Giorgio wrote:Questions:
1- On page 66 you have the Terrestrial Biomes, where do mountains fit in on the table in page 67 (like the Southron Hills)?
Mountains will either be Alpine or Taiga depending upon the Altitude (Alpine is above the Tree-line). The Southron hills however are presumably not mountains and thus would most likely be Chaparal (scrub), Forest or Grassland.
Giorgio wrote:2-On page 67 you have a table “Key to Relative Abundance” for actively searching for those materials. Do you also have a table for a passive search in narrative time?
Example: “Your group has being traveling for hours threw the Brecilian Forest, Arian (the mage), roll a TN X Cunning (Herbalism) test to see if you picked up anything useful along the way.”
I would be reluctant to use a passive test my self, you can be standing in a field of lavender, but unless you are looking for things, you are unlikely to collect enough for any useful purpose; even less likely to store it in a way that it will be useful later.
If the PC knows that X, Y and Z are likely to be found in the area they are, then the GM could make a test vs the abundance of those items to see if they are likely to be "encountered" and then the player to see if they notice any as they pass. {I've been with groups of people on bush-walks and commented on this or that piece of flora or fauna to the dumbfounded reply of what? where?}
Giorgio wrote:3- Once you have found something valuable (be it from an active or passive test), do you have a table to determine how many units of each material you find? This is important because foe the EoT V3 recipes it is very specific about how many units you need of each item in order to make a recipe.
Thanks for asking about this, I hadn't planned how this might work in relation to the amount required for a recipe.

Factors to consider are sustainability (are they going to take it all or leave some to continue growing?), abundance and GM fiat (do you want them to find it all now or have to keep looking?). Perhaps the Dragon Die can have an effect on the number found (even with a straight roll) with a modifier for abundance.
Elfroot is very common, hardy and widespread across Thedas. Upon finding some, the player rolls and the result of the Dragon Die is 4 (for example). The GM is happy for them to have discovered quite a bit so they can find 3 x 4 units which are harvested successfully (2 x for common and 1 x for uncommon and perhaps negatives for rare and only singles for very rare). However you could make the test have a TN and if the roll is successful they can harvest and the plants will regrow; unsuccessful rolls could mean that if they harvest the full amount, the resource will be depleted and they must choose how much to take.
Hope that makes sense - I will try to refine this and add it to the book.
Tiger's Heart