Foraging

A character may spend time during rest, travel, or downtime between adventures foraging for plants, animals, or minerals from which remedies or toxins may be derived. To forage ingredients, a character must make an Intelligence (Nature) or Wisdom (Survival) check. The result of this check should be compared to the foraging DC table appropriate to the seasonal and regional context in which the character is foraging to determine what, if any, ingredient materials they were able to source. A character must spend 1 hour foraging to obtain enough of a material to create one full, effective dose of its medicinal or poisonous product. This time encompasses searching, harvesting, and safely storing the materials, as well as travel time to and from the material's location. For every hour spent foraging, the character may harvest a different ingredient from the environment, as long as its foraging DC falls under their original Intelligence (Nature) or Wisdom (Survival) ability check total.

Each listing of the tables provides; common names of the material: a brief description of its appearance; the useful parts of the material and the forms the medicine or poison might take; the specific effect of the medicines or poisons that might be crafted from the material; and it's foraging DC, colour coded to indicate if the material can be used to craft medicine (red), poison (green), or both (purple). A single material might have multiple possible products, but only one may be produced at a time. An easy shorthand is that a comma means "and", while a semi-colon means "or".