Herbs and Plants Generator D&D (by Shaun Hately) Level 1 Level 1

Module description

This is the plant and herb generator for role-playing games. It is a module with specific rules for Dungeons & Dragons (D&D, DnD). However, the rules can be perfectly adapted to any other game system. The plants shown in this generator are for medieval fantasy games, so it will often allude to magical beings from these worlds. What is the purpose of such a module? When a player wishes to inspect an area for special herbs he will have to make a survival check (or any analog in another game). If the player succeeds in his search he will have found a type of plant with some special property. This is the moment when the DM will be able to generate one and show it to the player. There are spells that allow to find plants. In these cases this generator will help to create what plants are present in the area and identify them better.

The herbalist character starts knowing a number of herbs equal to 3 x INT x degree of expertise in herbalism. Thus, with herbalism grade 1 and an intelligence of 12 he will know 36 herbs. A character with a herbalism level of 2 and an intelligence of 9 will know 54 herbs. The D.M. will decide which herbs are known, taking into account the climate and the location of the area where the P.J. comes from.

Part of the database used for this module is the intellectual property of Shaun Hately. We thank you for your express authorization for this project. The name of the work is THE GUIDE TO HERBS FOR RPGS. 5th Edition. By Shaun Hately. If you want to know all the credits of this post with thanks for their authorizations and inspirational content, click here. Thanks also to other authors who participate in this work and to Ben (Orkish Blade) which with its content has filled in those climatic zones and biomes without specific plants.  Some of the content belongs to  Open Game License OGL. This content is not official D&D content, but an approximation for Game Masters based on D20 system. This is not an official Wizards.com generator, just one inspired by and compatible with this universe.

How does this module work?

Just press "Generate" to display a special plant for the players. Remember that this generator always gives plants with some special property, so it must be the reward for passing a difficulty test. Otherwise, the player will either not have recognized the plant or will not have found any other than a mundane tree or plant of no special interest.

Name: This is what the herb is called. 
Climatic Zone: This describes the climatic zone or zones in which the herb can be found.
Locale/Biome: This describes the region or regions in which the herb can be found. 
Preparation: This describes how long a herb needs to be prepared before it can be used.
Cost: The cost before the / is the cost of the herb in raw form. The cost after the / is the cost of buying the herb ready to use.
Uses: The number of uses indicates how much of the herb can be found at any one time.
Ability Check: The ability check is the value that must be rolled under on a d20 for the use of the herb to be successful. The GM should decide what effects these herbs have if any.
Description: This section describes what the herb can do.

Description of climatic zones:

Tropical: the tropical regions are those located  close to the equator. They typically have an average annual and monthly temperature of around of over 20ºC (68ºF). They also have a tendency to have wet summers and drier winters, as you get towards their boundaries. On Earth the Tropical region may be considered to be approximately 12º north and south of the equator. Papua New Guinea and Peru have tropical climates.
Subtropical:  the  subtropics  typically  have  anywhere  from  4   -  11   months   with temperatures of over 20ºC (68ºF) with the balance of the year having temperatures of between 10 - 20 C  (50 - 68 ºF). It extends roughly between latitudes 12 - 25º. Northern Australia and the Florida Peninsula both fall into this area.
Temperate: the temperate regions are anywhere which has 4 - 12 months with temperatures between 10 - 20 ºC (50 - 68 ºF) and the rest of the year is colder. For convenience they can be considered to lie between latitudes of 25 - 45º. Southern Europe, the USA and Australia generally fall into this zone.
Cold:  A cold region has 1 - 4 months with a temperature of between 10 - 20 ºC (50 - 68ºF)  with the rest of the year being colder. It can be considered to fall between 45 - 65º latitude. Canada, the southern half of Alaska and Scandinavia all fall into this region.
Polar: The polar regions have a year round average temperature of less than 10 ºC (50ºF). They lie above latitudes of 65º. Greenland, Antarctica, and the most northern reaches of Canada, Russia, and Scandinavia all lie in this zone.
 
Description of the biome:
 
Coastal: These are the regions that lie near the sea, oceans, or possibly near large inland salt-water lakes. As a rule of thumb, I assume that the coastal regions can extend up to five miles inland, although this may vary from place to place.
Desert: Most people assume deserts to be very hot places, such as the Sahara, the Australian Desert, or Death Valley, and indeed many deserts are very hot, but there are also cool deserts. A desert is normally defined as any area that receives, on average, less than 10 inches of rain a year, but for game purposes may be assumed to be any area that is very dry, without recourse to such official formulae.
Forest: A forest is any area that is heavily covered with trees. There are both large forests, which may cover vast areas, or small forests. In medieval times, forests covered a much larger area of the world than they do today.
Grassland: These areas, while mostly untouched by agriculture contain very few large tress. Instead they are mostly covered with grass, hence their name. The American prairies are a good example of grasslands.
Hills: A hill is a relatively small raised area of land. They are often found at the foot of mountains, but may exist in their own right, separate from the surrounding landscape.
Jungle: Similar to a forest, but normally thicker in nature, and found in more tropical environments. The Amazon is a perfect example of a jungle environment.
Mountains: Very large, raised areas of land, often found at the borders of continental shelves. A notable feature of mountains is that they are, due to their height, often much colder than the surrounding land. Another feature is the rain shadow phenomena. It may rain very heavily on one side of a mountain, but not at all on the other. The Himalayas, the Alps, and the Rockies are all examples of mountain chains.
Rivers: A river is a flowing stream of (normally) fresh water which runs to the sea. Rivers can be large (like the Mississippi, or Amazon) or very small, local creeks.
Rural: This describes farmland, land that has been turned over to agriculture, but is only sparsely settled.
Swamp: Areas of very moist soil. The Florida Everglades are a good example of a swamp.
Underworld: By Underworld, I refer to large underground complexes, ie the Underdark of Advanced Dungeons & Dragons, the Mac Mordain Cadal from the works of Raymond E Feist, Ulgo from the works of David Eddings, or the Mines of Moria from Tolkien. It might also be assumed that the herbs may grow in smaller complexes, but I do not recommend it.
Urban: Any area that is widely settled, such as towns, villages or cities.
Volcanoes: When a herb is said to grow in this locale, it may grow actually within the mouth of the volcano, or merely on its sides (GMs discretion, unless the description makes it clear).

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Dungeons & Dragons

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