Okay dear readers, in conjunction with the video I made about The Yellow Book of Breshewold by Matt Strom, I am going to pontificate on how I would address a few criticisms I have with this module and how I would run a campaign centered around this module. Per my video review, The Yellow Book of Breschewold is a wonderful setting; you will get weeks if not months of entertainment out of it for your gaming group.

As I mentioned in the video, I think there was a missed opportunity with this module. That missed opportunity is the fact that you are playing spellcasters in a magic college,a school, a twisted Hogwarts for you Harry Potter fans, and the author provides no mechanics or offers guidance to use the module as such.
Sure, the NPC school faculty are sources of rumors and intrigue within the school that double as adventure hooks for exploring the mega dungeon and surrounding countryside, but you could have attached both the mega dungeon and quest giving NPCs to The Village of Hommlet.
You know, Ina the school’s alchemist could have just been an alchemist in the town. What’s the functional difference? There isn’t.
But it is placed in a school and the author, Matt Strom, went to great lengths to give the reader an in-depth description of each professor beyond just the rumors they provide. We are given details as to each professor’s specialty and the classes they teach—going so far as to divide up the classes between apprentice, journeyman, and master levels.
So, why not develop a campaign structure around this? An enterprising GM could have an immense amount of fun working off the bare-bones LotFP system to provide options for players who are participating in this campaign. The Yellow Book of Brechewold expressly states that, as a mages school, only clerics, magic-users, or elves would be in attendance. Indeed, the book explains that PCs will attend two classes a semester for a total of four semesters. By doing this, the PC collects rumors from those professors.
Why not go a step further and turn the yellow book of Brechewold into a robust school allowing PCs to earn additional skills, spells, items, and other abilities because of their studies?
By developing a curriculum around each of the faculty, PCs can take the three classes they are limited to and modify them through study. Indeed, your party will not include specialists, dwarves, halflings, or fighters. Giving the PCs options to build the character in unique ways to fill the role from missing character class options.
So why not have some fun and allow and create a mechanic that will allow players to dip into other classes and advance their characters in unique ways? I’ve written about something like this before by creating a mechanic called “backgrounds” that doesn’t violate the stringent niche protection of LotFP, but gives a player a mechanic option when building their character. I’ve received excellent feedback from this mechanic. Currently, I’m working on a set of backgrounds with EruditeDM for the Big Terror in the Streets campaign by Kelvin Green. They will be specifically designed for an LotFP campaign in 17th Century Paris.
Turning back to the Yellow Book of Brechewold, I am proposing to go a step further than instituting backgrounds. Rather, the player rolls up a magic-user, cleric, or elf normally. Then, selects his or her courses as if they are preparing to attend school. In addition to the rumor associated with the NPC faculty member, the PC will gain access to a bonus spell, skill point, item, or ability at the end of the class term. Each ability can be tied to the apprentice, journeyman, and master ranks. A player can seek to master an area or take a breadth of classes. The end result would be a unique character designed by the player as they explore the area around the school and the mega dungeon beneath it.

As I stated, each member of the faculty has an area of specialty.
So, for example, Aelwyd the Conjurer, has classes dedicated to the summoning of all kinds of creatures from imps, explanation of parallel realms, pixies and nymphs, binding spirits, lesser commands, demonic contract negotiation, Lords of Hell, greater commands, and slaving thralls.
In contrast you have Cretien, the Composer could provide spells or abilities dedicated to counter spells or music related skills and/or abilities. This could include a reaction roll bonus while performing a song to allowing them to maybe expend a spell slot to immediately cancel a spell cast by another wizard.
Death Comes Back ,the Necromancer I think we know where we’re going with this. We can have players being maybe getting bonuses with turn on dead spells to spells raising and resurrecting the dead to maybe even bonuses to reaction rolls when conversing with intelligent undead.

Ecbert, the Librarian knows things about ciphers and codes, fairy languages, dwarven runes, various other magic and information related to language. I mean obviously we can give characters bonuses to their language skill, access to special spells for deciphering texts such as company language or bookspeak.
We can have some fun with Felveg the Smith. His classes can provid players with bonuses to the architecture skill. Players can get a bonus language in dwarven, or, perhaps, the PC that makes it to master level create their own magic item.
Ina the Alchemist has bonuses for creating magic potions when spending time to do so. Creating poisons, maybe providing benefits to saving throws, of four poisons and other types of magical elixirs and again maybe even capstone it off for creating of a magical item or excuse me magic potion or some other such item or device.
In-One-Mind-the-Cosmos focus is on horoscopes and reading the stars. Perhaps PCs gain an extra spells such as augury and those like it.

Isolde, the Enchantress, is an easy one. PCs can gain bonuses for reaction rolls to bonus charm spells such as charm person and maybe even bonuses to save versus charm/enchantment spells.
Madoc the naturalist is another no brainer. PCs can gain bonuses to bushcraft. Maybe they can get a falcon or wofl pet at the journeyman level.
Manswort, the herbalist, which can include bonuses to bushcraft, but also healing magic and more healing potions and things of that nature.
Nazrudin, the chronicler, could provide bonuses related to lore abilities. Maybe even provide the character with insight into some of the more secretive nature of the dungeon and school itself.
Rionan the Seer can also see into the future perhaps providing PCs with scrying abilities and protections against scrying.
And finally there’s Ambrosius, he’s the headmaster and he’s related to how to run a wizard’s tower and things of that nature.Not entirely sure what how I would translate that other than perhaps give bonuses for reaction to other NPCs in the school. Sort of like a teacher’s pet type bonus.
In any event, this is the kind of thing I would recommend. Certainly, each teacher, with the exception of the headmaster, has three different levels you want to have players take the prerequisites before they gain the journeyman or master ability spell bonus skill bonus etc.
that would allow for players who want to specialize in necromancy to do so or take a more broader breadth of knowledge and taking a smattering of everything.
What kind of powers and abilities? The sky’s the limit. You can provide cross-class abilities such as bonuses to attack, maybe the ability to wear heavier armor while casting magic or wielding weapons more proficiently. You can grant cross-class magical spells like allowing magic users can cast clerical magic and clerics can cast magic user magic.
Or you can dip into some of the abilities that are found across the LOTFP product line for these classes the players can take. Like I said, what I have above is but a smattering of ideas, certainly nothing that is exhaustive.
So how would you implement this? I actually recommend using some form of 1:1 timekeeping.
Maybe not specifically one-to-one time, but something that helps manage when players will have to make choices to changing their class schedule. Time will have to pass before a PC gains the ability, skill, or bonus spell. Consider it like training from AD&D1e.
1:1 time keeping and attaching a time limit on when a PC will earn an ability, could lead to PCs being in “training jail.” Training jail refers to a PC being unavailable for an adventuring day (game session) because the character is training, the interruption of which would result in the loss of the benefit conferred. I don’t see that as a problem as the player will create a second character to play, which in turn will create a living and breathing magic school with multiple students running around trying to meet deadlines, gaining abilities, and going on adventures.
Additionally, with 1:1 time, if the players do a dungeon delve and it takes them multiple days or if they’re out in the wilds for a week, if they haven’t returned by the next game session the following week the player will need to roll up a new character. And again, that will create the illusion of the living, breathing and busy school for young gifted magic users.
A semester approximately two to three months and at the end of that two to three month cycle, the PC will gain a bonus ability, spell, etc. at the end of it. As the book contemplates two classes per semester, the PC will gain two additional abilities every two to three months. I think that’s a fair distribution and rule to go by so as not to create overpowered characters and certainly encourage the players to diversify.
Anyway that’s all I got I hope this is helpful I think this would make for a fun campaign this is something that I have for now.
Until next time, Dear Reader…


























