Foraging

Foraging allows adventurers to find food, treasures, and magic plants through ability checks.

Adventurers with some time on their hands in between daring escapades can engage in foraging for food, hidden treasures, and elusive magic plants (see the Magic and Spells chapter for more information on magic plants). Foraging requires 1 day of searching an environment capable of supporting life for things of use and interest. This can mean searching city streets for discarded food or for plants clinging to rooftops, scouring a forest floor for truffles or lost hunting arrows, or similar.
To determine how well a character succeeded at foraging throughout the day, the character makes an ability check, depending on what the character is seeking: Intelligence (Nature) for magic plants, Intelligence (Investigation) for hidden treasures, or Wisdom (Survival) for food. Characters with the Hedgecraft feat have advantage on the check when foraging for magic plants. The player chooses which check to make then consults the appropriate Foraging table.
Magic plants labeled as “fresh” represent the fresh cuttings the character found, not the full plant itself. Similarly, “dried” magic plants represent preserved or mostly lifeless magic plant cuttings, such as fallen leaves, that are good for using only the plants’ minor worts. See Hedge Magic in the Magic and Spells chapter for more information on magic plant cuttings and what a character can do with them. Food labeled as “perishable” lasts 7 days before decaying.
At the GM’s discretion, the character might not be able to forage for some types of goods in certain areas. For example, a character might be able to forage for hidden treasures in a town, but the town might not contain any magic plants.

Foraging: Magic Plants

Result

Magic Plants Found

5

Spell components worth up to 10 gp

10

1 uncommon magic plant (dried)

15

1d2 uncommon magic plants (fresh)

20

1 rare plant (dried)

25

1d2 rare plants (fresh)

30

1 very rare plant (dried)

Foraging: Food

Result

Food Found

5

1 day’s worth of perishable food

10

1 day’s worth of rations

15

1d4 day’s worth of perishable food

20

1d4 day’s worth of rations

25

1 week’s worth of perishable food

30

1 week’s worth of rations

Foraging: Hidden Treasures

Result

Treasure Found

5

1d4 intact arrows or bolts or 1d4 unlit torches

10

1 crudely fashioned simple weapon or wooden musical instrument

15

Half of the tools from an artisan’s tool kit (GM’s choice)

20

1 item from the Trinkets table*

25

1 backpack or pouch containing 1d4 items from the Trinkets table*

30

1d6 gp worth of random coins

*see the Adventuring Gear chapter
Complications

Foraging is a low-risk way to spend time, and complications that arise from it are generally mild. A character has a 5 percent chance of triggering a complication for each day spent foraging. When a complication is triggered, the GM can create a complication or roll a d6 and consult the Foraging Complications table.

Foraging Complications

d6

Complication

1

You encounter a child who is having bad luck collecting herbs for a sick parent.

2

A fey creature offers to show you their private garden of magic plants. For a price.

3

A grove of trees asks for your help in lifting a curse placed upon them.

4

You accidentally trespass on private property, earning the ire of the owner.

5

A group of foraging cultists invites you to join in their next midnight ritual.

6

You uncover a hidden cavern entrance but awaken something big within it.

Source and licence

From Tome of Heroes.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.