Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

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, February 23, 2018

The Great Goblin Wood


On the eastern border of the Elf Empire, past the River Sleep, the woods grow knotted and strange. This is goblin country. There is little agreement what "goblin" truly means: does it refer to the creatures who infest this land? The process that changes them? The land itself? Some external force leaking into the land?

Whatever the truth, it is acceptable shorthand to refer to the diminutive, warped, spacetime-damaged beings native to the wood as goblins. Goblins are not born - they are changed. They have no children themselves and so are forced to kidnap the infants of other races. They heavily favor elves. This is the reason for the eternal elf-goblin war: for goblins, it is a matter of reproduction. Raids fill them with orgiastic zeal.

At the wood's heart lies a labyrinth. At the labyrinth's heart, a tower. This is the Tower of Change. Goblins, for whom navigating a maze is as natural as taking a breath, lay their captured children at the tower's door and return in a year and a day to find new goblins.

Every time you look at a goblin anew, something is a little off. Weren't its ears bigger? Its nose sharper? Goblins are never truly done changing. This impermanence of form means that goblins have a tendency to dematerialize, pass through walls, or rearrange their molecules to flow like liquid or float like gas. It also places them close to dreams. Goblin oneirists explore dreams - sometimes their own, sometimes others'.

The things goblins make often come off as parodies of the things other cultures might make. They love to buy and sell, but they place little stock in money. The Goblin Market has things for sale not found anywhere else, but expect to pay a heavy price. The greatest goblin export is spidersilk, a gift of the spider goddess Anansi and the spiders of the wood. Goblins fashion the silk into the sails of airships from which they launch their raids.


These are the tables I use to run the Great Goblin Wood, finished not a moment too soon because my players now find themselves deep in the wood. I know I sort of promised more regular posts of these region tables, but that's not going to happen. They take a long time to write. I kind of have to sit and daydream with each region for a while until I start to get a feel for what makes it tick. So, ten more regions are coming, but who knows when. Probably when my players get to them.

This also turned out to be my response to this Kotaku article about boring goblin fights, even though I was already working on it when the article was published. I'm not as down on Cecelia D'Anastasio as others have been - she does identify a real problem. My response is threefold: I give goblins Cheshire Cat powers, weirdass motivations and culture, and I make the environment of the wood itself part of the danger. Monsters without goals more defined than just "kill the PCs" will always be boring monsters. Also, the problems she has with D&D combat can be fixed with group initiative re-rolled every round.

To the tables:

Encounters by Terrain Type (d100)

Roll once per day of travel, more if you want. Re-roll after rolling weather events. Rolling over the highest number listed means no encounter.

EncounterKnotty woodsThorny brambleBog
spatial distortion (see following chart)1-81-81-8
swamp gas-9-129-16
hallucinogenic spores9-12-17-18
thick fog13-2013-2019-26
rain21-2621-2627-34
goblin war party28-3228-3235-38
pig cavalry33-34-39
scribble shaman35-3633-3440
goblin merchants37-38--
changeling39-4035-3641
displacer beast41-4237-3842
balloon pig43--
creeping vine-39-4143
fungoid-42-4344
chiron crawler---
spider goddess4444-
spider emissaries45-4645-46-
manticore47-4847-48-
switch pig4949-
id pig5050-
nilbogs51-5451-5445-46
rat alchemist-5547
consuming fog--48-50
suicide pig5556-
tsetse fly swarm--51-54
idiot birds56-5757-58-
goblins in dragon costume58--


EncounterLabyrinthGeode caveGoblin city
spatial distortion (see following chart)1-8--
swamp gas-1-8-
hallucinogenic spores-9-10-
thick fog---
rain--1-8
goblin war party9-1611-129-20
pig cavalry--21-28
scribble shaman17-201329-32
goblin merchants21-241433-40
changeling2515-
displacer beast2616-
balloon pig--41-44
creeping vine---
fungoid-17-20-
chiron crawler27-3021-
spider goddess-22-
spider emissaries-23-2445-48
manticore--49
switch pig31-50
id pig32-51
nilbogs33-3625-2652-60
rat alchemist-27-2861-64
consuming fog---
suicide pig37--
tsetse fly swarm---
idiot birds38-40-65-68
goblins in dragon costume-2969

Spatial Distortions (d8 or use the d100 encounter die number)

  1. No matter how far the party travels today, it will end up exactly where it started.
  2. The party will arrive at its destination tomorrow, no matter how far away it actually is.
  3. The party can only get closer to its destination by moving away from it.
  4. The party wakes up in an entirely random part of the wood.
  5. The party wakes up outside the wood on the border nearest where it slept.
  6. The party wakes up in the Goblin Market.
  7. The party moves at half its normal speed today.
  8. The party moves at ten times its normal speed today.

Treasure/Search the Body (d100)


d100Treasure
1Night Wood black candle, darkens room when lit
2d4 orcish nuclear beast eggs, explode when thrown
3Primeval Forest moss baby
4icon of the Twilight Grail, ends one curse or affliction
5northern whale lamp oil, burns underwater
6Southern Isles lizard man rum
7Lotus Straits bathyscope
8goblin key, can lock any door
9jeweled marionette from the Reach
10account of a doomed expedition to the Land of Shadow and Flame
11Rusted Land clockwork lamp, rubbing grants one very minor wish
12Voivodjan mince pie
13elven opium (Yoon-Suin p. 283)
14-63gold equal to half dice roll
64mask, fools any goblin (but only goblins) into thinking you're a goblin
65fine spidersilk robes
66imitation spidersilk robes, will make goblins mock you
67spidersilk glider
68vial of tsetse flies, carry sleeping sickness
69scribble shaman chalk
70nilbog blood, drinking makes you healed by damage for the next round
71Spool of spider thread from Anansi herself - leaving a trail prevents distortions
72airship bomb
73vial of spider venom
74very nice pocket lint
75goblin liquor, Con save or lose 1 HP per drink
76book of vulgar nursery rhymes
77map of geode cave tunnels criss-crossing the wood, not subject to distortions
78letter from one goblin noble to another, detailing plans to backstab a third
79necklace of elf ears
80crown of the Goblin King, return carries a reward
81black iron manacles, prevents goblins from changing form
82blowgun with tsetse fly darts
83poem detailing where a goblin's treaure horde is hidden
84invoice from Reach merchant, instructions to find the One Market
85goblin map, looks like accurate map of region but gets all non-goblins lost
86elfsear mushroom, CON save - pass: +2 WIS, fail: -2 WIS
87purple amanita mushroom, causes lucid dreaming
88bat wing mushroom, leaves eater open to dream invasion
89green ghost mushroom, makes eater ethereal for several minutes
90magic tattoo needle, creates living tattoos
91random animal scribbled in chalk on slate, acts as that animal
92spell-stealing egg, absorbs one spell that can be cast when cracked open
93scroll of walk on wall/ceiling
94delicious pastry, totally normal
95papers of ownership for an airship in drydock for repairs
96spidersilk sail, allows small boat to become an airship
97clutch of spider eggs, will hatch into sons and daughters of Anansi
98elven infant
99spider, has important information to return to Anansi
100
goblin bone scribed with ash and chalk, consuming prolongs life but causes mutations

NPCs (d20)

  1. goblin raider
  2. goblin merchant
  3. goblin shaman
  4. pig knight
  5. airship bombardier
  6. spy
  7. hermit wizard
  8. fungus farmer
  9. oneirist
  10. lizardman separatists from Southern Isles
  11. traveling merchant
  12. orc scout
  13. rat man
  14. elf crusader
  15. snail rider
  16. idiot bird, goblin court attendant
  17. goblin noble
  18. spidersilk weaver
  19. emissary of the spider goddess
  20. Anansi, the spider goddess

Wilderness Locations (d10)

  1. bog
  2. labyrinth
  3. geode cave
  4. moving city on chicken legs
  5. hedge maze
  6. mushroom field (hallucinogenic)
  7. misshaping pool
  8. deep cave
  9. spiderwebs
  10. beanstalk

Settlement Locations (d10)

  1. airship yards
  2. drinking hole (think Star Wars cantina)
  3. rat laboratory
  4. menagerie of intelligent creatures
  5. palace
  6. pig stables
  7. oneirist chamber
  8. shaman's hut
  9. spidersilk works
  10. fortress

Dungeons (d4)

  1. Goblin Market
  2. web of Anansi, the spider goddess
  3. Tower of Change
  4. spire of Sarpedon the Shaper

Events (d8)

  1. Four goblin nobles, three goblin merchants, two goblin children and a handsome shrew all claim to be Goblin King. Each develops a violent following, especially the shrew.
  2. An assembly of mushroom-worshipping oneirists gather in a large mushroom field for the harvest festival.
  3. A goblin merchant plots to kidnap one of the player characters to sell to an eccentric collector.
  4. A giant in a floating castle recruits goblins for a campaign of terror across the world.
  5. A procession of goblins carrying babies from the latest raid makes its way to the Labyrinth.
  6. A ragtag flotilla of airships passes overhead on its way to raid the elf borderlands.
  7. A great migration of the forest leaves the place unfamiliar even to seasoned inhabitants.
  8. A hermit wizard claims to have unlocked the secret to eternal life by studying goblin anatomy.


Customs (d6)

  1. Goblins of means compete to see who can be the worst host for travelers.
  2. The upper classes get around via a network of underground geode cave tunnels.
  3. You cannot truly trust someone until you have been inside each others’ dreams and lived to tell about it.
  4. Offering to pay for something with money is an unforgivable offense.
  5. It is customary to leave an offering of flies to the spiders before undertaking any great venture.
  6. Goblins often claim the support of the Goblin King in disputes, but it is rude to ask who or where the Goblin King is.

Sunday, October 15, 2017

The Elf Empire


Deep in a radioactive blue jungle lies the oldest standing empire in the world. It exists in a constant state of decay and decadence. Some say it survives because, not in spite, of its rampant political backstabbing and moral decrepitude.

Elves are magical, mischievous, charming, and deeply untrustworthy. Elves love fine food, spirits, clothes, and weapons, but hate work. The empire's greatest artisans, like its snail shell carvers, are pitied more than admired; they have mastered their craft so others don't have to.

The two finest military traditions are the acid knights and the raptor knights. Elves ride dinosaurs, did I neglect to mention that? The oldest magic schools in the world are in the capital, Five Leaves. The most prestigious accept only elves, but others attract students the world over. Elves have enslaved the lowly crab men and treat the lizard men (who held an empire in the same jungle ages ago) as second-class citizens. Slug men are highly valued as bureaucrats and functionaries.

These are the tables I use to run this region of my campaign setting. I fill in any gaps with Yoon-Suin and Cobalt Reach. I hope to make this a sorta-kinda weekly or semiweekly thing until I've finished up the tables for the other 11 regions I've got out there. Enjoy.

Encounters by Terrain Type (d100)

Roll once per day of travel, more if you want. Re-roll after rolling weather events. Rolling over the highest number listed means no encounter.

EncounterJungleMountainWaterWind-sculpted Rock
storm1-81-101-91-8
mist9-1511-2010-179-16
radiation16211817-18
earthquake1722-241919
jaguar18-2025--
python21-23-20-21-
stegosaur24-25-22-2320-21
poison frog26-27-24-25-
gas spore-2626-
blue knight (cobalt)2827-22
jelly29-27-
parasaur30-31-28-2923
brachiosaur32-33-30-3224
tyrannosaur---25-27
ankylosaur---28-30
raptor----
Ferox-283331
plesiosaur--34-35-
barracuda--36-37-
elf palanquin34-38-
elf hunters35293932
elf soldiers36304033
elf entertainers37-41-
lizard men38314234
slug men39-43-
crab men403244-
pterodactyl-33-35-35
triceratops41-45-4636
elf magi423647-
toxic fumes----

EncounterSulfur PoolsTall GrassBismuth Outcropping
storm1-81-81-8
mist9-169-169-16
radiation171717-18
earthquake181819
jaguar-19-20-
python---
stegosaur19-2021-2220
poison frog---
gas spore21-23-21-22
blue knight (cobalt)24-23
jelly25-24
parasaur26--
brachiosaur2723-
tyrannosaur---
ankylosaur28-25
raptor-24-2726
Ferox29-27
plesiosaur---
barracuda30--
elf palanquin-28-
elf hunters312928
elf soldiers3230-
elf entertainers-31-
lizard men333229
slug men343330
crab men353431
pterodactyl--32-33
triceratops3635-3634
elf magi373735
toxic fumes38-45--

Treasure/Search the Body (d100)

(Switch up the ones not in bold every so often if you want.)

d100Treasure
1Night Wood black candle, darkens room when lit
2d8 orcish nuclear beast eggs, explode when thrown
3Primeval Forest moss baby
4icon of the Twilight Grail, ends one curse or affliction
5northern whale lamp oil, burns underwater
6Southern Isles lizard man rum
7Lotus Straits bathyscope
8goblin key
9jeweled marionette from the Reach
10account of a doomed expedition to the Land of Shadow and Flame
11Rusted Land clockwork lamp, rubbing grants one very minor wish
12Voivodjan mince pie
13elven opium (Yoon-Suin p. 283)
14-63gold equal to 3x dice roll
64elven brandy
65tea (Yoon-Suin p. 287)
66dinosaur bone statue
67snail shell armor
68siver dagger
69baby pterodactyl
70t rex tooth mace
71raptor claw climbing boots
72crab man pheromone gland
73vial of acid
74elven palm wine
75black iron, burns elves and goblins
76poached grubs in banana leaf
77dates
78vial of frog poison
79treatise on dinosaur taming
80minor wand
81rumor dust, sprinkling over yourself prevents others from remembering you
82carved alabaster idol of mystra
83trick deck of cards
84spellbook, d6 random decipherable spells up to level d6
85ritual tattoo needles
862d20 finely made arrows
87Codex Jaguar Rakshasa, summons the Jaguar Rakshasa
88vial of slug man slime
89elven violin
90carmine beetle dye
91dried mango
92pocket hide canoe, grows in water
93flailsnail shell armor, reflects spells
94random scroll, level d8
95d6 days of water and rations
96stolen opium pipe, prized possession of a great house
97dinosaur whistle, drives nearby dinosaurs crazy
98highest quality silk worms
99seeds of the strangler vine, grows overnight to smother an area the size of a bed
100bone of a long-dead wizard, some magic left in it

NPCs (d20)

  1. hunter
  2. fisher
  3. sailor
  4. crab man slave
  5. distiller/vintner
  6. slug man bureaucrat
  7. lizard man
  8. musician
  9. thief
  10. priest
  11. dinosaur trainer
  12. merchant
  13. wizard
  14. shell carver
  15. acid knight
  16. raptor knight
  17. concord of the moon
  18. wizard-guru
  19. Tymora cultist
  20. imperial family

Wilderness Locations (d10)

  1. lake
  2. wind-sculpted rock
  3. sulfur pools
  4. tall grass
  5. bismuth outcropping
  6. hot springs
  7. natural fission reactor
  8. tentacle grass
  9. lone castle
  10. wizard tower

Settlement Locations (d10)


  1. seafood shop
  2. observatory
  3. bazaar
  4. brothel
  5. tea house
  6. opium den
  7. fighting pits
  8. exotic gardens
  9. dinosaur training pens
  10. magic school

Dungeons (d8 or place around your map)


  1. mountain fortress of Ferox the Incinerator
  2. acid knight citadel
  3. caves of the raptor knights
  4. step well home to a great and terrible oracle
  5. den of the tyrannosaur Old One Eye
  6. ruins of a long-abandoned elf city (Old City from Yoon-Suin)
  7. The New School for Magick, oldest magic college in the empire
  8. Lyches Scar, wasteland of a supposedly long-defeated necromancer

Events (d10)

  1. Merchants with strange appetites from the Southern Isles arrive to negotiate opium and tea trade.
  2. Assassins of the Concord of the Moon plot the demise of important citizens unfaithful to Mystra.
  3. The grande dame of a noble house, barely holding her bitterly divided family together, finally dies.
  4. The empress's favorite fool is discovered tossed down a well with the note, "Thus drowns wisdom," pinned to the body.
  5. Heavily armed collectors enforce a snails tax: d100 gp for each snail shell possessed.
  6. Raiders from the Goblin Wood steal elf babies to further their race.
  7. A traveling entertainer troupe and menagerie arrives in the city, while reports of nightly murders begin.
  8. A magic school hosts a debate between two famous wizard-gurus. Tension mounts between partisans of each.
  9. Feast day of a saint of Mystra, complete with dinosaur jousts.
  10. The acid knights announce a crusade against the orc barbarians to the east and will pay for advance scouts.


Customs (d8 or choose for particular locations)

  1. Beggars are highly regarded, always shown deference on the street and frequently sought for counsel.
  2. All business of note is conducted in the tea houses and opium dens, so those who do not partake are excluded from power.
  3. Exotic botany is almost a sport for the aristocracy. Collectors will go to any length for rare and unusual specimens from parts unknown.
  4. Elves constantly try to trick and cheat one another as a matter of course. Complaining about this is extremely bad form.
  5. The moon is considered beautiful and holy, the sun garish and vulgar. Religious ceremonies are held only at night.
  6. None but the local nobility is permitted to carry weapons in public.
  7. Babies must be marked with a crescent moon in pig's blood on the forehead nightly, or be stolen by goblins.
  8. Flailsnails are both worshipped and feared for their ability to reflect spells cast on them. It is forbidden to kill one, but their shells make powerful, magic-defying armor.

Next up: the Great Goblin Wood.