Herbs in LOTFP: Part 1

By | 18th October 2017

Following on from my recent post on Herbalism in LOTFP–where I took inspiration from the RPG Maelstrom that has an excellent section on using herbs–I decided to start translating some of these herbs into a format that I can use in my ongoing Lamentations of the Flame Princess campaign.

In-case you need a quick refresher of what the entries mean here is a short key:

Availability: The season that the herb is available in. When someone wishes to 
locate the herb–assuming they are in appropriate environs–they must make a 
bushcraft roll, however, the roll may not be higher than that listed in the 
herbs availability, regardless of the characters skill level.
Preparation Time: The amount of time the herbalist must spend preparing the herbs 
before they can be used.
Cost in SP: How much in silver pieces the herb costs, the first amount is for 
unprepared herbs, the second is for herbs that have already been prepared.
Uses: How much doses each successful bushcraft roll garners.
Effectiveness: When the herbalist attempts to use/apply the herb, they must make a 
successful bushcraft roll, they may not roll higher than the number listed here 
regardless of their ability.
Effect: What the herb does.

The descriptions of half the herbs from Maelstrom–adapted for LOTFP use–follow, I will do the other half in my next post:

All-Heale
Available: Autumn (4 in 6)
Preparation: 2 weeks
Cost: 2/10 sp
Uses: 7
Effective: 4 in 6
Effect: Subject heals at double normal rate. All-Heale must be applied during the entire period that the character is healing otherwise their rate returns to normal.

Base Mullein
Available: Always (5 in 6)
Preparation: None
Cost: 1/1 sp
Uses: 1
Effective: 4 in 6
Effect: This herb prevents scarring from burns.

Bishop’s Weed
Available: Summer (2 in 6)
Preparation: 3 weeks
Cost: 3/6 sp
Uses: 3
Effective: 2 in 6
Effect: This weed is used to cure the plague when prepared. If taken by someone already infected it gives them +2 on their next save vs poison, if taken by someone who is well then it prevents them contracting the plague for the next 24 hours.

Bullrush
Available: Always (3 in 6)
Preparation: 3 days
Cost: 2/3 sp
Uses: 2
Effective: 5 in 6
Effect: Bullrush–when prepared–takes the form of an ointment, when applied to a target they must make a save vs poison or fall into a deep sleep. The target cannot be woken for 1d6 hours.

Bastard Daffodil
Available: Winter (3 in 6)
Preparation: 2 weeks
Cost: 2/5 sp
Uses: 7
Effective: 1 in 6
Effect: When prepared and drunk with water Bastard Daffodil cures the palsy.

Cat’s Tail
Available: Summer (4 in 6)
Preparation: 1 week
Cost: 1/3 sp
Uses: 1
Effective: 2 in 6
Effect: Cat’s Tail cures damage to heels and feet.

Colewort
Available: Spring & Summer (4 in 6)
Preparation: None
Cost: 1/1 sp
Uses: 1
Effective: 2 in 6
Effect: When prepared and ingested this herb allows the target to remain sober for 24 hours regardless of how much alchol they ingest. Alcohol drunk during the 24 hours period has no lasting effect on them.

Cow Parsnip
Available: Always (2 in 6)
Preparation: 6 weeks
Cost: 3/7 sp
Uses: 7
Effective: 2 in 6
Effect: This herb is used as a remedy for madness and similar maladies, when successfully applied to a target, they return to sanity long for 1d6 hours. In some causes repeated applications of this herb over a period of years have permanently cured people of their madness.

CowWheat
Available: Summer (3 in 6)
Preparation: 1 week
Cost: 2/3 sp
Uses: 2
Effective: 4 in 6
Effect: Affects a target similar to extreme drunkeness, rendering them incapable of any strenuous or intelligent actions for 24 hours.

Darnell
Available: Autumn (2 in 6)
Preparation: 2 weeks
Cost: 3/5 sp
Uses: 1
Effective: 3 in 6
Effect: This herb causes dimming of the sight, when taken the target suffers a -3 penalty to hit all targets in combat for 24 hours.

DeadlyNightshade
Available: Summer (4 in 6)
Preparation: 1 week
Cost: 4/8 sp
Uses: 4
Effective: 5 in 6
Effect: Causes to person to fall into a deep sleep for 24 hours. However, if the poisoner rolls a 1 for the herbs effectiveness then they have used too much, the victim gets a save vs poison or they die. Those who survive will be tormented by maddening visions for the rest of their days.

Dittany
Available: Summer & Autumn (3 in 6)
Preparation: 2 weeks
Cost: 1/3 sp
Uses: 3
Effective: 4 in 6
Effect: When prepared and applied this herb prevents wounds becoming infected, one dose must be used for each wound.

English Galingale
Available: Spring & Summer (2 in 6)
Preparation: 1 week
Cost: 1/2 sp
Uses: 5
Effective: 2 in 6
Effect: Enlivens the sense by increasing the flow of blood. A person who has Galingale successfully applied to them counts as having +1 in 6 to Search for the next 24 hours, additional doses have no further effect.

Fetherfew
Available: Summer (3 in 6)
Preparation: 3 weeks
Cost: 2/4 sp
Uses: 3
Effective: 1 in 6
Effect: Gives target a +2 poison save vs the ague, malaria and similar illnesses.

Flouredeluce
Available: Always (3 in 6)
Preparation: 3 weeks
Cost: 3/8 sp
Uses: 2
Effective: 4 in 6
Effect: When a prepared dose is taken it returns 1 hp to the target for an encounter, however, at the end of the encounter any additional hit points gained from taking Floure-de-luce disapear.

French Marigold
Available: Spring & Summer (2 in 6)
Preparation: 8 weeks
Cost: 3/12 sp
Uses: 1
Effective: 4 in 6
Effect: Target must make a save vs poison or suffer 1d10 hp of damage.

Fumitorie
Available: Spring & Summer (4 in 6)
Preparation: 2 weeks
Cost: 3/6 sp
Uses: 1
Effective: 4 in 6
Effect: When applied prevents hair growing on the targets eyelids.

Garden Flax
Available: Spring & Summer (3 in 6)
Preparation: 2 weeks
Cost: 3/5 sp
Uses: 5
Effective: 5 in 6
Effect: When taken in prepared form it allows a character at 0 or -1 hit points to remain conscious and active until the end of the encounter. The herb must be taken before the character is reduced to this level to have any effect.

Goats Rue
Available: Summer (3 in 6)
Preparation: 2 weeks
Cost: 6/15 sp
Uses: 1
Effective: 1 in 6
Effect: When prepared and taken gives the target +2 on their next poison save.

Golden Lungwort
Available: Summer (4 in 6)
Preparation: 1 week
Cost: 1/2 sp
Uses: 6
Effective: 2 in 6
Effect: Can be used to cure damage to targets hearing, this has no effect on people who are deaf from birth or due to natural causes.

Hare’s Ears
Available: Summer (3 in 6)
Preparation: 2 weeks
Cost: 2/3 sp
Uses: 3
Effective: 2 in 6
Effect: When prepared and applied as a poultice it cures skin diseases.

Hawkweed
Available: Always (4 in 6)
Preparation: 2 weeks
Cost: 4/6 sp
Uses: 2
Effective: 4 in 6
Effect: When prepared and taken this herb enhances the senses. Target gains an additional +1 in 6 to searching attempts for 24 hours, additional does within this time have no further effect.

Hemlock
Available: Autumn (3 in 6)
Preparation: 1 week
Cost: 6/8 sp
Uses: 3
Effective: 4 in 6
Effect: A deadly poison, target must save vs poison or die in 1d10 rounds. If the save is failed no mundane healing can help, only a specific or magical cure.

Henbane
Available: Summer & Autumn (5 in 6)
Preparation: 1 week
Cost: 1/2 sp
Uses: 3
Effective: 4 in 6
Effect: When taken in prepared form it allows a character at 0 or -1 hit points to remain conscious and active until the end of the encounter. The herb must be taken before the character is reduced to this level to have any effect.

Horehound
Available: Summer (5 in 6)
Preparation: 4 weeks
Cost: 1/5 sp
Uses: 3
Effective: 3 in 6
Effect: When prepared and administered to someone who has been poisoned, this herbs cures them, causing the target to vomit up the poison. The target is out of action for 24 hours whilst they sleep and recover, but after doing so will be cured of the poison.

Land Caltrops
Available: Summer (3 in 6)
Preparation: 2 weeks
Cost: 2/5 sp
Uses: 1
Effective: 3 in 6
Effect: If prepared and applied to someone suffering the effects of snake poisoning the herb instantly cures them, although it does not heal any existing damage. Some great snakes and serpent-like creatures have venom that is unaffected by this herb.

Lark’s Heel
Available: Summer (2 in 6)
Preparation: 2 weeks
Cost: 3/4 sp
Uses: 3
Effective: 3 in 6
Effect: If successfully prepared and applied the target is immune to the venom of beast for their next encounter.

Leopard’s Bane
Available: Summer (1 in 6)
Preparation: None
Cost: 5/5 sp
Uses: 3
Effective: 4 in 6
Effect: If prepared and successfully used on an animal this poison is fatal, it has no effect on intelligent races or monsters though.

Makebate
Available: Always (2 in 6)
Preparation: 2 weeks
Cost: 1/2 sp
Uses: 2
Effective: 2 in 6
Effect: Gives subject +2 on their poison save vs scorpion stings.

Mandrake
Available: Spring (2 in 6)
Preparation: 4 weeks
Cost: 3/5 sp
Uses: 3
Effective: 5 in 6
Effect: Sends the subject to sleep, they cannot be woken for at least 5 hours.

Marjerome
Available: Always (2 in 6)
Preparation: 6 weeks
Cost: 2/6 sp
Uses: 1
Effective: 3 in 6
Effect: Cures the yellow palor of someone who has suffered jaundice. If prepared and drunk in wine it will counteract the effects of hemlock poisoning.

Masterwort
Available: Summer (5 in 6)
Preparation: 3 weeks
Cost: 2/7 sp
Uses: 7
Effective: 1 in 6
Effect: Subject gets +2 to their next poison save vs plague.

Mede Saffron
Available: Spring & Summer (3 in 6)
Preparation: 1 week
Cost: 4/8 sp
Uses: 1
Effective: 3 in 6
Effect: If used successfully the target must make a save vs poison or choke to death.

Milkworte
Available: Spring & Summer (5 in 6)
Preparation: 2 weeks
Cost: 4/8 sp
Uses: 1
Effective: 1 in 6
Effect: A person who has applied Milkworte gets a +2 bonus to their next poison save vs cholera.

Mountain Garlick
Available: Always (2 in 6)
Preparation: 1 day
Cost: 8/9 sp
Uses: 2
Effective: 4 in 6
Effect: Lesser undead and incorporeal spirits approaching prepared Mountain Garlick must make a morale check or immediately seek to leave the area (this effects even undead normally immune to morale checks).

2 thoughts on “Herbs in LOTFP: Part 1

  1. K.T.

    Thanks for sharing this!! I’ll definitely use some of these herbs in my games.

    Reply
    1. John Large Post author

      I’d also recommend checking out RPGPundit’s Dark Albion, it also has some great rules for herbs 🙂

      Reply

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