Foraging (1, INT, +2):

Similar to the fishing proficiency, this skill enables a
character to locate and obtain edible plants more easily than a
normal character can. A successful Proficiency Check indicates
that twice as much food is obtained than a normal character
would be able to obtain in the same length of time, or that the time
needed to obtain a certain amount of food is half as long as a normal
character would need to get the same results. See the section
on Food and Water for details on how to determine the success
of a foraging attempt.

Foraging

It is exceedingly simple for any character to step off the beaten
path or walk a short distance from the campsite and find plant life
that is probably edible, as long as he is located in a type of terrain
where vegetations grows in some abundance. At the other extreme,
it can be practically impossible for a character to find edible
plants if there just isn't any greenery to be seen.

Table 30: FORAGING SUCCESS
 
- - Winter Spring Summer Autumn
Arctic D 0 / 0 5 / 75 10 / 75 0 / 0
- H 5 / 75 10 / 60 10 / 60 5 / 50
- M 0 / 0 0 / 0 5 / 50 0 / 0
- P 5 / 50 5 / 50 10 / 50 5 / 50
- Se 10 / 75 10 / 50 15 / 50 10 / 75
- - Winter Spring Summer Autumn
Subarctic D 0 / 0 5 / 50 15 / 50 5 / 75
- F 70 / 40 85 / 40 100 / 50  75 / 45
- H 20 / 50 30 / 50 40 / 40 25 / 50
- M 10 / 50 15 / 50 20 / 40 15 / 50
- P 20 / 40 30 / 40 50 / 40 30 / 50
- Se 25 / 60 35 / 50 50 / 40 35 / 50
- Sw 15 / 60 20 / 60 30 / 60 20 / 50
- - Winter Spring Summer Autumn
Temperate D 10 / 70 5 / 50 5 / 70 5 / 50
- F 80 / 40 90 / 40 100 / 40 90 / 40
- H 65 / 50 75 / 40 90 / 35 80 / 50
- M 20 / 40 30 / 40 40 / 40 30 / 50
- P 50 / 40 60 / 40 75 / 30 60 / 50
- Se 50 / 50 65 / 40 80 / 40 65 / 50
- Sw 30 / 60 35 / 50 40 / 50 35 / 60
- - Winter Spring Summer Autumn
Subtropical D 5 / 75 5 / 80 0 / 0 5 / 75
- F 90 / 30 100 / 30 100 / 30 100 / 30
- H 80 / 30 90 / 30 100 / 25 95 / 25
- M 40 / 40 55 / 30 75 / 30 60 / 40
- P 80 / 30 90 / 30 100 / 30 100 / 35
- Se 80 / 40 90 / 40 100 / 40 95 / 40
- Sw 40 / 60 50 / 50 50 / 50 50 / 60
- - Winter Spring Summer Autumn
Tropical D 5 / 75 5 / 80 0 / 0 5 / 75
- F 100 / 30 100 / 30 100 / 40 100 / 30
- H 90 / 30 100 / 40 100 / 40 95 / 35
- M 85 / 30 90 / 30 90 / 40 90 / 35
- P 100 / 30 100 / 45 100 / 50 100 / 40
- Se 90 / 40 95 / 50 100 / 50 95 / 50
- Sw 50 / 60 60 / 60 70 / 50 60 / 60

Each entry on this table consists of two numbers. The number
to the left of the slash is the percentage chance that a normal
character who forages for two turns will find one full day’s ration
of plant life (two pounds of fruit, vegetables, andlor greenery).
The number to the right of the slash is the percentage chance
that the material gathered is actually inedible; it will not help, and
might harm, a character who consumes it.

A character with proficiency in foraging has an advantage on
two counts. His chance of locating potentially edible plants is no
greater than any other character's (if they aren't there, they
aren't there) -- but if he does find plants, he will locate two full rations
in two full turns of foraging, or one full ration in one turn. And,
the chance of his "take" being inedible is 20% lower than that of
a normal character.

It is fruitless for a character to spend more than four turns (two
foraging checks for a normal character, four checks for one with
proficiency) attempting to find food; if he hasn't located any by
then, no amount of further searching will produce better results. If
every character in the group searches for as long as possible and
no food or an insufficient amount of food is located, the gruop
must travel for at least one mile before undertaking any more foraging
attempts.

Inedible Plants

If the vegetation gathered by a character turns out to be inedible,
the DM should roll 1d8 to determine the exact
nature of the material:
 
Die 
Roll
Result
1 Plants are poisonous; anyone who eats a half-ration or more will suffer painful cramps beginning 1d10 rounds thereafter and lasting for 2d10 turns. He will lose 1d4 hit 
points per turn for as long as the cramps persist. These 
lost HP will be regained at the rate of 1d4 per hour 
if the victim rests and drinks at least one pint of water 
per hour while he is resting. Duration and damage are 
both halved for a character who makes a save 
vs. poison. A slow poison spell will act the same as a 
successful save, or will provide cumulative benefit 
(one-fourth duration and damage) for a character 
who made his save. A neutralize poison spell will 
halt the cramps and negate and damage that would 
have been suffered subsequently, but will not offset any 
damage taken before the spell was applied.
2-4 Plants are not naturally poisonous, but are tainted or 
spoiled (water-damaged, overripe, etc.) so that they provide 
no food value and affect the consumer as if they 
were half-strength poisonous plants: Cramps begin 
within 1d10 rounds and last for 1d10 turns, with the victim 
losing 1d2 HP per turn while the cramps persist. 
These HP are regained in the same way, 
and at the same rate, as for a character who has eaten 
poisonous plants. A save vs. poison reduces 
duration and damage by half; a neutralize poison 
or cure disease spell halts duration and damage as soon 
as the spell is cast.
5-8 Plants are not harmful, but provide no food value aside 
from the water they might contain. Although a character 
can fill his stomach on plants of this sort and feel as 
though he nourished himslef, the effect on his system 
will be as though he had not eaten any food. 

When Not to Use The Table

As is often the case with random-determination systems, the
Foraging Success Table cannot account for - and may actually
contradict - the prevailing circumstances at any point during an
adventure. If characters set up camp in the middle of a grove of
apple trees or on the edge of a cornfield, for instance, then anyone
who goes out after food obviously has a 100% chance of
coming back with his arms ful, regardless of what the table might
indicate. Likewise, the chance of gathered food being inedible
might be sustantially reduced or eliminated: If the apples are
ripe and characters specify that they are gathering all of them
from the trees instead of picking some of them up off the ground,
then there is little or no chance that the apples will be anything
but tasty and nourishing food -- unless, of course, the characters
have just happened to stumble upon a little-known variety of apple
whose juice contains a delayed-action acid....

The point is that the table should not be allowed to unswervingly
dictate what does or does not happen. Common sense and
reasonable judgment (of which any DM has an
abundant supply) should always take precedence over a die roll.