Foraging

Players can use the !Forage command to gain materials. Foraged materials can only be used to create mundane items, or create items using the Healer's Kit.

Wood or Stone - Quest prizes

There are typically not foraged. Wood and Stone are used in tandem with the Carpenter's Tools or Mason's Tools to create buildings or siege weapons.

Potion Ingredients - DC 10, Nature

Each successful forage gives enough materials to create 1 Potion of Healing, or add 1 charge to a Healer's Kit. You must be near a forest to make this check.

Poison Ingredients - DC 20 Nature Check

You may forage for poisonous flora, or small snakes, scorpions, and the like to milk for the ingredients to create Basic Poison. You may gain advantage on this check by casting "Detect Poisons and Disease". You must have Poisoner's Kit proficiency to make this check. If harvesting poisons from a slain foe, the Detect Poison and Disease spell does not grant advantage.

Metal - Athletics, DC 15. Gives 1D4 pieces of Metal.

Metal can be used to make various pieces of weapons and armour. Someone using Smith Tools can ignore 20gp of material cost for each piece of metal they own (or are given to use to forge with). You may only forage for Metal if a Mine is nearby, or another landmark that says there is metal nearby. You cannot currently forage for Mythril or Adamantite in this way.

Plate mail, as the most expensive item, will take 75 pieces of iron to make for free.

Sand - Nature, DC 10

Used to create objects out of glass - a forge must be available to grand enough heat to do so. Must have a Beach or a Stone Quarry nearby to forage for sand.

Tanning - Nature, DC 10

Still under construction. Used for creating gear out of leather

More foraging checks to come.