Showing posts with label LotFP. Show all posts
Showing posts with label LotFP. Show all posts

Tuesday, May 6, 2025

All Work and No D&D Makes Homer Something Something

I have a problem. I haven't played an RPG in about a year.

Circumstances in my life are such that I have precious little free time. Now that I've written one book of RPG material, the hook is in me to write more. I find it incredibly rewarding. But it is a much slower process than developing material for a personal game. Using my free time to write has cannibalized my ability prep and play. I assume this problem is not unique to me.

So right now, larger projects are not working for me. The scope I have in mind for the next Brechewold book is beyond my capacity especially.

Here is my new grand plan:

  • I've been working on a much shorter adventure. For now, let's call it Death Rides the Black Rain.
  • This will be the first in a series of short adventures re-imagining my Malara setting in a more sci-fantasy vein.
  • I will release these on DriveThruRPG, with versions for Knave and LotFP. My goal right now is to do six over the next three years. We'll see how that works out.
  • Once all six (or whatever seems good to me in the future) are out, I will crowdfund or find a publisher for a fancy anthology. It will include a seventh adventure and whatever additional material feels right to make the book the definitive statement of this setting.
  • Hopefully I will be able to work on The Red Ledger of Brechewold in the background during this process and launch into it wholeheartedly afterwards with some momentum behind me.
I hope this means I will get to play far more often and that these shorter projects will develop my skills to meet the challenge of Red Ledger.

Here's the intro to Death Rides:

In d8+6 days comes the monsoon.


This is the vital fact. It consumes the thoughts and toils of all who prepare for it. For the monsoon in the jungles of Krok brings toxic rain, and everyone knows that under its cover, they come.


They haunt the thunderheads. Beings beyond life and death, they are sustained by the poison rain on their skin and the blood of the living. These vampyr have blighted the jungles since the monsoons turned toxic in ages unremembered by men. Until the skies clear, the inhabitants seek refuge under the dome city of Jaar.


The dome was not built by men. It was built by the mighty langur-men when their kingdom spanned Krok. After they died out, the humans moved in, and the city-state of Jaar came to be ruled by a dynastic royal clan. But after the death of the previous monarch left a boy prince on the throne, a military junta led by Colonel Arça Uto stepped in to act as “regent” - a coup d’etat in all but name. 


The Colonel has grown more paranoid with each passing monsoon season, now focusing on the defense of the city against the vampyr to the exclusion of all else. This has allowed the Glaziers’ Guild, always a powerful force in a city that depends upon its glass dome for survival, to run roughshod over the rest of the citizens, extorting them dearly.


Into this hothouse, enter three things: an ancient message deciphered by necromancers, a pox-scarred agent of collapse, and the party.




Friday, August 4, 2023

Design Notes for Brechewold's Big (Not Mega) Dungeon

At its heart, Brechewold is a failed megadungeon. Actually, it began life as this post, a way to quickly generate wings of a magic school. However, I’ve come to see random generators as best for smaller dungeons, where the results can be made coherent more easily. In a larger environment, especially where the generator must be repeated, things tend to take on a bland sameness, no matter the creativity of the random tables.

I set out to turn the original post into a completely keyed megadungeon. In my naïveté, I thought this might end up being a short pamphlet that I could put up on DriveThruRPG. Well, I got to 101 rooms, got tired, liked the symbolism of the number, and stopped. That’s big, but to me “mega” should evoke feelings of endlessness and incomprehensibility. We can argue over how many rooms it takes to create that feeling (300?), but I don’t think I hit it.

Still, I do think the dungeon is big enough for my purpose. It supports many delves and is dense enough to require several trips to the same location to explore it fully.

So, the center of a Brechewold campaign is the big ol’ dungeon below the castle in which the school resides, representing older, abandoned parts of the school and previous inhabitants of the site. It has seven levels. Do I need to say that if you read on you could spoil something for yourself?

I. Cellars - This is the most conventional dungeon, with a few booby traps, some neat tricks and boons, and an avoidable boss monster ghost. It’s training wheels for Brechewold and aimed especially at people who are new to old school play (most of my players).

II. Aviary - An experiment in building a concentric dungeon - in this case, concentric bird cages. There are helpful birds, dangerous birds, and birds in between. Most importantly, there’s a game of snakes and ladders - as in, you’re actually supposed to play the board game. There’s also a disgraced professor in hiding who could function something like a merchant, but the real secret on this level is the hidden armory of crazy staves, inspired by the scene in if…. when they find all the military-grade weapons and turn them on the teachers.

III. Orrery - This has the first of four secret sub-levels, a castle on Mars reachable by a magic carpet. It also contains a big anti-gravity orrery that clever players could use as an ambush, and two secret rooms: one that holds an item that makes the “end” of the dungeon considerably easier, and another where the eponymous Yellow Book resides.

IV. Antiquities and Alchemy - I’m pretty proud of the Dream Vault sublevel here, where some characters need to act in the real world while others act in a parallel dreamland to unlock a magic item. It’s the most Zelda part of the book. The alchemist’s laboratory is full of my favorite kind of dungeon shit: stuff the players know their characters shouldn’t mess with, but they can’t help themselves.

V. Archive and Ruins - This is where the school starts to give way to older inhabitants of the site, like a dwarf fortress and the tomb of a Celtic chieftain. There’s a dwarven gate to other dimensions operated by binary, which to me feels very logical for dwarves to do. Not sure how easy that will be to figure out. There are also some goblins running a diploma mill, of course.

VI. Demonium - I’m also very proud of the way to get into this level: you have to let your character be killed by an evil doppelgänger, which is some Metal Gear Solid type shit. This is where the dungeon really starts to take on a metaphysical Mythic Underworld character. There’s a gate to Hell, natch.

VII. Crystal Cave - This is where Nimue is guarding Merlyn trapped in crystal. You didn’t think he was really gone, did you?

Interconnectivity: One of the most important ways to make a dungeon really sing (and feel disorienting) is to provide lots of connections between levels. On the first level alone, there are less-than-obvious ways to get to every other level. In fact, there is an extremely easy way to get to the very end of the dungeon - It just requires a (literal) leap of faith and will hopefully feel obvious in hindsight.

I’ll be back next week with more about the book’s other components. On sale now at Gen Con, booth 2930.

Wednesday, August 2, 2023

The Yellow Lamentations of the Brechewold Princess

Jesus, it's been too long. Has time truly progressed to this late date?

Here are my excuses:

1. Had a baby.

2. Any surplus energy has gone into Brechewold. Happy to report it is now done.

The Yellow Book of Brechewold will be published imminently by Lamentations of the Flame Princess. How imminently? If you’re going to Gen Con, James will sell you a book tomorrow. Sadly I will not be in attendance (see: baby). For the rest of us, it will be available on the lotfp.com web store August 11.

So what is it?

First of all, I think it may be the tamest and most trad-D&D book in the Lamentations catalogue. There are elves in it, for Christ’s sake. This makes me feel a bit inadequate, while at the same time filling me with a perverse sense of satisfaction.

Nevertheless, I think it was this description that sold James on the project: it is what would have happened if Jack Vance had written Harry Potter as a sequel to T.H. White’s The Once and Future King. There is a magic school founded by long-gone (?) Merlyn full of amoral scheming wizards and deep dungeons beneath. I think of the surrounding enchanted forest as a sort of medieval British Disneyland, with knights in shining armor, merry men, and the like. Hopefully Monty Python references are still cool in 2023.

I’ll be back with more Brechewold coverage later in the week. For now, check out the table of contents:



Friday, December 29, 2017

We Three Kings


This is a one-shot Christmas-appropriate adventure for Lamentations of the Flame Princess or whatever you want. I ran it for my Skype LotFP group, which consists of high school friends who are usually spread out across the country. But, thanks to holiday magic, they were all at my dining room table on Tuesday night.

It is Christmas Eve, 1567. Mary, Queen of Scots has abdicated the throne and fled south to England, leaving her one-year-old son James to inherit Scotland. In my game, the players are traveling to Edinburgh, hoping that the uncertain political climate means available work for ne'er-do-wells.

An evening snowfall finds the players marching through a pine forest, whiting out the deep green-blue  of the trees and blanketing the mossy undergrowth. Just as further travel becomes impossible, they emerge to find a sorry castle against the horizon. At least it's shelter.

The swinging orange of the porter's lamp and the baying of hounds greet the players, who are ushered in to be welcomed to Dunsinane Castle by lanky, tall Una and round Conall, the daughter and son of the lord. They are under the impression the party is here to pay its respects to the new king of Scotland, which is odd since the king is supposed to be some baby in Edinburgh.

It turns out they mean their father, Caspar of Clan Macbeth. Caspar is an old man on the verge of death, bedridden at the head of a long and empty banquet table in the castle's drafty hall. He will explain that Mary's late abdication is the final straw for "Banquo's line," finally proving how unfit that family is to govern. It is finally time for clan Macbeth to reclaim the throne they took, rightfully, by bold action, centuries ago.

If the players press for details, it's Macbeth, of course. The Macbeth of the play is Caspar's multiple-great uncle, and this is now all that remains of the family. They're not in any state to be reclaiming a country, either: no money or arms to speak of, no allies, dilapidated castle.

There are basically two ways the adventure can go from here: working with or against the Macbeths. If the players seem especially sympathetic, they may be asked to help with their desperate plan. If not, the family will be cagey and send the players to bed. Their plan is to descend into Dunsinane's older, haunted depths, grapple with the ghosts of the past, and search out the Weird Sisters who favored their ancestor so long ago. Perhaps they will do the same for Caspar.

The entrance to the older part of the castle is shut behind a huge portrait of Macbeth in the great hall,  the sky storm-wracked on one side of him and sunny and blue on the other. To enter, one must speak Macbeth's first line of the play: "So foul and fair a day I have not seen." Hint this as you wish. If you have a copy of the play, you can introduce it as Macbeth's journal, or just print out certain passages.

Once inside, this is the lay of the land:


1. A narrow staircase descending, with the stonework and masonry gradually transitioning to an older style.

2. A large, colonnaded hall, haunted by the pale, iridescent ghost of Banquo. If the players choose not to help the Macbeths, Una and Conall will already be negotiating with, fighting, or attempting to avoid this ghost. If the players do choose to help, Una and Conall may accompany them into the depths or may be too cowardly. Your choice.

Ghost of Banquo: 4 HD, AC 14, carries a torch (d6 + burns d4 more rounds for d4 damage per round)

Muttering when the players approach:
"Thou hast it now: king, Cawdor, Glamis, all, as the weird women promised, and, I fear, thou play'dst most foully for't..."

If attacked:
"There will be rain to-night..." - It begins to rain a black oil in the hall, which may be set alight by his torch.

3. A ghostly executioner with a finely made sword, lopping off the heads of a long line of perceived threats to Macbeth's throne.

4. The heads roll from the executioner's sword into this room, to the door of the king's chambers, where they lament their fate and warn of intruders.

5. Macbeth's court, attended by ghostly courtiers and soldiers, chanting, "All hail Macbeth, Macbeth all hail." Will claw at anyone not of Macbeth's line. Fine tapestries abound.

6. A rotting feast attended by headless lords. Fine silverware.

7. The ghost of Lady Macbeth, cradled in death's arms.

Ghost of Lady Macbeth: 6 HD, AC 16

Muttering when the players approach:
"To bed, to bed! There's knocking at the gate: come, come, come, come, give me your hand. What's done cannot be undone.--To bed, to bed, to bed!"

If attacked:
"Come to my woman's breasts, and take my milk for gall, you murdering ministers..." - Green bile spews from her mouth as an attack, d12 damage.

"Yet here's a spot..." - The players bleed from a new orifice each round, -1 HP per round until Lady Macbeth is dispatched. No save.

"Who would have thought the old man to have had so much blood in him..." - A tidal wave of blood crashes against the players. Save or cower in fear.

8. The ghost of Macbeth, pacing his richly-appointed king's chambers.

Ghost of Macbeth: 7 HD, AC 18, carries a greatsword (d10)

Muttering when the players approach:
"To be thus is nothing; but to be safely thus.--Our fears in Banquo stick deep; and in his royalty of nature reigns that which would be fear'd: 'tis much he dares..."

If attacked:
"Is this a dagger which I see before me?" - Daggers appear before each player, menacing to attack (d4). a Successful attack by the player (against Macbeth's AC) is enough to bat them away.

"O, full of scorpions is my mind..." - Dozens of scorpions crawl from the shadows, attempting to sting the players (d4 damage + save vs. poison). Fire is most effective in dealing with them.

"Birnam Wood be come to Dunsinane..." - Tree roots grow from cracks in the floor to wrap around the players' ankles. Save or immobilized.

9. An old, worn door to an even more ancient place:


1. The walls here are rough-hewn and cavelike, carved with swirly Celtic runes. Goat skulls and animal bones warn away intruders. The way branches into three passages.

2. Chamber of the first weird sister.

Doileag: 4 HD, AC 13. Beguiling and naked with medusan hair. Save or charmed. Her hair can coil and choke the life from you (grapple, d8 per turn)

3. Chamber of the second weird sister.

Sidheag: 4 HD, AC 13. Wizened crone. Her skeletal cats (1 HD, AC 14, d6) fight for her.

4. Chamber of the third weird sister.

Mordag: 4 HD, AC 13. A goth chick with a big old bastard sword (d8). Save or lose the motivation to continue living.

Note: all three sisters may cast spells as a 6th level Magic User, if desired.

5. The summoning circle, drawn in chalk, blood, and ash. All three chambers lead here. The sisters are attempting to commune with Melchior, King and Queen of the Air. Offerings of gold, frankincense, and myrrh surround a book of demon-summoning. Melchior has the power to grant Caspar Macbeth's wish, though at a terrible price. May also grant the players wishes, though again at terrible prices.

Melchior, King and Queen of the Air:

If summoned by three sisters: 9 HD, AC 17, talons (2 x d10 + save vs. poison)
If summoned by two sisters: 6 HD, AC 15, talons (2 x d10)
If summoned by one sister: 3 HD, AC 13, talons (2 x d6)
If summoned by the players: as the LotFP Summon spell

When summoned:
How did you dare
To trade and traffic with Macbeth
In riddles and affairs of death;
And I, the mistress of your charms,
The close contriver of all harms,
Was never call'd to bear my part,
Or show the glory of our art?

SaveSave

Thursday, May 5, 2016

Junkland Blues Gear

Players start with 3d6x10 barter points. These are used to buy starting possessions, not counting a set of traveling clothes. PREACHERS start with a holy book or symbol. Prices are in Town price/Junkland price format. Assume Town prices for starting possessions.


There is no more hard currency. To get new things, you must exchange goods worth equal barter points. These are guidelines, and some people may set their own prices.


You have 25 slots of inventory, not counting worn items. Bulky items take up 2 slots and small items take up slots in units of 25. Movement is reduced after 10 slots are full, and again after 15 and 20 slots. After 25, you can't move.


Slots
Turn
Round
Run
Day
0-10
120 ft
40 ft
120 ft
24 mi
11-15
90 ft
30 ft
90 ft
18 mi
16-20
60 ft
20 ft
60 ft
12 mi
21-25
30 ft
10 ft
30 ft
6 mi


Armor
Price
AC
Leather jacket
25/50
+2
Junk armor
100/200
+4
Ballistic armor
800/1,000
+6


Mechanical
Price
Notes
Blowtorch
200/400
Used to make structural mods or major repairs
Car battery
20/80
Lasts up to 3 years
Gasoline, 5 gal can
10/40
-
Gas generator
100/200
Burns 1 gal/hr
Toolkit
50/100
Used to make minor or medium repairs
Motor oil, 1 qt
5/20
-
Radio
50/100
Receives signals and transmits up to 5 mi
Scrap, 1 unit
1/1
Used for repairs and mods


Adventure
Price
Notes
Batteries
5/10
-
Binoculars
50/90
Objects appear 10 times closer
Canteen
2/4
Holds 4 DRINKS
First aid kit
7/14
Used to dress wounds at ≤0 HP
Grenade
8/10
Thrown, 3d6 damage, 10 ft radius
Landmine
6/9
Explodes on contact, 3d6 damage
Matches
1/2
50 matches
Molotov cocktail
3/4
Thrown, 2d6 damage, 10 ft radius, burns 10 rounds
Net
5/10
Entangles on failed BODY save, range 10 ft
Pots and pans
1/3
Used to cook meals from raw ingredients
Rope, 50 ft
3/6
-
Shovel
3/6
-
Sleeping bag
1/2
-
Tent
5/10
-
Watch
10/10
-


Light
Price
Range
Lasts
Notes
Flashlight
5/10
60 ft narrow arc
24 hrs
Requires batteries
Floodlight
30/50
90 ft wide arc
-
Requires ext power
Lantern
3/5
30 ft circle
24 hrs
Requires oil
Oil flasks, 2
1/1
-
-
24 hrs/flask
Torches, 5
1/1
30 ft circle
1 hr
-


Food
Price
Rations
Notes
Beer, 6 pack
6/12
6 DRINKS
BODY save or drunk for each after 2nd
Cricket chips
1/1
1
-
Fried lizard
3/3
3
-
Liquor
5/2
0
BODY save or drunk for each swig after 3rd
Raw meat
1/1
1
Must be cooked
Real vegetables
5/8
2
-
Spam
1/1
1
-
Skewered rat
2/2
2
-
Twinkies
1/1
1
-
Water, 1 gal
16/32
16 DRINKS
-


Melee Weapon
Price
Unarmored
Leather
Junk
Ballistic
Brass knuckles
10/10
+2
+1
-1
-2
Garrote*
5/5
-
-
-
-
Mancatcher**
20/20
-
-
-
-
Spear†
5/3
-2
-1
+1
+2
Staff†
5/3
+1
+1
0
-1
Weapon, great†
50/80
-2
-1
+1
+3
Weapon, medium
20/30
+2
+1
-1
-1
Weapon, minor
5/5
+3
0
-1
-2
Weapon, small
10/15
+2
0
0
-2
Whip
10/15
+2
0
0
-2
*Requires a successful grapple to do damage.
**Hit opponent must succeed in an INSTINCT save or be caught.
Two-handed.


Ranged Weapon
Price
Range
Accuracy
Capacity
Jam
Boomerang*
10/10
150 ft
-1
-
-
Bow
30/30
600 ft
0
-
-
Crossbow**
30/30
150 ft
0
-
-
Longshot†
300/500
2700 ft
0
1
1-2
Revolver
60/80
90 ft
-1
6
1
Rifle
100/200
900 ft
0
5
1-2
Shotgun
80/120
120 ft
+1
6
1-2
Shotgun, sawed off
80/120
30 ft
+2
6
1-2
Uzi††
300/500
600 ft
0
50
1-3
Arrows/bolts/ammo - 0.5/1 each, not interchangeable.
*Returns to thrower after a missed ATTACK.
**Ignores 2 points of ARMOR.
-4 to hit at less than 150 ft.
†† Automatic: 3 ATTACKS/round, uses d4 ammo per ATTACK.