Occult Herbmaster
Born of the mushroom, raised in the glade, watched by the eye of the moon in a silverblack pool.
Features
Begins with 2d6 × 10 silver and d2 Omens. HP: Toughness + d6Abilities
Tough as wood. Roll 3d6+2 Toughness. Low in protein. Roll 3d6-2 Strength. Roll d6 on the weapons table and d2 on the armor table. You carry a portable laboratory and continually search for frequently expended ingredients. Daily you have the materials to create two randomly determined decoctions and can brew a total of d4 doses. If unused they lose vitality after 24 hours.Probably raised in (d8)
- Calm isolation in the Daerwold dark.
- See 1.
- See 1.
- The illegal midnight markets of Finsterburg .
- The heretic isle of Crëlut , twenty nautical miles east of Grift .
- Old frozen ruins not far from Fellwind .
- A little witches cottage just outside Bentburgh .
- The ruins of Blackwall Castle , thick with memories of mushrooms and smoke.
Occult Herbmaster decoctions (d8)
- Red poison: Toughness DR12 or -d10 HP.
- Ezumiels vapor: Pass a DR14 test or severe (and arguably fun) hallucinations for d4 hours.
- Southern frog stew: Vomit for d4 hours, pass a DR14 test or you can do nothing else.
- Elixir vitalis: Heals d6 HP and stops infection. Can be habit-forming.
- Spider-owl soup: See in darkness, climb on walls for 30 minutes.
- Fernor’s philtre: Translucent oil, must be dabbed right into the eye. Heals infection and gives +2 on Presence tests for d4 hours.
- Hyphos’ enervating snuff: Berserk! Two attacks per round but defend with DR14. Lasts one fight. Must be snorted, causes sneezing.
- Black poison: Toughness DR14 or -d6 HP and blinded for one hour.


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