OSR: Herbalism in LOTFP

By | 16th October 2017

I’m a great believer in taking inspiration for background, systems and just about anything really from pretty much anywhere I can get my hands on it, whether we’re talking about writing fiction or preparing RPG sessions. Recently I acquired a copy the Maelstrom RPG, published in it’s current version by Arion Games. I purchase it mainly because I remember reading a review of it in an ancient–and now defunct–UK RPG magazine called Arcane, and because it’s set in a period similar to that I’m running my Lamentations of Flame Princess campaign The Rose of Westhaven in.

There’s also a fairly nifty appendix in the book that deal with herbalism and lists the various herbs that are available in the Maelstrom game-world. I’m going for a fairly low-magic/monster-light vibe with my campaign, choosing instead to focus on human evils and shifting alliances. The idea of searching for herbs and preparing them–instead of relying on magic constantly–sounded great for the game. So I put my thinking cap on and started thinking about how I could use them in LOTFP, some of my ideas are listed below.

Key

Name: The name of the herb.

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.

 

Sample Herbs

Name Availability Preparation Time Cost in SP Uses Effectiveness Effect
All-heale Autumn (4 in 6) 2 weeks 2/10 7 4 in 6 Subject heals at double normal rate.
Bishop's Weed Summer (2 in 6) 3 weeks 3/6 3 2 in 6 Cures subject of the plague.
Deadly Nightshade Summer (4 in 6) 1 week 4/8 4 5 in 6 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.
English Galingale Spring and Summer (2 in 6) 1 week 1/2 5 2 in 6 Enlivens the sense by increasing the flow of blood. A person who has Galingale successfully applied to them counts as having one additional pip in Search for the next 24 hours, additional doses have no further effect.

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