients, equipment, and means). However, DMs might rule that certain remedies take hours or days (e.g., cold infusions, producing a complex multi-ingredient tincture). See types of extraction methods discussed below for additional guidelines.
- Regarding how long before a remedy takes effect, I would again base it on the history of play, the type of herbal remedy, and the determined potency of the medicinal plant. In general, and to keep things simple, the time it takes an herbal remedy to have an effect is commonly determined in d4 minutes, d4*10 minutes, d4 hours, or d4 days.
Additional Timing Guidelines
This section can be skipped for those not concerned with additional timing guidelines. Considering the type of remedy (specifically the method of extraction) adds a level of verisimilitude at the cost of a bit more work on the part of the DM. It involves determining the type of herbal extraction commonly associated with the medicinal plant in order to get an estimated preparation time. For example, tinctures take longer than the hot infusions used to produce simple teas. One type of medicinal plant can often be prepared using different kinds of remedies. The goal here is not to be exhaustive or exact, and DMs are encouraged to adjust the times and specific remedy requirements for the needs of each specific situation.
Type of Preparation | Prep Time Guidelines | Avg. Shelf Life |
---|---|---|
Raw | Zero if Accessible or d4 rounds | d4 days |
Infusions, hot | 5-20 minutes | prepare/consume/done or d4 days |
Infusions, cold | 4-8 hours | 2d4 months |
Decoctions | 10-60 minutes | d4 days |
Syrups | 10-60 minutes | 2d4 days |
Poultices | 5 minutes | d4 days |
Compresses | 20 minutes | prepare/soak/done |
Drying | 1-4 weeks | d3 years |
Tinctures | 1-6 weeks | d3 years |
- Raw: This involves simply eating a plant (or part of a plant) without any special preparation beyond pulling it from a bush, tree, or the ground. Unless a plant is preserved in some manner, it will generally remain useable for only d4 days after being harvested.
- Infusions, hot: Hot infusions involve heating up parts of a plant like the stem, leaves, and/or flowers in a liquid to extract the medicinal components. The most common infusions use water, but they can also be made with oils, alcohols, vinegars, and other substances. Teas in which boiling water is poured over the parts of a plant and allowed to steep are perhaps the best example of a hot infusion (although teas can also be decoctions).
- Infusions, cold: Like hot infusions, but using cold or room temperature liquids such as water or oil. Cold infusions are often used for moist and sticky types of plants, as well as roots. Cold infusions take much longer to extract the medicinal components of a plant, and often take hours to days. Cold infusions involving solvents like oil and alcohol can last months.
- Decoctions: Decoctions involve simmering/boiling herbal components in water for an extended amount of time. Decoctions are often used for bark and roots since it can take more time to extract the medicinal components from such items. Root and bark teas are examples of decoctions.
- Syrups: Syrups are simply decoctions with a sweetener like honey added. The honey serves to add flavor that can make a decoction more bearable. Honey also extends the shelf life of a decoction.
- Poultices: A poultice is a soft and moist mass of plant that is applied to inflammations, sores, aching muscles, minor wounds, and so forth. A poultice can be prepared with water, or even by masticating the plant matter. Poultices usually need to remain applied for several hours; although, in a fantasy setting, they could work faster. Typically, a poultice does not have a long shelf life once prepared (especially in a typical fantasy setting without refrigeration), but it would not be unreasonable if a DM ruled that a poultice remains good for d4 days once prepared.
- Compresses: Similar to a poultice, a compress consists of a cloth soaked in an herbal concoction (usually a hot herbal concoction) that is then applied to an area of soreness, inflammation, etc. A compress usually remains applied to the area for 10 to 20 minutes, or until the cloth cools.
- Drying: Drying medicinal plants can serve a couple of purposes. First, although time consuming, dried plants will last significantly longer than raw plants. This alleviates the need to go foraging every time a player’s character wants to make some tea or create poultices that can be prepared with dried herbs. Second, drying and later burning the dried plants serves as an alternative method of extraction in which the medicinal components can be inhaled via the fumes/smoke, or the fumes/smoke can be used to affect an entire area in other ways (e.g., repelling creatures).
- Tinctures: Tinctures are potent remedies that use alcohol to extract the medicinal components of a plant. Tinctures take a significant amount of time compared to other remedies; however, they have a number of benefits that include a long shelf life, increased potency, external and internal use, and portability (e.g., a small vial of liquid). However, tinctures do not work well for all kinds of plants. DMs should consider increasing the potency for tinctures. For example, while a healing herbal tea might heal 1d4 hit points, a healing herbal tea prepared with a concentrated tincture might heal 1d6 hit points.
Doses
Once a medicinal plant is found, how many herbal remedies can be made? That is, how may doses? This, again, is completely DM dependent. For my games, I simply make a random roll, usually 1d4. If I consider the plant to be particularly rare, I might lower that to 1d3 or even 1d2.
Medicinal Plant Generator
D6 Roll | Primary Medicinal Characteristic |
---|---|
1 | Relief |
2 | Restoration |
3 | Cure |
4 | Repellent |
5 | Enhancement |
6 | Toxin/Poison/Sedative |
In my game, I am transitioning to one primary random table to determine the general characteristic of the medicinal plants in a given campaign area. For simplicity, I divided the characteristics into six broad categories. This allows me to conveniently use a d6. I wanted to strike a balance between simplicity and variety. I also wanted something that was quick, and I wanted to make herbalism interesting and enjoyable in the game. My goal was not accuracy concerning herbal lore and medicinal plants since that would likely produce a bloated unplayable mess, especially if I got into plant details, seasonal availability, terrain, and actual medicinal categorization and terminology (e.g., analgesic, antimicrobial, emetic, rubefacient, etc.).
In actual play, I do keep a list of specific plants as they are created in my game (now using the above table), and I include details on such things as the location discovered, the terrain, the time of year, and the plant’s medicinal value. I simply work backwards and base the plant’s information on where (and when) the player was when the plant was first found. DMs should always use common sense and take into account their own campaign setting and history of game play.
For example, in my game there are some woods near a village where Ash trees grow. A hunter in my game has harvested Ash bark for medicinal purposes in previous sessions. If that player announced that he wanted his hunter to go back to those same woods to get more Ash bark, I would not use a random table. The same goes for other types of plants in a region that players are familiar with. If there is a meadow, for example, that produces a type of clover known to the players that repels insects, then the players can usually harvest the plant without a roll assuming: 1) they can get back to the meadow, 2) the clover is still in season, and 3) the plant has not been completely harvested from the area.
But players are not only adventuring in an area familiar to them. Players travel and explore in new regions. In such situations, I prefer using random tables to easily and quickly generate the types of medicinal plants available in an area. Even in an area known to the players, I might sometimes use a random roll to determine if a new type of plant is available/found, or even to account for the fact that a known plant may have been depleted in an area.
I also use the basic foraging rule discussed in this post to determine if foraging is successful in the following situations: 1) players are in an unfamiliar area, 2) players are in a known area but looking for new, and previously undiscovered, plants, or 3) players know about a plant in an area, but that plant is rare or has already been harvested several times, thus forcing players to expand their search to new locations in the area.
To determine and generate new medicinal plants, simply roll d6 on Table 1 above to find the primary medicinal characteristic of the plant. Based on that result, roll again on the corresponding sub-table below. Occasionally, an additional roll might be required to determine such things as an affected ability score or the potency of the plant used in a remedy. If that is too much for a DM, the DM can simply make the decision without a random roll. That’s it!
Reliefs
D6 Roll | Relief From |
---|---|
1 | Fevers |
2 | Pains (e.g., headaches, stomachaches, muscle aches, etc.) |
3 | Skin Irritations |
4 | Anxieties/Depressions/Fears |
5 | Coughs & Colds |
6 | Any/Multi-Symptom |
Reliefs represent common herbal remedies capable of providing alleviation from various temporary afflictions. Such alleviation may be short term. Herbal remedies in this category can be used to counteract adverse mechanical penalties in the game (as determined by the DM). In general, reliefs take effect after d4*10 minutes or d4 hours.
Example 1: Vic declares that his character, Siri the Hunter, is out foraging for new medicinal plants in Black Heart Woods. After a successful foraging check, the DM has him roll d6 to determine the medicinal characteristic of the plant. Vic first rolls a 1 on Table 1 (“Reliefs”) and then a 2 (“Pains”). The DM declares that he comes across a plant with purple flower called Lilly’s Heart by the locals, and the plant alleviates aches and pains when prepared and consumed as a tea. The DM randomly determines that Siri has discovered enough to produce 1d4 doses. The DM also tells Vic that the harvested 1d4 doses will only remain good for 1d4 days unless his character takes time to dry the plants (1d4 weeks).
Example 2: Two days later, Siri’s adventuring companion, Dagnit the Fingerless, spends an entire evening carousing and drinking obscene amounts of the local beer. The DM rules that Dagnit has a severe hangover the next morning, and this will result in a -2 penalty on all rolls until he rests and recovers. However, Vic declares that he will have Siri make Dagnit some tea using the previously harvested Lilly’s Heart since this plant assists with “pains” like headaches. He prepares the tea, and after drinking the remedy the DM rules that Dagnit’s head stops pounding after d4*10 minutes.
Restorations
D6 Roll | Restoration |
---|---|
1 | Burns/Acids |
2 | Poisons/Venoms |
3 | Necrotic |
4 | Magical |
5 | General Physical Damage/Wounds |
6 | Any |
Restorations consist of herbal remedies capable to restoring some previously inflicted damage. In some cases, the adverse effects may be counteracted completely, as in the case of poisons (DM’s decision). Otherwise, restorative herbal remedies generally heal 1d4 points of damage. Optionally, DMs should consider increasing the healing potency of the remedy if time was previously taken to create a tincture. Restorations may take effect after 1d4 minutes for particularly potent remedies.
Example 1: It’s evening, and Dagnit the Fingerless has been stabbed in the arm during a fight at the local inn. In the past, Siri the Hunter has harvested a plant known to have restorative properties on the outskirts of the village, but he does not have any left. Siri knows the general area where the plant grows; however, it is evening and he has harvested this plant several times on previous occasions; therefore, the DM asks for a Foraging check, but grants him a bonus to his roll. Siri is successful and discovers enough to make a poultice. After applying the poultice, the DM rules that Dagnit will heal 1d4 hit points after d4 hours (cf. standard 1d3 hit points of healing after a day of rest).
Example 2: Siri the Hunter is foraging for new medicinal plants in the alpine forests to the north. He is successful with his foraging check, and the DM rolls d6 to determine the primary medicinal characteristic of the plant. The DM rolls a 2 (“Restorations”) and another 2 on the Restorations Table (“Poisons/Venom”). The DM rules that he finds an uncommon plant known to counteract venomous bites when crushed and prepared as a poultice that is applied to a bite or sting. Siri finds enough for d4 doses, and the DM informs him that it will begin counteracting venom in d4 minutes due to its potency.
Cures
D6 Roll | Cure |
---|---|
1 | Parasites |
2 | Mental Effects or Curses |
3 | Blindness |
4 | Disease |
5 | Paralysis |
6 | Aphrodisiacs/Addictions |
As the name implies, Cures completely remove the effects of certain conditions. In my game, these tend to be rarer; therefore, I decrease the number of available doses when found.
Example: On a previous trip, Siri the Hunter harvested a rare type of sage simply called, White Sage. When burned, the smoke is said to have a purifying effect that cleanses one of evil. To preserve it, he took time to dry the herb and now carries around a small, dried bundle wrapped in twine. Later, another of his adventuring companions named Euland becomes cursed with a malevolent spirit. Siri conducts an impromptu ritual in which he burns the sage in a small cave with Euland present. d4*10 minutes later both adventurers witness a black shadow emerging from Euland that then flies howling from the cave.
Repellents
D6 Roll | Repellent |
---|---|
1 | Insects |
2 | Lycanthropes |
3 | Beasts |
4 | Fey-Folk |
5 | Spirits |
6 | Evil/Demons |
Repellents are capable of temporarily warding off specific types of creatures for a limited amount of time. In some cases, as determined by the DM, such repellents may actually inflict a small amount of damage to the affected creature.
Example: On a previous outing, Siri the Hunter discovered the sap of a tree that repels insects and similar pests when burned. In preparation for a trip though the swamp to the south, Vic tells the DM that Siri will smear the sap on a number of torches. The DM says this is a great idea and rules that he can make 6 torches that will repel insects when burned.
Enhancements
D6 Roll | Enhancement |
---|---|
1 | Ability Score (roll d6) |
2 | Berserk/Rage |
3 | Clairvoyance |
4 | Sense (roll d6) |
5 | Hit Points/Ignore Pain |
6 | Memory |
Enhancements temporarily grant the beneficiary an enhanced ability or sense. This category could be expanded to include any number of enhancements and stimulants. Here are some guidelines regarding herbal enhancements.
- Ability Scores: Roll d6 to determine the Ability Score (STR =1, INT =2, WIS=3, DEX=4, CON=5, CHR=6). Increase the ability score by 1d3 points for 1d4 hours.
- Berserk Rage: +2 to all attack rolls. The player must attack until there are no enemies. -2 to all rolls until the character has had the opportunity to rest. The rage lasts until there are no enemies in sight.
- Clairvoyance: Per magic-user/elf spell.
- Sense: Roll d6 to determine the sense (Sight =1, Smell =2, Hearing =3, Touch =4, & Taste =5). A result of 6 can represent either a “sixth sense” (as defined by the DM) or all the character’s senses. Benefits could affect surprise, listening at doors, or being alerted to the presence of poison. A campaign’s black market might, for example, also pay good money for an herbal remedy that enhances sensitivity and tactile perception.
- Hit Points/Ignore Pain: +1d4 temporary Hit Points or Ignore Pain (perhaps allowing a character to keep fighting after being reduced to zero hit points).
- Memory: Enhanced memory herbal remedies allow spellcasters to memorize one additional spell.
Toxins/Poisons/Sedatives
D6 Roll | Toxin/Poison/Sedative |
---|---|
1 | Skin/Eye Irritants (contact) |
2 | Hallucinogens |
3 | Sedatives |
4 | Toxic Powders (inhalation, area of effect) |
5 | Poisons (ingested or injected) |
6 | Multiple Properties/DM Choice |
UPDATE: My original post had a separate category for “paralysis.” I mistakenly copied that from a set of my older notes. The category of sedatives includes effects like paralysis.
For all Toxins/Poisons/Sedatives roll d6 to determine potency (see below table). DMs could also use the potency table to determine the potency of other categories discussed above. DMs should allow for a saving throw in most circumstances involving a toxin/poison/sedative.
D6 Roll | Potency |
---|---|
1-2 | Mild |
3-4 | Strong |
5-6 | Powerful/Deadly |
Example 1: Siri the Hunter is foraging in a field of ancient barrow mounds and the roll indicates that he has discovered a toxin/poison/sedative. Rolling again on Table 1.6 results in a 3 (“Sedatives”). Another roll of 3 on the Potency Table indicates that this should be a plant capable of producing a “Strong” sedative. The DM tells the player that Siri has discovered Barrow Moss growing on several mounds. The DM informs Vic that placing a patch of the moss on the eyes of a sleeping person will force the person to “sleep like the dead” for 1d4 days, assuming the moss is not removed. The DM rules that harvested moss will only last 1d4 days after being removed from a barrow mound.
Example 2: Once again, Siri is out foraging in a beautiful meadow full of flowers. A roll indicates that he has discovered another toxin/poison/sedative. Rolling again on Table 1.6 results in a 4 (“Toxic Powders”). Another roll of 2 on the Potency Table indicates that this should be a plant capable of producing a “Mild” toxic powder. The DM rules that the field contains a plant called Fey’s Dust. The harvested pollen is known to irritate a person’s throat when inhaled and can cause coughing fits. The DM rules that Siri can carefully harvest enough for 1d2 doses of pollen powder, and when blown through a pipe like a blowgun or tossed in the air it will affect creatures in a 10’x10′ area for 1 turn. Victims must Save vs Paralysis or suffer -2 to all rolls for 10 minutes.
I really loved this post. Great and simple rules and also learned some real herbalism stuff (the different preparations)
Thanks!