Sometimes, I like to confront a few of the curious questions that occasionally come up in various Settings. This time I decided to tackle that ubiquitous Lamp Oil, filling up all those Flasks flung over the years or reliably illuminating the way via Lanterns. Where does it come from? Who makes the stuff? Why is it so ubiquitous? This table contains a hundred less-conventional notions on how it’s derived to make a given Game World a little more interesting.
Thursday, May 14, 2026
Monday, October 6, 2025
d100 - Why Is This Treasure So Valuable?
Sometimes, rolls on those Random Treasure Tables can often produce some surprisingly Rich Results. A piece of Jewelry, Gemstone, or even an Object d’art may be so very valuable that one is tempted to ask “Why?” We can usually conveniently couch this in properties such as Size, Materials, or even Crafting Techniques and Artisanal Skills, but sometimes it can be interesting to have that justification be a little less tangible or intrinsic to the physical item itself.
This table explores some additional options and rationale behind how those incredibly prized finds get assigned their values. Sometimes something so dear might be a bit more trouble than it’s worth after all!
Sunday, July 9, 2023
d100 - Some Cities & Settlements
When painstakingly placing a happy Haven or convenient Village somewhere in a World, I often find myself needing a few things. Names are nearly always necessary, but I also like to think a little bit about what sorts of Resources might have informed the establishment of the place. Especially as a Campaign might shift more toward the Domain Tier, it becomes pretty handy to have some ready ideas for the useful Imports/Exports or other features that might be present and play a larger role. Some entries are obvious Natural Resources, but I like to sprinkle in some less tangible Cultural Resources as well from time to time to keep things interesting. These can inform Rumors, serve as a source of Adventure, and answer those pesky Player questions that crop up from time to time: Where can we find the best quality Falcons? Where is a Sage that has made this obscure topic their life’s work? Where can we sell all these ingots of Tin for a tidy profit?
I’ve also included a handy-dandy generator that I spun up to test out the Naming Stems as well below!
Tuesday, May 28, 2019
d100 Table - Three Hundred Smells & Scents by Type (for Yoon-Suin or anywhere really)
Foraging through a few orphan folders, I found another d100 table that has been languishing at the end of some content on my Yoon-Suin Resources page and decided to whip it into a single-page for more convenient use. Although I believe it was originally designed to assist with navigating city-blocks in Yoon-Suin, I frankly feel that this could be helpful for a variety of situations that need a little nose, even if does err a little on the exotic.
We often default to stressing sight and sound impressions when describing things, but a gentle reminder to remember how things and situations smell never hurts. It’s worth considering adding a trigger for this to an Overloaded Encounter Die/Wandering Monster Check, and I’d love to see more adventure authors use a little 👃 icon and a concise olfactory fact occasionally in their room descriptions. Odors can be a wonderful shorthand for the evocation of all kinds of memories and can easily trigger unexpected routes of play. They can also serve as a method of navigation for when the last torch sputters out: This is the room that smelled like eggs? OK, I think there’s a door to the left that leads to the one that smelt more like burning books. Or if you’d like, they can be used in conjunction with some other generators, like my Herb & Plant Generator or even to apply a bouquet to potions (I try to keep taste/smell/appearance consistent for identification purposes).
My hope is that even just having some potential smell inspiration ready at hand could help spur an occasional reminder to add a soupçon more sensory substance when describing a scene.
Hope this ends up passing the sniff test! If you feel that something a little more “traditionally vanilla” fantasy would be more useful, just let me know!
Thursday, November 29, 2018
More Migration - Herb & Plant Generator
Here’s another bit of Google+ Content that I threw together a while back and forgot to share here. It's a Herb & Plant Generator that I whipped up based on some scattered notes and previous practices. I'm sure that Rolemaster 2nd Edition's juicy “list of Herbs, Breads, and Poisons” provided some inspiration here. I seem to recall it had some stern admonishments against having only magical sources of healing in your campaign, and since I acquired Character Law years before coming across Spell Law, for the longest time Herbs and Natural Healing were the only systems I had.
In particular, I recommend whipping up a few new plant names to use in descriptions for new regions to give the area some distinctive flavor. If the Lungwattle found sprouting in sunny clearings near creekbeds gradually gives way to Ghoulgrape as you approach the marshes, observant players may pick up on these changes in flora and they can even eventually serve as a subtle navigatory or climatory shorthand. Plus, fantastical worlds often benefit from even the most minor or mundane ornamentation, and developing a custom botanical nomenclature can be a great way to dress the setting.
Originally, I think the plants and herbs generated here were intended to assist with a system for replicating/replacing Cleric Spells (see this post: Cleric Spells Are Herbs). If you have a Ranger-type, Druid, Witch, Elf, or other “Woodland Type” in the party, consider letting them start out with knowledge of a few of these. Although for fun, I would be initially inclined to provide them with only the vaguest notions of side-effects or possibly only partial recipes for proper preparation. Experimentation with systems like this can help foster a neat kind of environmental engagement.
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