Do you go to the dungeon?

Healing herbs

What are they?

Salve ingredients are sammarcass root, bee's wax and bepuga seeds. One batch is a small item. You use the wax as an emulsifier for the fat in the seeds and you store it in the root. It takes a full day for them to dry out.

Healing potion herbs are called blood viola. They grow in all kinds of terrain. One herb is a tiny item, one flower of blood viola.

Unlike coins or gems, these are soft and 50 of them can fit inside an otherwise empty bottle in your bag. They can be hard to fish out, but you can manage with the tools in your herbalism kit. Of course you can store them in the pouch as per normal tiny things.

Shopping for them

  • One batch of salve ingredients [includes bee's wax, bepuga seeds and sammarcass root] costs 5 silver. (5 dirham if you're on Zakhara.)
  • One healing herb [one blood viola flower] costs 10 silver. (10 dirham if you're on Zakhara.)

In a market class I (such as Port Nyanzaru, or Huzuz) you can find 1700 each of these on sale per month.

In a market class II (such as Hawa) you can find 585 each of these on sale per month.

In a market class VI (such as Eke) you can find 10 each of these per month.

(One tube of ready-made insect salve costs 1 GP and one bottle of ready-made healing potion costs 50 gp. The leather tube is more fancy than the dried root you make your self without access to a tannery. But has the same game mechanical stats.)

Finding them

When you forage, the default is looking for food.
If you're looking for salve ingredients or healing herbs, you need to say so before rolling the forage check. You need to say how many herbs you are looking for (you can say "all herbs" if you're unsure of the number.)

If you make the check and find something,

  • If you were looking for food, you find 1d6+wis portions food. These are all small items and they spoil in 1 day.
  • If you were looking for salve ingredients, don't roll the 1d6+wis. You find 1 batch. This is a small item.
  • If you were looking for herb; you roll 1d6+wis. You subtract 3 for each herb you wanted to find. These herbs are tiny items. The rest you get as food, small items.

Example: You were looking for two herbs. You roll 1d6+wis = 9. You find 2 herbs and 3 food.

Another example: You were looking for two herbs. You roll 1d6+wis = 4. You find 1 herb and 0 food.

Of course if you don't make the foraging check you don't find anything.

Outlander's power can only be used when searching for food. (Finding six portions of food without having to make the forage check or the 1d6.)

Making insect salve

Each batch will become one root full of salves. It'll last 20 applications. The root you found is the container.

It takes one full day of work but you can convert up to 25 batches in a day.

Ingredient costTime costWhat you get
(Up to) 25 batchesOne full day(Up to) 25 batches of 20-application salves

Making healing potion

You need a container. Save flasks & bottles for this. Or put it in the waterskin or w/e.

Herb costTime costWhat you get
25 herbs + 1 flaskOne full dayOne potion (one drink) of healing
100 herbs + 1 flask1 workweekOne potion (one drink) of greater healing
1000 herbs + 1 flask3 workweeksOne potion (one drink) of superior healing
10000 herbs + 1 flask4 workweeksOne potion (one drink) of supreme healing


Making scrolls of lesser resto (vs bug disease) or healing spells (for healing) is also an option. That's not the job for herbalists but for those who have the spell on the their class list. Finding the proper inks (if you don't have the magic bottle that Ran has) isn't easy but in a city, the inks for a level one spell costs 25gp and making the scroll takes one day. It takes longer and costs more for higher level spells. (XGE p 133.)

Spell scrolls are work compression: spend one day today for an extra level one slot tomorrow, pretty much.