Breeze of a new beginning - Day One
It is morning. The sun shines down on the small, modest cabins that were gracefully "lent" to you for as long as you keep renting the patches and the lab. The day seems a pleasant one, with butterflies flying near your window and small birds perched on trees chirping happily and occasionally erupting in songs of mirth. Some of them pretty boring, if you're not into that kind of thing.
Life seems brighter than usual and the scent that permeates the air carries the promise of a good day. Of course, none of your patches has any plants on it, so it is about time to perk, up roll up sleeves and start to work hard. Rent will be collected by Day 30, and if you don't have enough silver coins to pay at least for the lab and one patch of land, you are certainly as good as totally broke and will be cheerfully kicked out of the owner's lands.
Tough luck. Now go on to work and try to forget what will happen if you fail and concentrate on the good things that may happen if you are successful.
All of you have two actions for the day. Make them worth it and remember you can actually spend one action trying to gather information around the town. You probably won't get too much due to the fact apothecaries like to keep secrecy about everything that has to do with their business, but you can always try.
Fetching herbs in the wild is also an option to raise your amount of herbs, although the wild may turn out to be a high-risk, high-reward bet for those who try it. If you head in there, remember to specify either you want to run away from threats, study them or fight them. Running away is highly advised.