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  1. Notes

Gathering Goods

Adventurer's Handbook

A savvy adventurer will know their way around the woods. A hunter will know how to collect furs, a woodsman can gather useful firewood, or a mycologist can gather truffles, and so on! Nature has a bountiful harvest, and these rules will help you capitalize on it!

Downtime Costs

Engaging in foraging expends 5 downtime days from each expedition.

Fresh Air, Fresh Finds

The character performing the forage makes three successive checks, with the GM (or bot in most cases) determining the DC at random. The DC is based on the natural occurrences that can affect your activity. Cloud cover, rain, and getting lost are just some examples of things an adventurer will have to attempt to prevent.

The successive checks are as follows: Wisdom (Perception), Intelligence (Investigation), and Charisma (Persuasion)

Alternatively, the participant can choose to make any one of these checks as a Wisdom (Survival) Check.

The DC for each check is 5+2d10, and a new DC will be generated for each check.


Result
Value
0 Sucesses
No usable finds, 0 earnings
1 Success
Earn 50 gp
2 Successes
Earn 100 GP
3 Successes
Earn 200 GP