1d20 Produce Golems

All produce golems grow the crops they're made of, which can be harvested and used as provisions without harming the golem. They need at least 4 hours of sunlight each day to grow edible food, but their lives and other abilities don't rely on light.

1 Carrot. Sturdy, built from tessellating taproots of every color. Can quickly excavate tunnels and build earthworks. (60'/hour)

2 Radish. Bunches of greens bound into humanoid shape, bright red roots dangling from its back. Repels insects. (100' area)

3 Hot Pepper. Built of braided stems from dozens of varieties, its leafy ribcage is full of ripe and dried peppers. Breathes capsaicin cloud. (30' area, 1d12 damage/minute, double damage to fungi)

4 Garlic. Hundreds of heads of garlic strung together into tubular limbs, leaves and shoots sprouting out in finlike fringes. Wards off undead. (25' area)

5 Tomato. A thick coat of leaves concealing delicate vines wound around a wire cage armature. Every part of it aside from the fruit is incredibly poisonous. (Save vs poison, 2d12+20 damage, half on save)

6 Apple. Gnarled wood limbs with rough, cracked bark. A mane of flowering branches trails down its back. Supports a hive of bees that pollinate and protect it. (1d8 dmg/round if attacked, produces 1 pint of honey/week)

7 Lime. Bundles of straight, smooth-barked branches lashed into a quadrupedal form. Fans of leafy suckers along its back bend under the weight of fruit. Spits acid. (10' range, 1d10 damage)

8 Grapevine. A spherical core of woody vines twisted protectively around thick bunches of grapes, supported on six rangy legs. Produces drinks on demand, from grape juice to wine to pure alcohol. (30 gal/day)

9 Pea. Fine trailing vines twining around a string and wicker stake skeleton, festooned with bright flowers. Creates fast-growing tendrils to entrap creatures. (15' range, 17 STR save to break free, can hold any number of creatures)

10 Pumpkin. Gourds of all sizes stacked atop each other and carved with intricate geometric designs. Glows like a lantern. (60' area)

11 Onion. Stout, armored with a layer of close-fitted chunks of bulb. Can absorb damage by flaking off its outer layers. (100 HP/day)

12 Cabbage. Soft and fluffy with ostentatious frills of loose leaves. Can compact itself into a sphere to become a rolling battering ram. (Can break down doors and walls up to 5' thick)

13 Potato. Stringy nets of root and tuber woven together into chunky limbs. Grows small clones if a piece with an eye is cut off. (15% chance to sprout a new golem when damaged, matures in 1 month)

14 Corn. Tall and spindly with legs like stilts and a cornsilk mane. Can shake kernels free of itself to seed fast-growing stalk barriers. (Covers 30 sqft, corn barriers grow to adult size in 2 minutes)

15 Wheat. Tied sheaves linked together with braided stalks. Can fling grain spikelets as projectiles. (30' range, 5d4 damage, 30% chance spikes are ergotized)

16 Sunflower. Dozens of bouquets lashed together, topped with a giant orb of flowers for a head. Keeps perfect time and always knows the position of the sun.

17 Clover. Thick slabs of turf covered with pink and crimson flowers, rolled and layered into a humanoid shape. Grows fodder for pack animals and mounts. Can improve any soil it walks on. (6 acres/day)

18 Hemp. Long, slender, uncomfortably flexible limbs of aligned stalks covered in a sleek pelt of leaves. Produces rope, braiding it on demand. (500'/day)

19 Tobacco. A hollow, oblong body of broad leaves plastered over each other with smoldering ember eyes and sprays of star-shaped white flowers at its joints. Breathes clouds of obscuring smoke. (60' area, lasts for 10 minutes)

20 Indigo. Delicate filigree of leaves and violet blooms encircling a core of fermented vegetal slop. Produces vivid blue indelible dye paste and ink.

Delver's Tools

Crash Bar
3' long solid metal push bar painted bright red. Heavy. Turns one door into a portal out to a safe space, lasts for 5 minutes then melts. Has to be solidly bolted onto the door.

A flexible 10" wide film disc that floats and shines with sunlight when unrolled. Almost always points where you want, 1-in-8 chance it shines directly in your eyes.

Metal canisters of compressed quick-curing epoxy. Pull pin, throw, and take cover. Explodes into a polymer net that expands and hardens into a 5" thick solid wall. Airtight and granite hard when fully cured, 3 minutes working time. Can completely seal off a 15'x15' area.

A 10' pole with built-in sensors to read air quality, electromagnetic and arcane fields, temporal distortions, physical force, temperature, and detect metal within a 30' range. Wirelessly relays data to a convenient wrist-mounted display.

Shaped charges designed to neatly but firmly disagree with locks. Come in different sizes: Tiny (suitable for chests and padlocks), small (for single doors), and large (for vaults, city gates, and blast doors). Self-adhering and silent.

Plover(tm) Microscout
A tiny quadcopter with cameras mounted on the top and underside. Painted matte bubblegum pink to foil monsters' color vision. Has a remote control mode (range 150') and autonomous mode with a simple AI to guide it (600' range, no video stream past 150' but still records). Completely silent running.

Traveler's Tools

Packed Animals
A baggie of bright colored capsules that expand into life-sized animated foam sponge animals when soaked in water. Each can carry up to 200lbs of cargo or pull 400lbs. They shrink back down and go dormant if they dry out completely. Do not tolerate riders. A bag contains 3 mules, 2 donkeys, 1 ox, 1 camel, 1 draft horse, 1 llama, and 1 elephant.

Tourist's Map
A pamphlet-sized glossy folding map that shows local spots of interest and hidden gems within a 2-hour trip. Focuses on places to eat, shopping, entertainment, natural beauty, and cultural and historical attractions. Updates itself as you move. Occasionally reveals dark and terrible secrets. Doesn't work in places you're familiar with.

Trekking Pole
Sturdy ironwood walking stick with a 5" titanium spike on the end and a chime bell tied to the grip with a worn friendship bracelet. Gives its bearer unfailingly good morale and immunity to mind and emotion-affecting influences.

Money Belt
A nondescript black leather belt with a zippered compartment hidden on the inner surface. Chance it creates enough money to cover 1 day worth of basic living expenses each dawn.
Roll d20:
1-9 Nothing
10-13 Coins
14-15 Paper bills
16 Promissory note (legit)
17 Gems
18 Unusual/obscure currency
19 Foreign currency
20 Counterfeit [roll d10+9]

Wide-brimmed gray straw hat with a brass star medallion on a black silk hatband and black glass beads stitched around the brim's edge. Collects light during the day and releases it at night. Tapping the medallion turns it on and off. Also has strobe, emergency SOS, and cycling RGB modes.

Multifunction Compass
A clear octahedral crystal set in a stainless steel frame hanging from a steel snake chain. The fluorescent green indicator needle floating inside can swing freely to point in any direction on the X, Y, and Z axes. A button on the frame cycles the compass between modes to let it detect and lead to magnetic north, food, water, shelter, danger, treasure, or friends.

Miscreant's Tools

A painfully shrill brass whistle on a ball chain necklace. Summons a group of unrelated people to the area it's blown. Takes 2 minutes to gather enough bodies to cause a distraction or cover an escape. The assembled crowd doesn't know why they're there, they just felt compelled to show up.

Crowd's temper/behavior (d10)
1 Confused
2 Restless
3 Quickly disperse
4 Social and cheerful
5 Block party
6 Flash mob
7 Street brawl
8 Riot
9 Angry mob
10 Angry mob chasing you

Tiny glass marble set in the middle of a 1" wide steel disc. Push it against a solid surface and it shows you what's on the other side with a fisheye distortion. Takes a few second to sink in and activate and to pry back out.

Granny Cart
A two-wheeled collapsible wire shopping basket with a long handle and cute floral-print canvas liner. Can hold up to 500lbs of stuff but never weighs more than 40lbs. Anyone looking in only sees groceries or thrift store and flea market finds.

Undercity Map
Pocket-sized folding map of thick waterproof paper. Shows the city's sewers, maintenance and utility tunnels, and service corridors in minute detail. Automatically redraws itself to show structural changes and current hazards, including guards and other people.

An officious-looking matte black clipboard with a random assortment of forms. Blurs your image on live CCTVs and surveillance footage leaving only a pixelated mess. People can see you face to face but have trouble describing you or even remembering you were there once you're out of sight.

A bright blue handset ripped from a public phone and trailing 2' of metal-sheathed cable. Can make calls anywhere no matter what signal's like for other phones. Completely untraceable. To make a call touch a coin to the exposed wires at the end of its cable. Each coin buys 3 minutes of call regardless of denomination. You can't use the same coin twice.

Caver's Tools

Canary Torch
A lightweight knurled metal tube with a domed crystal lens on one end. Glows in the presence of breathable air.

Walking Cam
A spider-legged automaton that can climb any surface. Strong enough to tow an attached person up a sheer wall. Can climb by itself to a specific location and set pitons for others to follow. Collapses into a 7" diameter orb.

A heavy iron belt of sealed boxes 3" on a side. Explosively deploys in a cave-in or flood to form an interlinked spherical metal shell around the wearer and hold back fallen rubble or water.

A light silk vest with padding along the spine and collar. Explosively inflates into a protective cocoon if the wearer falls, is thrown, or suffers an impact.

A four-color paint pen that writes on any surface and never runs out. The ink glows and self-erases by sublimation on command. Shake before using, makes a chiming noise.

Shrieker Box
A handheld rectangular device with a screen and dials on the front and a cone-shaped emitter on the top. Uses sonar to measure the thickness and depth of surrounding material when pointed at a solid surface. Can measure from 1/2" to 2 miles. Dials control the signal's strength and sensitivity. Works best on stone, do not operate on living tissue.

It lives!

My d23's now available on itch

It's a little more refined than the ashcan I had planned, but still a simple text doc focused on running a game. Go check it out and have fun!

The Leidgeist

Every musician dreams of renown, their work entering the cultural canon and being sung for generations. Some rely on their own genius to make it happen, others use magic. Ages ago an unknown bard wrote the base melody of the Leidgeist, catchy on its own but underlaid with memetic structures and enchantments to make it appeal and lodge in a listener's mind.

These days it's everywhere. It's the tune of a hundred folksongs; hummed by farmhands, drifting through taverns, and incorporated into works commissioned at court. It has more variations than scholars can record, with new lyrics appearing each year.

The Leidgeist is enduring, as intended, but only because it's alive. Without fully understanding the consequences, its composer conjured the heart of a memetic entity. Each time it's sung it grows, repetitions and changes layering over each other and feeding into an ever more intricate network. The centuries of escalating complexity sparked an emergent intelligence, coalescing from the noise.

Soon it will awaken into sentience.

Experiment: Omnisystemic Games

I've had this idea for a while. It's not good, it might even be stupid, but it's interesting and I want to try it anyway.

I call it an omnisystemic game.

The idea's straightforward: Run a system-agnostic adventure and let your players make their characters with any system they want, as long as it's one you feel comfortable running. So you might have characters from OD&D, 5e, bastards., Troika!, DCC, MoSh, WoD, whatever all at the same table. Run the game for them and switch between their separate systems on the fly when each character interacts with things in a way that would require rules to resolve.

The rules for each system would only affect the characters from that system. So Troikan characters would use Troika!'s token-pull initiative while 5e chars would roll d20+initiative for a turn order. Only DCC characters would use the dice chain. bastards. characters would have advantage/disadvantage while WoD chars would gain or lose dice from their pools. Difficulties for checks/saves/ACs/etc would shift depending on which character's acting to reflect what's reasonable for their system.

You would essentially be running [X] many different games at once depending on the number of systems your players chose. Each set of rules running in parallel with specific chunks temporarily being pulled to the fore when a character acts and then going back into standby after everything's resolved. It's what happens if you take system agnostic way too far, following the letter while obliterating the spirit.

I want to try and find out:
- Can I actually do it?
- How hard is it?
- Is it actually different from a normal one-system game in any appreciable way beyond (maybe) taking extra effort?

I think I can do it and I don't think it'll be that difficult. Converting the adventure into the different systems on the fly would probably be the most demanding part, and that seems like something you'd get used to with some practice. Just paying attention and staying flexible, which you're already doing as the GM. Might be a little more improv intensive than normal but it'd only be an issue when rules actually come up or you need a ruling, and you'd just have to remember who's using what system. Having players who know what they're doing (and I always assume mine do, trust your players) would also take a lot of the work off the GM. The thing I'm almost entirely unsure about is if it's worth it.

We'll see how it goes once I find a group of players willing to go along with my shenanigans. If you want to try running something omnisystemic good luck and let me know how it worked.

1d12.20 Signs and Symptoms

An extensive list of 240 symptoms for your bespoke plagues, curses, and afflictions. Roll a d12 and a d20 together and treat each as a digit instead of adding them together.

(Note: I always encourage folks to look up terms they're not familiar with, but for this be careful. If you search the ones that are real medical conditions you'll find pictures of the most extreme and absolute worst-case examples.)

1.1 Fever
1.2 Hypothermia
1.3 Headache
1.4 Dizziness
1.5 Fatigue
1.6 Fainting
1.7 Chills
1.8 Shivering
1.9 Sweating
1.10 Shock
1.11 Coma
1.12 Body aches
1.13 Swollen lymph nodes
1.14 Dehydration
1.15 Thirst
1.16 Hunger
1.17 Loss of appetite
1.18 Malnutrition
1.19 Emaciation
1.20 Weight gain
2.1 Weight loss
2.2 Elevated heart rate
2.3 Lowered heart rate
2.4 Arrhythmia
2.5 Avolition
2.6 Apathy
2.7 Anxiety
2.8 Paranoia
2.9 Confusion
2.10 Mood swings
2.11 Impulsiveness
2.12 Irritability
2.13 Rage
2.14 Hysterical strength
2.15 Uncontrollable laughter
2.16 Delirium
2.17 Delusions
2.18 Amnesia (short-term)
2.19 Amnesia (long-term)
2.20 Disorientation
3.1 Stupor
3.2 Unresponsiveness
3.3 Ahedonia
3.4 Aphasia
3.5 Echolalia
3.6 Faceblindness
3.7 Desire to sleep (somnolence)
3.8 Insomnia
3.9 Nightmares
3.10 Sleepwalking
3.11 Vertigo
3.12 Hallucinations (auditory)
3.13 Hallucinations (visual)
3.14 Hallucinations (olfactory)
3.15 Hallucinations (taste)
3.16 Hallucinations (touch)
3.17 Phantom pain
3.18 Slurred speech
3.19 Formication
3.20 Loss of proprioception
4.1 Loss of smell (anosmia)
4.2 Loss of taste (ageusia)
4.3 Synesthesia
4.4 Hypersensitivity
4.5 Hypoalgesia
4.6 Numbness
4.7 No reflex response
4.8 Tremor
4.9 Convulsions
4.10 Seizure
4.11 Paralysis
4.12 Hypertonia
4.13 Arthritis
4.14 Joint pain
4.15 Hypermobility
4.16 Ankylosis
4.17 Joints fuse
4.18 Extra joints
4.19 Brittle bones
4.20 Hyper-dense bones
5.1 Bones lengthen
5.2 Bones soften
5.3 Bones dissolve
5.4 Atrophy
5.5 Muscle weakness
5.6 Muscular hypertrophy
5.7 Tumors
5.8 Inflammation
5.9 Ulceration
5.10 Necrotic tissue
5.11 Gangrene
5.12 Hair loss
5.13 Hair growth (fast)
5.14 Hair growth (abnormal)
5.15 Dry hair
5.16 Split ends
5.17 Nail discoloration
5.18 Nails thicken
5.19 Weak nails
5.20 Nails fall out
6.1 Itching
6.2 Dry skin
6.3 Cracked skin
6.4 Peeling skin
6.5 Blistering
6.6 Rash (red speckles)
6.7 Rash (ring-shaped)
6.8 Rash (pale white spots)
6.9 Rash (oval blue spots)
6.10 Rash (black threadlike strands)
6.11 Rash (fractal)
6.12 Hives
6.13 Pox sores
6.14 Necrotic sores
6.15 Weeping sores
6.16 Bubos
6.17 Warts
6.18 Bruising
6.19 Skin discoloration
6.20 Jaundice
7.1 Cyanosis
7.2 Pallor
7.3 Veins visible through skin
7.4 Skin turns transparent
7.5 Itchy eyes
7.6 Red eyes
7.7 Bloodshot eyes
7.8 Bleeding eyes
7.9 Inky black tears
7.10 Cataracts
7.11 Blindness
7.12 Color blindness
7.13 Light sensitivity
7.14 No pupilary light reflex
7.15 Pupil shape changes (rectangle)
7.16 Pupil shape changes (star)
7.17 Pupil shape changes (slit)
7.18 Dark ring around the iris
7.19 Gold ring around the iris
7.20 Increased visual spectrum range
8.1 Eyes turn entirely black
8.2 Eyes turn entirely blue
8.3 Glowing eyes
8.4 Extra eyes
8.5 Deafness
8.6 Tinnitus
8.7 Increased hearing frequency range
8.8 Sneezing
8.9 Runny nose
8.10 Postnasal drip
8.11 Blocked sinuses
8.12 Nosebleed
8.13 Bleeding gums
8.14 Pale gums
8.15 Drooling
8.16 Sore throat
8.17 Difficulty swallowing
8.18 Swollen tongue
8.19 Fissured tongue
8.20 Thrush
9.1 Tongue lengthens
9.2 Loss of voice
9.3 Goiter
9.4 Grinding teeth
9.5 Teeth turn gray
9.6 Teeth crack and erode
9.7 Teeth fall out
9.8 Teeth regrow
9.9 Teeth change shape
9.10 Teeth fuse
9.11 Teeth replaced by metal
9.12 Teeth glow
9.13 Cough (dry)
9.14 Cough (productive)
9.15 Cough (bloody)
9.16 Difficulty breathing
9.17 Pneumonia
9.18 Blood won't clot
9.19 Blood congeals
9.20 Blood powders
10.1 Blood turns silver
10.2 Blood turns green
10.3 Blood replaced by milk
10.4 Nausea
10.5 Vomiting
10.6 Heartburn
10.7 Cramps
10.8 Gas
10.9 Burping
10.10 Flatulence
10.11 Constipation
10.12 Diarrhea
10.13 Autobrewery syndrome
10.14 Clear urine
10.15 Dark urine
10.16 Bloody urine
10.17 Sky blue urine
10.18 Anuria
10.19 Excessive urination
10.20 Incontinence
11.1 Priapism
11.2 Erectile dysfunction
11.3 Infertility
11.4 Excessive menstruation
11.5 False pregnancy
11.6 No pulse
11.7 Not breathing
11.8 Growth spurt
11.9 Fingers lengthen
11.10 Bifurcating fingers
11.11 Shrinking
11.12 Sweat turns caustic
11.13 Writing appears on skin
11.14 Progressive petrification
11.15 Vomiting toads
11.16 Egg-laying
11.17 Spontaneous bleeding
11.18 Spontaneous ignition
11.19 Spores
11.20 Fruiting bodies
12.1 Hives (insect)
12.2 Budding
12.3 Involuntary bilocation
12.4 Chronic teleportation
12.5 Levitation
12.6 Involuntary ventriloquism
12.7 Can only talk backwards
12.8 Involuntary telepathy
12.9 Telepathy
12.10 Clairaudience
12.11 Clairvoyance
12.12 Immateriality
12.13 Regeneration
12.14 Immortality
12.15 Undeath
12.16 Sunlight sensitivity
12.17 Silver allergy
12.18 Allium allergy
12.19 Autophagia
12.20 Temporal dislocation

Coins In the Dungeon

As an adventurer you're almost always going to have coins on you. Lots of coins. Whether you just got them from the dungeon you're exploring or brought them in yourself doesn't really matter, they're there.

Most of the time coins are treated as a burden. A valuable burden, but still just a weight to carry around that slows you down, takes up space, and alerts enemies by clinking at inopportune times. It's not entirely wrong. Coins are heavy, they do take effort to haul, and unless you find someone to trade with or bribe in the dungeon they're useless as currency until you bring them up to the surface and into town.

But they're not completely useless.

Treating them only as cargo ignores the fact that coins are physical objects with useful properties beyond their monetary value. (We forget that about real-world money too.) Coins are uniformly-sized and shaped pieces of metal that you can use for all kinds of jobs in the dungeon.

For example, you can take your coins and:

- Throw them down halls and into rooms as a distraction or to check if anything is lurking out of sight. It's the classic 'make a noise that the guards will investigate' ploy and it works. If you make a noise and something reacts, you know to be careful. Throwing coins in an opponent's face is also an effective distraction.

- Throw them ahead of you to check for traps. A single coin might set off a trap with a hair trigger and you can throw a sack full to test heavier weights. It'll also let you test for chemical hazards. If you throw a silver or copper piece in a room and it instantly starts tarnishing/patinating you can tell it's probably not smart to go in (without the right PPE). And if a gold coin starts reacting, then just run.

- Mark your path. Stick them in cracks in the walls, between floor stones, on ledges, anywhere they'll be visible and catch light. It'll give you a trail of reflective blazes that are easier to pick out in torch or lantern light than chalk marks for when you backtrack. Coin trails are good for navigation, temporary in case you want to be stealthy, and if they're gone when you come back at least you know someone's been there.

- Set them out as bait. Wait patiently and find out exactly who's following you.

- Use them as tools. Coins make great improvised screwdrivers, wrenches, and drifts. You can also use them to pry up the edges of stones, grills, grates, decorative facings, access panels, anything you want to break into.

- Use them as shims and jams. You can level or stabilize equipment and items on uneven surfaces by slipping coins under the unsupported parts until it's got a solid base. Tuck a short rolled stack of them into a door's strike box to keep it from latching if it closes. Shove coins into cracks like an old fashioned jammed cam/stop to hold ropes and climbing gear in place. (A bag of coins might actually be better than a traditional block cam because it's flexible but will seize up if you put force on it.)

- Use them as weights. A heavy pile or sack of coins makes an excellent anchor or counterweight, and of course they're good for holding down pressure plates, buttons, triggers, levers, and switches. You can accurately control the amount of weight you use too since coins are small units of mass and similar sizes.

- Test distances. You could drop a coin down a hole and listen for when it hits the bottom, but it's smarter to tie a pouch full to the end of a rope and use it as a plumb. That also works for measuring water depths. A weighted rope is really just a useful thing to have in general.

- Make a weighted rope. Coins on the end of a rope let you accurately throw it across gaps/chasms, up into trees or to ledges/areas above you, over water, wherever you need it to go without having to tie a heavy knot that takes up a portion of the rope's length. And if you tie the coins-on-a-rope to the end of your 10' pole you can swing them and (with some finesse) reach and interact with things outside the normal 10' range.

- Take advantage of their conductivity to close circuits and activate electric or magic-powered devices. Might short-circuit or explode, but it's probably fine.

- Shape them into whatever you need. Gold, silver, and copper are all relatively soft and ductile metals. You can treat coins as boullion/metal stock and cut, grind, hammer, or cast them into simple tools and shapes as needed. It might take a while and it might look rough, but you can do it. And yes, I did say cast. Gold, silver, and copper all have melting points within the range of what a stoked and tended wood fire can produce. (Au 1948F, Ag 1763F, Cu 1984F and a properly handled fire can make ~2000F.) It'd take work and planning to do, but it's possible.

- Roll them and throw them like bricks or use them as brass knuckles. You should be rolling your coins anyway. It makes them compact so they're easier to pack and carry, and keeps them from clinking.

- Use them as ammunition. Slings, slingshots, crossbows, and blunderbusses don't really care what goes in them. Coins are dense. They might tumble in the air, but you can practice and learn to compensate for it.

- Stick them in a sock and hit stuff with it. An improvised cosh is the best kind of cosh and terrible for enemy morale.

In the dungeon everything you have is a tool and everything can be repurposed, even your loot. Especially your loot. Your wealth is worth absolutely nothing if you die in a hole, so don't be too attached to it. Be creative and use everything at your disposal to survive.

Torches vs Lanterns

Light is your most important resource in the dungeon after breathable air. There are lots of light sources you can bring on a delve, but the most common and traditional choices are torches or lanterns. Which has spawned decades of discussion about which is better. This isn't more of that.

Most arguments about light sources focus on efficiency, doing the math about which gives the most light/longest burn time compared to how much space it takes up and weight it adds to your gear.* They focus on packing as light as possible so you have room for the loot you hope to bring back, but prioritizing the space-effectiveness of items over their actual usefulness and applications misses the point of choosing equipment. You pick the things that'll help keep you alive. Sacrificing an inventory slot or two in order to carry more useful gear is a smart choice.**

So instead of choosing between torches or a lantern bring both. Use both. Keep both on hand so you have the flexibility to use each in the situations they're best suited for. It's worth the extra weight to be able to adapt to whatever weird thing you run into.

And once you have them both, be smart about when to use each. Take the time to think about your equipment and how you can use each piece to your advantage. Not only the obvious intended uses, but also the different unintended ways it could help if you improvise. That goes for all equipment, not just light sources.

Here's what I think about when it comes to lanterns and torches. These aren't pros/cons lists, they're just the properties of each item to consider when deciding how to approach a situation.

- Can be set down, hung, and left unattended without going out. Hands-free.
- Aren't extinguished by wind, random gusts, or rain.
- Have a shielded flame so they won't accidentally set things on fire, but makes it harder to intentionally set things on fire.
- Can be shuttered and concealed easily.
- Fragile(ish). They might work with broken glass, but rely on having an intact fuel tank.
- Can use the fuel for other purposes (as oil, accelerant, solvent, for tick removal, etc) but can accidentally spill it.
- More expensive. They're reusable but cost more to replace.
- Can be disassembled and cannibalized for glass, metal, and wire.

- Can't be set down without going out. Need to be put in a sconce, stand, or specifically propped up.
- Put out by air currents and splashes.
- Can't be concealed easily and have to be put out completely to hide.
- Smoky. Makes for bad air quality but the smoke can be used as a tool.
- An unshielded flame. Easy to set things on fire, but it's just as easy to accidentally set your things and self alight too.
- Durable, because it's a stick. Can also be used for stick things and as a source of wood.
- Cheap as hell, utterly disposable. You can throw them ahead of you and drop them down holes without a second thought.
- Floats. Again, stick.

So if you want to sneak around and hide at a moment's notice? Go into rough weather? Use both hands freely? Light up your lantern.

Want to detect air currents? Hit something? Light an area or check for explosive gas without having to go in? Keep your options open for an impromptu arson? Pull out a torch.

Dungeon crawling is basically critical thinking and problem solving as a career, so lean into it. Don't worry about packing efficiently or how much you're carrying, bring the tools that will work best even if they're more expensive (in capacity or money) because they'll help you more than an empty space in your pack.

* If you're curious, here's the light per slot napkin math:
Torches last 1 hour and can be bundled. So at 6 torches/bundle it's 6 hours of light per slot.
Lanterns burn for 6 hours on 1 pint of fuel. A waterskin holds 4 pints of liquid and takes up 1 slot, so that's 24 hours of light. The lantern itself takes up a slot, so it actually works out to 12 hours of light/slot and gets slightly better if you carry more skins of fuel. A jug holds a gallon of liquid (8 pints), so if you use those to store your fuel you can double the waterskin numbers.

** As an adventurer your job is to explore, fight, and get everyone back home safely. If there's loot to carry you can help haul some, but most of the schlepping should be left to hired porters while you focus on keeping everyone safe. If there's enough treasure that your porters can't take it all at once, then don't. Leave some behind and come back later with more porters. It's okay to make two trips.

1d100 Potion Delivery Methods and Containers

I wrote a similar list a while back and while d20's good, d100's better. Here's an extended selection of ways to store and administer potions beyond the traditional tiny bottle.

1 Honeypot ants
2 Perfume
3 Lip balm
4 Eyedrops
5 Snuff
6 Blotting paper
7 Syringe
8 Vape
9 Inhaler
10 Breath spray
11 Humidifier
12 Gel capsules
13 Lozenges
14 Gummies
15 Gum
16 Juice box
17 Milk carton
18 Can (carbonated)
19 Tall boy
20 Wine bottle
21 Amphora
22 Solo cup
23 Travel mug
24 Canteen
25 Lidded styrofoam cup
26 Thermos
27 Plastic bag with a straw
28 Honeycomb
29 Rubber boot
30 Magnum (bottle)
31 Magnum (condom)
32 Garbage bag
33 Barrel
34 Rain barrel
35 Beaker
36 Boiling flask
37 Erlenmeyer flask
38 Bladder
39 Stomach
40 Gourd
41 Carafe
42 Decanter
43 Cruet
44 Flagon
45 Flask
46 Carboy
47 Gascan
48 Oilcan
49 Aerosol can
50 Bath bomb
51 Jug
52 Keg
53 Sauce packet
54 Sippy cup
55 Ziplock
56 Spray bottle
57 Gizzard
58 Packed in intestine like a sausage
59 Wizard's skull
60 Test tubes
61 Hose segment capped at ends
62 Squeeze bottle
63 Supersoaker
64 Wash bottle
65 Camelback
66 Wineskin
67 Crock pot
68 Foil pouch with straw
69 Pills
70 Jelly beans
71 Tupperware
72 Lotion
73 Cough syrup
74 Dermal patch
75 Sugarcube
76 Eyewash
77 Mouthwash
78 Hard candy
79 Meringue
80 Infused butter
81 Incense
82 Candle
83 Wax melts
84 Mascara
85 Nail polish
86 Rubber glove tied shut
87 Sealed pipe
88 Fishbowl
89 Inkwell
90 Plastic dinosaur (hollow and sealed)
91 Takeout container
92 Jet injector
93 Nasal spray
94 Virus
95 Microarray patch
96 Suppository
97 Cigarettes
98 Medicated contact lenses
99 Eyeball
100 Genemodded wasps

1d30 Distinctive Rocks

Notable monoliths, landmarks, and geological formations.

1 Good Old Eddie. A cluster of ridges and chunks of sandstone about 40' up the side of a cliff, eroded in a way that kind of looks like a human face in profile in viewed from the right angle.

2 A single massive menhir, 6' wide at the base and 42' tall. Stands alone in the middle of a pasture. Called the Cowstone by locals and the Fieldstone by folks in the next town over.

3 The Rolling Stone. A house-sized granite boulder balanced on a smaller partially buried boulder. Rocks at the slightest touch but never enough to fall. Covered in moss and lichen.

4 Proclamation Rock. An ancient black marble stele set at the crossroads. Inscribed with the same decree translated into several languages, damaged by the elements and "scholars."

5 The Steps. A small conical hill of hexagonal basalt columns weathered into easily climbable 'steps.' A favorite playground for the local kids.

6 The Lady. A partially-buried monumental statue of a matronly woman carved from dovetailed blocks of basalt. Only her face is uncovered, smiling serenely up at the sky. Locals call her Mama.

7 King's Cairns. A series of five fieldstone cairns stacked into precise pentagonal pyramids each 15' tall. Said to glow green-gold on Midsummer's Eve. Can't be knocked over.

8 An ancient stone wall built with cyclopean masonry. Has an open arch door at the north end. Can't be disassembled, locals don't talk about it.

9 A huge carved stone jar, big enough to hold a cow. It's traditional to put a rock on top when you pass to help weigh down the lid. No one knows what's inside.

10 The Dancers. A 60' wide circle of 18 slender white stones set on a hilltop overlooking three towns. Locals are physically unable to agree on how the stones got their name. Nothing will grow inside the circle except unusually lush clover.

11 Giant's Table. A huge slab of pale green dolomite 7' wide, 16' long, and 4' tall. Every side's carved with itchingly familiar spiral petraglyphs. Said to be an ancient altar.

12 Boundary stones. Chest-high pillars of mica-flecked gray stone set in a row stretching for miles, marking the border of a country that disappeared centuries ago.

13 An eroded outcrop that looks like a standing bear. Offerings are given for protection from actual bears, luck in hunting and fishing, and as thanks after killing a bear.

14 A boulder naturally eroded into a skull. A little spooky but mostly just neat.

15 Bell stones. A blockfield of smooth pink-striped boulders that ring in pure musical notes when struck. Some ring in ultra- and infrasonic ranges, marked with X's and avoided.

16 The Hermitage. A weathered granite dome hundreds of feet tall, standing alone over low forested hills. Said to be home to the spirit of an exiled priest.

17 A cluster of small granite domes with sheer sides and rounded tops, making a range of knobby hills. Locals say they're actually sealed tombs, alternately full of treasure or haunted by the forgotten dead.

18 The Platter. A shallowly dished surface of seamless black stone interrupting the meadow wildflowers. Reptiles flock to it to bask. Covered in medicinal lichen.

19 Witches' Tower. A narrow basalt butte hundreds of feet high, weathered into hexagonal columns. Has a tiny cabin on top, rumored to be inhabited but the climb is too difficult to check. Sometimes there are lights at the summit.

20 A wide canyon filled with wind-sculpted sandstone spires, arches, and pedestals. Home to several species of psychoactive arachnids.

21 A slender natural stone bridge a quarter mile long and wide enough for one person at a time, arching high over a river gorge. Walking across alone by the light of a waxing moon is a rite of passage among locals.

22 Devil's Mouth. A fin of rock high up the mountain with an oval hole bored through it to show the sky on the other side. Much, much larger than it looks from the ground.

23 A mile-long ridge of marble plates and spikes, arranged in a way that resembles an exposed spine. Thought to be bad luck to talk or make noise near them.

24 Petrified forest. Acres of fossilized wood preserved as brilliant agate and sparkling quartz. Some of the trees are still standing. What people think are trunks are just the branches and upper twigs of the massive still-buried trees.

25 The Fingers. Two linked rings of delicate sea stacks rising from the waves. Said to imprison the storm that will end the world. The water within the rings is always violently churning.

26 A massive rust-orange sandstone monolith that glows blood red at sunrise and sunset. According to legends it's sleeping. Offerings of liquor and grain are given to keep it that way.

27 God's Palette. A sheer cliff of pure salt banded and swirled with vivid rainbow hues. High concentrations of heavy metals. Wildlife and locals know better than to quarry or eat it.

28 The Fault. A sheer cliff revealed after an earthquake split the mountain in half. Rows of human silhouettes seared across the entire face.

29 Burning Mountain. A giant dome of clear quartz, frosted white by wind and weathering. The name refers back to generations ago when it was pristine and caught the sun like a lens.

30 The Drifter. A 12' tall oblong menhir of smoothed obsidian, translucent around the edges. Looks vaguely humanoid like it may have once been a rough statue. Moves under its own power within the 16-mile circle of its territory. Never seen moving. Considered a guardian and good luck by the locals. Feels like it's watching you.