An adventurer that succeeds on a [[Medicine]] or [[Nature]] check finds plants to refill a [healer’s satchel](https://a5e.tabletopbytheik.nl/compendium/items/healers_satchel). Alternatively, an adventurer can choose to make an [herbalism kit](https://a5e.tabletopbytheik.nl/compendium/items/herbalism_kit) check ([see details on the medicinals listed](https://a5e.tools/rules/medicinals)) or [poisoner’s kit](https://a5e.tabletopbytheik.nl/compendium/items/poisoners_kit) check ([see details on the poisons listed](https://a5e.tools/rules/common-poisons)).
**Time:** Choose a number of days to perform this activity -- each day refills 1 use of a healer's satchel, or gathers 1 common medicinal, or gathers 1 common poison.
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**Critical Failure.** The adventurer accidentally picks plants about to decay or rot, destroying 1 use of their healer’s satchel (or 1 medicinal, or 1 poison) before realizing it.
**Failure.** The adventurer finds no plants.
**Success.** The adventurer finds plants to refill 1 use of a healer’s satchel (or 1 [[00-Balance Of Powers/3-Mechanics/4-Equipment/Medicinals|common medicinal]], or 1 poison) for each day spent doing this journey activity.
**Critical Success.** As a success, and the adventurer finds plants which duplicate the effects of a [basic healing potion](https://a5e.tabletopbytheik.nl/compendium/items/healing_potion_basic). This benefit can only be gained **once per week**.
#journeyActivity #healersSatchel #medicinal #poison