1d12.12 Ships


1.1 Sea Witch
1.2 Mother's Pride
1.3 Golden Girl
1.4 Serendipity
1.5 Zemblanity
1.6 Meteor
1.7 Seaborne
1.8 Coral
1.9 Hurricane
1.10 Typhoon
1.11 Blizzard
1.12 Witch of November
2.1 Bluewater Maid
2.2 Reef Queen
2.3 Waverunner
2.4 Albatross
2.5 Marmalade
2.6 Bravely Forth
2.7 Pickle
2.8 Carrion Crow
2.9 Cat's Cradle
2.10 Rat's Cradle
2.11 Crayfish
2.12 Sound Investment
3.1 Enterprise
3.2 Urchin
3.3 Full Moon
3.4 Cloudless Sky
3.5 Dark of Night
3.6 Fortress
3.7 Pangolin
3.8 Lost Soul
3.9 Three Sisters
3.10 Stray
3.11 Northwind
3.12 Survivor
4.1 Adventure
4.2 Endeavor
4.3 Manatee
4.4 Barnacle
4.5 Profitable Venture
4.6 Righteous Fury
4.7 Just Rewards
4.8 Dutiful Son
4.9 Beluga
4.10 Red Sky Morning
4.11 Coconut Crab
4.12 Flying Fish
5.1 Marlin
5.2 Dependable
5.3 Summer's day
5.4 Beagle
5.5 Thresher
5.6 Argo
5.7 Infallible
5.8 Curiosity
5.9 Inquiry
5.10 Right Hand
5.11 Bardiche
5.12 Halberd
6.1 Phantom
6.2 Charybdis
6.3 Harborless
6.4 Our Lady's word
6.5 Far Shore
6.6 Bannockburn
6.7 Safe Return
6.8 Sparrowhawk
6.9 Polychrome
6.10 Capybara
6.11 Nautilus
6.12 Narwhal
7.1 Wolf's Mother
7.2 Bookkeeper
7.3 Queen Conch
7.4 Amnesty
7.5 Yarrow
7.6 Brother Jerome
7.7 Time Enough
7.8 Valet
7.9 Kilgore
7.10 Relentless
7.11 Nail
7.12 Minnow
8.1 Vengeful Daughter
8.2 Conscience
8.3 Eclipse
8.4 Stargazer
8.5 Bountiful Maiden
8.6 Majesty
8.7 Discovery
8.8 Endurance
8.9 Cedar
8.10 True North
8.11 Ironton
8.12 Fitzgerald
9.1 Water Witch
9.2 Grape Shot
9.3 Meridian
9.4 Phoenix
9.5 Success
9.6 Lake Serpent
9.7 Morning Star
9.8 Vermilion
9.9 Sand Merchant
9.10 Waterlily
9.11 Iron Mountain
9.12 Sea Bird
10.1 Hope
10.2 Resolve
10.3 Victory
10.4 Mystic
10.5 Flamingo
10.6 Iris
10.7 Monarch
10.8 Oxford
10.9 Cormorant
10.10 Kildeer
10.11 Bastard
10.12 Amity
11.1 Atlas
11.2 Bradbury
11.3 Lichen
11.4 Wonder
11.5 Petroglyph
11.6 Ambassador
11.7 Fossil
11.8 Sincerity
11.9 Tenacity
11.10 Generosity
11.11 Goblin
11.12 Prudence
12.1 Patience
12.2 Audacity
12.3 Grizzly
12.4 Big Sky
12.5 Puck
12.6 Delta
12.7 Huntsman
12.8 Hare
12.9 Vision
12.10 Curmudgeon
12.11 Caballero
12.12 Jerboa


1d8.8 What is it written on?


Spellbooks and scrolls are a classic way to present information to your players. They're a nice, portable, comprehensible medium that the party can stuff in a sack and make off with. A genre staple. But consider: Wizards are weird. They're weird and secretive and heterodox in the extreme. They might start out recording their findings in books early in their careers, but do you really think an arcane researcher worth their name would keep their true works in that format? If your discoveries are mild enough that they can be contained in a mundane leather-bound tome, are you really even trying as a wizard? Universal truths could be crammed into a book, but they really deserve something more. Obscure formats, materials from elsewhere, monumental canvasses, works of art, or shifting chaotic mediums that can capture a nature that won't rest peacefully on a page.

The information the party found is recorded in/on...

1.1 A Hello Kitty locking diary, limited edition not available outside japan

1.2 College-ruled loose leaf scorched at the edges, 128 unnumbered pages

1.3 Dayglo neon construction paper, 56 pages in 8 different colors written in crayon and precisely indexed

1.4 Composition notebook, black and white marbled cover sealed with powerful Cool S glyphs

1.5 Microfiche, 32 pieces of A6 plastic film stored in individual paper sleeves inside a bakelite box

1.6 A butcher's cleaver, engraved in tiny calligraphic characters along the spine and flats of the blade

1.7 Murderboard, fills an entire room with documents layered inches thick on the walls and a web of multicolored strings obstructing the center

1.8 Ticker tape, 480' cut into 60' lengths and shoved in a garbage bag

2.1 Giant tortoises, 16 individuals each bearing a section of the work painted on their shells

2.2 Cuneiform clay tablets, fired for durability with color-coded glazes on their backs and edges

2.3 Thin lead sheets, pierced with a nail in one corner to bind them into a packet

2.4 A ring, etched on the inside of the band and visible through the magnifying cabochon

2.5 Bronze plaques, 8 2'x3' cast sheets 1/2" thick stored on shelves in a bronze cabinet shaped like the author's head

2.6 The streets and buildings of a planned city, encoded in every detail from street names and numbers to the placement of each brick

2.7 Sidewalk chalk, hidden among a block's worth of hopscotch grids and children's drawings

2.8 Graffiti, covering every inch of a winding back alley in vibrant tags and murals, residents occasionally feel compelled to add new details but can't say why

3.1 Bark, the entire surface of a living beech tree inscribed with scarred glyphs and lines of text

3.2 Veins, the whole circulatory system of a host creature reconfigured into interlocking sigils while still functioning normally

3.3 Tattoos, full-body calligraphic designs inked onto a cadre of trusted acolytes and an index and key on the master's forearms

3.4 3D wire sculpture, a delicate convoluted web of different metals, coatings, and gauges joined and twisted in a form-based code

3.5 Beeswax writing tablet, cyclicly erases and re-inscribes itself

3.6 Virus, text forms in ultra-fine linear pox sores after the incubation period

3.7 Hard drive, dented and scratched, clicks disconcertingly while in use, has 8TB of storage space but holds 1PB of data

3.8 Cassette tape, electric green and black marbled case, A side holds 64 minutes of coded atonal beeping and B side is a sludge metal mixtape

4.1 Snippets of text scattered through unconnected posts and signatures on a dead forum

4.2 Petroglyphs, carved into the walls, floor, and ceiling of the dungeon

4.3 Geoglyphs, combinations of geometric motifs and stylized animals covering several acres

4.4 Effigy mound, earthworks in the shape of a serpent with meaning contained in the twists of its maze of coils

4.5 A runestone, 16' tell with inscriptions winding around bas relief humanoid figures

4.6 The Dungeon itself, encoded in the combined structure of passages and chambers

4.7 A cave system, purposely shaped over millennia with controlled erosion and mineral deposition

4.8 A gem, fist-sized aquamarine bizarrely faceted in significant polygons and angles

5.1 Floor mosaic, exponentially smaller and denser tiles radiating out from the central motif of a leaping frog

5.2 Rawhide, an entire horsehide with mane and tail intact that walks on its own

5.3 Sheet music, the full score of an 8-hour long composition arranged for a 32-piece big band accompanied by air raid siren

5.4 A hymnal, block printed in red ink and dedicated to an unnamed power

5.5 A low quality jpeg of a kitten, encrypted and steganographically hidden in the data

5.6 Floppy disk, royal blue with a label handwritten in sharpie, holds a copy of Lemmings and a hidden 64MB zip file

5.7 Sand painting, multicolored and intricate covering several hundred square feet

5.8 Macrame, a sprawling fractal wall hanging of sculptural knots, mesh, and kitsch owls

6.1 Scent trails, an entire colony of ants ceaselessly tracing a pattern of wheels and spirals

6.2 Blackboard, 16'x32' with a rolling ladder to access the entire surface

6.3 Whiteboards, a stack of lap-sized boards packed full of doodle-punctuated scrawls and graphs, easily smudged

6.4 A silk painting, 24' long with paper backing and rosewood rods at each end, depicts toads and frogs cavorting across a barren countryside

6.5 QR code, takes up an entire wall and nauseating to look at

6.6 Papyrus, a 16' length looped into a mobius strip

6.7 Transparency, multiple sheets that have to be stacked and overlapped in the correct configuration to read

6.8 Red-figure pottery, an oversized krater painted inside and out

7.1 Clouds, an unnatural combination of different types and forms held in stasis

7.2 Reef, encrypted in the shape of the corals and movement of water currents and fauna, loops in a weekly cycle

7.3 Forest grove, branches grown so the light filtering through the canopy forms glyphs that shift from dawn to dusk

7.4 Disreputable thumbdrive, holds 128GB of data mixed in among poorly labeled pirated music and fan-translated manga scans

7.5 A deck of cards, handpainted with extremely detailed portraits and scenes, has 4 additional suits and 5 extra face cards per suit

7.6 Stained glass window, repairs itself if broken, growing at a rate of 24" per year

7.7 Skeleton, shards of etched and scorched mammoth bones from dozens of individuals reconstructed into a single complete articulated specimen

7.8 Tapestry, thick and intricately woven with a different pattern on every side

8.1 Index cards, thousands of cards meticulously organized in an old library catalog cabinet

8.2 Video, hundreds of hours of unedited camcorder footage on aging VHS tapes

8.3 Ostraca, a collection of engraved sherds in heaps and laid out in precise lines

8.4 Confectionery, extremely delicate sculptures of spun, cast, and blown sugar

8.5 A constellation, familiar stars shifted into a new configuration

8.6 Hive, generations of paper wasps directed to build in unpleasant angles and convolutions

8.7 Comic books, an extremely popular series with the significant details hidden in prime-numbered issues

8.8 Nothing, kept in memory with only an oral record


1d666 Monster Gut Contents


In amongst the acid and chyme you find...

111 A pair of gold lame heels
112 Acorns
113 Airstream camper
114 Algae
115 Amethyst crystal point
116 An entire heron
121 Anchor
122 Antique bronze diving helmet
123 Ants
124 Assorted coins
125 Beehive
126 Beeswax writing tablet
131 Bells
132 Berries
133 Bonsai tree
134 Boombox
135 Bottle of rum
136 Bouncy balls
141 Broken glass
142 Bronze dagger
143 Bullets
144 Butterflies
145 Buttons
146 Cake
151 Camp stove
152 Candy corn
153 Case of sparkling water
154 Cassette tapes
155 Cast iron radiator
156 Cat collar
161 Cell phone
162 Chainmail
163 Chess set
164 Chinese takeout boxes
165 Coffee beans
166 Container of eggrolls
211 Copper nuggets
212 Cowboy hats
213 Crayfish
214 Crow feathers
215 Crown
216 Crystal ball
221 Cut crystal shotglass
222 D-cell batteries
223 Dented ATM
224 Diplomatic dispatches
225 Dirt
226 Disco ball
231 Dog food
232 Doll house
233 Dominoes
234 Eggs
235 8-ball
236 Enameled silver tortoise shell
241 Feathers
242 Ferns
243 55-gallon drum
244 Fingers
245 Fire
246 Firecrackers
251 First aid kit
252 Fish
253 Fish food
254 Fishhooks and lures
255 Fishing nets and floats
256 Fist-sized ruby
261 Flies
262 Flip phone
263 46ct emerald
264 Fountain pen
265 Fresh grass and alfalfa
266 Fringed leather jacket
311 Frogs
312 Fruit
313 Funerary urns
314 Gargoyle
315 Giant silver belt buckle
316 Giant tapeworm
321 Gold dust
322 Gold ring
323 Gravel
324 Gunpowder
325 Hacksilver cache
326 Hairball
331 Half-full gas can
332 Hand still clutching a sword
333 Handcuffs
334 Handheld radio
335 High-vis vest
336 Horseshoe crab
341 Horseshoes
342 Human skeleton
343 Hundreds of eyeballs
344 Ice
345 Imperial seal
346 Individually wrapped saltwater taffy
351 Inkwell of blood
352 Iron cauldron
353 Iron nails
354 Jar of fireflies
355 Jellybeans
356 Jellyfish
361 Jug of rotgut
362 Kelp
363 Kingfisher feathers
364 Knife money
365 Laminated menu from a 50's themed diner
366 Laptop
411 Lava lamp
412 Lead curse tablets
413 Leather bomber jacket
414 Leeches
415 Legos
416 Letters
421 Lilies
422 Live rats
423 Live tadpoles
424 Live tortoise
425 Lotto tickets
426 Maggots
431 Marbles
432 Marionette
433 Meteorite
434 Mice
435 Mirrored shades
436 Moths
441 Mulberry leaves
442 Mushrooms
443 Nothing but garlic
444 Nuts and bolts
445 Nuts and seeds
446 Old tires
451 Onions
452 Oracle bones
453 Paperback romances
454 Parasitic eggs
455 Pheasant feathers
456 Photo album
461 Pinecones
462 Pipe wrench
463 Pixies
464 Plastic dinosaurs
465 Play tea set
466 Polyps
511 Porcelain doll
512 Prism
513 Propane tank
514 Pulverized brick
515 Puzzle box
516 Rabbit
521 Rag doll
522 Revolver
523 Road flares
524 Rodent bones
525 Rotary phones
526 Rowan berries
531 Rubber bands
532 Rusty bucket
533 Sand
534 Screwdriver
535 Seaglass
536 Sealed pop can
541 Seashells
542 Silver chain
543 Silver trade bars
544 Skillet
545 Sky iron
546 Slugs
551 Snail shells
552 Snakeskin cowboy boots
553 Songbirds
554 Spatula
555 Spiders
556 Spiked dog collars
561 Stamp collection
562 Stop sign
563 Strawberry danish
564 Styrofoam cups
565 Symbiotic oozes
566 Tar
611 Tasteful porno mags
612 Tetsubin
613 Textbooks
614 Thousands of pills
615 Ticks
616 Tin cans
621 Tin of tea
622 Tiny plastic crabs
623 Titanium spear head
624 Toads
625 Toes
626 Traffic cone
631 Travel mug
632 Treatise on the feeding habits of wasteland fauna
633 Tricycle
634 Trucker's cap
635 Truffles
636 Tumbled agates
641 Tumors
642 Turquoise bolo tie
643 Uncut sapphires
644 Unstable fusion reaction
645 Various live angry arachnids and centipedes
646 Velvet smoking jacket
651 Vintage tea towels
652 Vinyl records
653 Voles
654 VW beetle
655 Wallet
656 Wet cat food
661 Wildflowers
662 Wedding dress
663 Wolf teeth
664 Worms
665 Yarn
666 Zebra mussels


Emergency Blanket


A thin sheet of aluminum-coated mylar folded into a light compact package. Produces an item immediately useful to the situation at hand if unfolded during a crisis (ex: a first aid kit, survival shelter, dry fuel, provisions, flare gun, gas mask, oxygen tank, etc.). Otherwise just waterproof, highly reflective, and really warm.

A Note On Kobolds


Everyone knows there are two main varieties of kobold: dog and lizard. Arguments over which type is the "real" kobold are so common it's become a joke, which is ironic because both forms are the exact same creature. Kobolds have a complex genetic structure that causes them to shift forms in response to external environmental factors.

Most kobolds will say the dog state is their species' true form since it's the shape they take when left to themselves. In dog form kobolds have a distinct sense of self and canine traits like acute senses, fur, and endurance that let them thrive in a variety of ecosystems as resourceful semi-omnivorous persistence predators similar to humans. They use those strengths and their mobility to maintain a widespread but close-knit society of band, family, and clan groups organized around a network of partially subterranean hub cities. It's an efficient arrangement that can last indefinitely unless it's disrupted by exposure to a specific environmental factor, namely dragons.

The presence of a dragon in the area triggers an epigenetic shift in all kobolds within range, causing the exposed individuals to begin metamorphosing into lizard form. The change is agonizing and lasts several weeks as the kobold's body gradually reconfigures itself, completely consuming and rebuilding the skeleto-muscular and neurological systems. In lizard form kobolds lose a large portion of their individuality, falling into a set of closely unified thought patterns almost like a hive mind that's focused on the dragon. They become much more sedentary, living as purely carnivorous ambush predators in age-separated but otherwise egalitarian groups that keep as close to the dragon as possible without being eaten. If an individual kobold strays far enough from the colony they'll begin to revert to dog form, but it's so difficult to leave once the change is complete that it rarely happens.

With its effects and implications the change is obviously a subject of controversy and dread in kobold communities. Though some clans view dragons as holy creatures and consider their influence a blessing, most abhor the loss of self and agency that lizard form inflicts. Rumors of a dragon approaching or settling in an area will spark mass migrations out of the region to escape its influence and sometimes, in the case of wealthy cities, extremely lucrative contracts to slay the beast before it can nest.


1d12.12 Fuels



1.1 Firewood
1.2 Driftwood
1.3 Charcoal
1.4 White charcoal
1.5 Woodchips
1.6 Sawdust
1.7 Pellet fuel
1.8 Biomass briquettes
1.9 Dried dung
1.10 Straw
1.11Grass clippings
1.12 Fallen leaves
2.1 Hemp
2.2 Bamboo
2.3 Kudzu
2.4 Peat
2.5 Corn
2.6 Potatoes
2.7 Algae
2.8 Kelp
2.9 Mycelium
2.10 Raw biomass
2.11 Insect biomass
2.12 Tallow
3.1 Whale oil
3.2 Pollen
3.3 Nectar
3.4 Sugar
3.5 Maple syrup
3.6 Honey
3.7 Beeswax
3.8 Pine tar
3.9 Rosin
3.10 Paper
3.11 Styrofoam
3.12 Old tires
4.1 Municipal solid waste
4.2 Woodgas
4.3 Biogas
4.4 Natural gas
4.5 Propane
4.6 Butane
4.7 Cooking oil
4.8 Kerosene
4.9 Naptha
4.10 Turpentine
4.11 Gasoline
4.12 Diesel
5.1 Biodiesel
5.2 Glow fuel
5.3 Nitromethane
5.4 Aviation fuel
5.5 Hydrazine
5.6 Heavy fuel oil
5.7 Crude oil
5.8 Tar
5.9 Creosote
5.10 Coal
5.11 Coke
5.12 Oil sand
6.1 Fire ice/clathrate
6.2 Paraffin
6.3 Sterno
6.4 Hexamine tablets
6.5 Alcohol
6.6 Bioethanol
6.7 Beer
6.8 Cider
6.9 Wine
6.10 Aguamiel
6.11 Applejack
6.12 Brandy
7.1 Gin
7.2 Vodka
7.3 Pneumatics
7.4 Hydraulics
7.5 Steam
7.6 Winding spring
7.7 Flywheel
7.8 Wet-cell battery
7.9 Dry-cell battery
7.10 Li ion battery
7.11 Magnetic induction
7.12 Human/muscle power
8.1 Solar
8.2 Wind
8.3 Tidal/wave
8.4 Hydroelectric
8.5 Geothermal
8.6 Water
8.7 Seawater
8.8 Hydrogen
8.9 Slush hydrogen
8.10 Helium
8.11 Deuterium
8.12 Tritium
9.1 Plutonium
9.2 Uranium
9.3 Thorium
9.4 Polonium
9.5 Caesium
9.6 Strontium
9.7 Exhausted fuel rods
9.8 Pelletized nuclear waste
9.9 Gold
9.10 Silver
9.11 Mercury
9.12 Diamonds
10.1 Sapphires
10.2 Quartz
10.3 Obsidian
10.4 Opals
10.5 Pearls
10.6 Amber
10.7 Fossils
10.8 Bones
10.9 Blood
10.10 Ichor
10.11 Memories
10.12 Souls
11.1 People
11.2 Death
11.3 Scarecrows/straw effigies
11.4 Grain offerings
11.5 Libations
11.6 Incense
11.7 Hymns
11.8 Faith
11.9 Terror
11.10 Despair
11.11 Agony
11.12 Joy
12.1 Hope
12.2 Laughter
12.3 Lust
12.4 Gunpowder
12.5 TNT
12.6 Napalm
12.7 Molten salt
12.8 Lava
12.9 Shadows
12.10 Antimatter
12.11 Eggs
12.12 Clam chowder


1d20 Power Sources



1 The heart of a forsaken child, in situ
2 12ccs of joyful tears sealed in a glass vial
3 One irate pixie trapped in a vintage tin film canister
4 Fist-sized Dyson sphere, the internal microsun requires 1 mole of hydrogen fuel a week
5 Briefcase nuke converted into a Stirling engine, can be restored to its original purpose in minutes
6 10' tall, 2' in diameter tapered pillar of polished yggdrasil heartwood
7 Eight-chamber spirit reactor built from interlocking warded ribcages, currently contains 17 distinct ghosts
8 Aluminum motor housing holding a tiny golem who just really loves to spin
9 21 lbs of anti-helium in a magnetically-lined vacuum flask, clearly labeled with MSDS warning symbols
10 Coiled carbon fiber skep housing petrobees built with siphon spigots to non-destructively collect the diesel honey, chance of swarming if handled roughly
11 Perpetual motion core, stops functioning when you try to figure out how it works and resumes when you give up
12 Captive phoenix held in a fireclay aviary
13 Fuel cell housing lightning and water elementals that hate each other
14 3' long copper-capped silver tube packed with pulverized wizard bone, radiates ionizing arcane energy from the ends
15 Divine eyeball excavated from the husk of an old god, it'll want it back when it wakes
16 Potential tsunami caught seconds after its birth, condensed and contained in a blue glass fishing float
17 The Scream Vortex
18 Colony of ants trained t move in synchrony, respond to different chemical signals and expect pure sugar
19 Self-recharging batteries that draw power through a tiny wormhole leading to a light mill stationed just outside a black hole's event horizon
20 Car battery, corroded 12-volt wet cell with sparky cables



1d100 What were they doing when they were petrified?



1 Looking around a corner
2 Peering through a keyhole
3 Opening the door
4 Scanning for danger
5 Searching for traps
6 Triggering a trap
7 Caught in a trap (pinned, impaled, entangled, or partially dismembered)
8 Inspecting a mural
9 Inspecting another petrified figure
10 Pulling a lever/flipping a switch
11 Finally looking up
12 Lighting a torch/lantern
13 Climbing a wall
14 Climbing a ladder
15 Being lowered on a rope
16 Dangling from a handhold/ledge over open air
17 Pulling a cart
18 Lifting something heavy
19 Holding up heavy debris/a falling object to keep it from collapsing
20 Excavating/digging
21 Prospecting
22 Rummaging through a pile/hoard of treasure
23 Carrying loot
24 Fleeing with treasure
25 Trying to sneak away unnoticed
26 Hiding
27 Jumping (parts damaged)
28 Falling (in pieces)
29 Swimming
30 Making camp
31 Hunting
32 Butchering a kill
33 Fishing
34 Foraging for mushrooms/herbs
35 Collecting firewood
36 Picking flowers
37 Cooking
38 Eating a meal
39 Bathing
40 Writing a letter
41 Updating the expedition's logs
42 Updating their map
43 Sketching
44 Preparing their spells
45 Reading
46 Praying
47 Meditating
48 Stretching
49 Playing hacky-sack
50 Playing cards
51 Throwing dice
52 Dancing
53 Singing/playing an instrument
54 Telling a story
55 Talking animatedly with dramatic gestures
56 Arguing fiercely
57 Getting absolutely wasted
58 Stargazing
59 Building a barricade
60 Standing watch
61 Sleeping on their watch
62 Sleeping
63 Taking a shit/piss
64 Getting dressed
65 Donning their armor
66 Pointing and shouting a warning
67 Giving an inspiring speech
68 Drawing their weapon
69 Fighting bravely
70 Fighting another foe (two figures)
71 Swinging from a chandelier
72 Searching for their lost glasses
73 Casting a spell
74 Throwing a grenade (50/50 chance partially obliterated)
75 Diving for cover
76 Rolling out of the way
77 Shoving someone else out of danger
78 Raising their mirrored shield a second too late
79 Getting back to their feet
80 Struggling to break free of a hold
81 Fighting desperately
82 Retreating in good order
83 Carrying a wounded ally (two figures)
84 Dragging a body
85 Holding the door
86 Backing away in horror
87 Running for their life
88 Crawling away
89 Bleeding out
90 Whispering to someone
91 Negotiating a truce
92 Offering up a gift
93 Grovelling
94 Self-sacrificially grappling with the monster (mummified corpse still trapped in their grasp)
95 Delivering a deathblow (monster's bones scattered around them)
96 Just finished casting fireball (gravel, area scorched and vitrified)
97 On their knees, hands on their head
98 Looking too smug
99 Staring right back
100 Calling down an orbital strike (sand and ash-filled crater)



1d60 Ways to Seal a Pact



1 With a firm handshake
2 Giving your word of honor
3 Pinkie swear
4 Sharing a drink
5 Smoking cigars
6 Breaking bread together
7 Going on a vision quest together
8 A hug
9 A kiss
10 A dance
11 Get matching tattoos
12 Get matching brands
13 Tell each other a secret
14 Become blood brothers
15 Sakazuki
16 Trade knives
17 Cut off a finger
18 Cut off a hand
19 An arranged marriage
20 Adoption
21 Exchanging wards
22 Exchanging hostages
23 A toast
24 Publicly exchange oaths
25 Exchanging rings
26 Exchanging personal gifts
27 Publicly exchanging gifts
28 Granting land
29 Hosting a feast
30 Hosting games
31 Ritual combat
32 Swear before a priest
33 Sit vigil
34 Share a pipe
35 Share a series of ceremonial drinks
36 Ritual scarification
37 Ritual mutilation
38 Sacrifice (animal)
39 Sacrifice (sacred animal)
40 Sacrifice (person)
41 Sacrifice (votive offerings)
42 Exchanging collateral
43 A simple contract
44 An absurdly complex clause-ridden contract
45 Notarized affidavits
46 Swear before a magistrate
47 Treaty witnessed by a mediating third party
48 Treaty witnessed by a neutral third party
49 Mutually assured destruction
50 Place your soul in escrow
51 Swear before the bees
52 Give blood, hair, and breath
53 Disclose your True Name
54 Exchange True Names
55 Trade souls
56 Unbreakable geases
57 Psionically-implanted imperatives
58 Retrovirally-spliced genetic killswitches
59 Implanted explosive charges
60 Bomb collars

Cenotaphs



Proxy-tombs like Tombs of the Unknown Soldier and civilian memorials are a near-universal tradition, not just to honor the lost dead but because everyone needs a funeral or they turn into some flavor of undead. Everyone. And when you can't find and lay to rest everyone who was killed, erecting a cenotaph serves as a mass funeral and keeps your countryside from being overrun with ghouls, haints, wights, and the other unquiet dead for generations after every war or natural disaster.

The cenotaph's weakness is that while it does work, it's a patch job. Effective but not final. If you destroy a cenotaph all the spirits it placated wake back up and are even more dangerous, having grown old enough that they're entirely divorced from any lingering humanity or mercy. This makes cenotaph maintenance a vitally important public service and the cenotaphs themselves extremely high-value targets in conflicts.

Large cenotaphs will be better protected than palaces. They'll have dedicated fortified and garrisoned complexes to house them and ideally an associated order of traveling exorcists who seek out lost remains to lay to rest and gradually decrease the cenotaph's spirit burden. In practice effective psychopomp orders are expensive to support and the private mortuary contractor industry is extremely lucrative, so real exorcists are rare.

1d40 Magic Pools



(To roll d40 roll a d20 and d6 together. If the d6 is even, take the value on the d20 as-is. If the d6 is odd, add 20 to the d20's value.)

The pool is a...

1 Natural spring 10' deep, brilliant emerald, and perfectly clear. Breaks curses, lifts enchantments, and physically restores anyone who drink or bathes in it. Undead can't come within 30's of its edge.

2 6' wide man-made well bored 30' into the living rock. The virulently cursed jet black water is perfectly level with the stone rim. Grants immortality to anyone who drinks or bathes in it, but makes them count as undead to magic and anyone they meet. Grants wishes that mostly turn out okay if offered a coin. 13' deep layer of coins at the bottom.

3 Six separate wells carved in a circle, each 7' wide and 11' deep. Full of murky pale green mineral water, blood-warm and breathable. Complete prolonged immersion heals spiritual damage and lifts curses. 1 hour submerged restores 1 point of lost INT, WIS, or CHA. 1 day submerged restores 1 lost level.

4 Perfectly smooth undisturbed pool of violet and black water. Superheated and steaming if you're outside but immediately cool and brisk once you're fully submerged. Portal to hell. Climbing out is a bitch.

5 Shallow 20' square basin of quartz quicksand, each grain a perfectly spherical bead. Moves and ripples on its own. Stills and acts as a scrying mirror when a thinking being touches it. No limit on range.

6 Cement pond choked with royal purple waterlilies. Smell wonderful, have hallucinogenic and euphoric pollen. Swarming with magenta fireflies that sequester arcane power in their bodies. Eating them restores magic but makes your mouth glow neon pink.

7 Muddy pool with irregular banks, full of rust-orange water that smells like iron. Erupts in a geyser every 20 minutes. Turns anything that touches the water inside-out.

8 Convoluted metallic clockwork basin full of light machine oil. Restores anything placed in it by rewinding time. (Has settings to accelerate time too, it's just in reverse gear at the moment.)

9 Five-tiered fountain of faceted crystal running with streams of glowing water. Throws off thousands of tiny rainbows. Water can be bottled and carried as a light source, counts as daylight.

10 10' x 20' rectangular reflecting pool fed by a semi-circular basin fountain mounted on the wall. The sides and bottom are decorated with complex mosaics in all shades of gray. Randomly changes the color of anything that touches it. Leaches all color from items submerged more than 3 times.

11 20' circular well of dressed sandstone blocks full of faintly luminous champagne-colored water. A golden statue of a kneeling man with cupped hands raised to his mouth lies on its side at the bottom. The water turns whatever touches it to solid gold.

12 Deep 40' square pool of viscous wine-red liquid at the bottom of a stepwell. Drinking it has no immediate effect. Resurrects you the next time you die. If there's not enough of your body left to salvage, you're reconstituted in the pool.

13 Small round well of clear cerulean water 20' deep with spools of silver thread lying on the bottom. Contains an underwater labyrinth. You can breathe inside as long as you're holding a spool, but all movement is at underwater speed.

14 Tranquil cattail marsh, knee deep and 150' across full of arrowroot, orchids, and sturdy logs. Home to thousands of tiny wish-granting frogs.

15 Flooded impact scar of a meteor, lined with cracked plates of fused glass and surrounded by gem-quality tektites. The water's contaminated with an extraterrestrial virus that absorbs anyone touching it into a hivemind and dries their blood to powder in a week. Apologetic about it.

16 Average suburban swimming pool with a diving board and robo-skimmer. Strips the magic and enchantments from anything dipped in it, making the object the most mundane and unremarkable version of itself possible. Works on normal decorative details and people's charisma too.

17 Turbid charcoal gray lake, its shores covered in smooth fist-sized stones. Small boats, rafts, and floats rest half-beached at the water's edge. Touching or crossing over the water tears your soul from your body and incarnates it in the form of a symbolically appropriate animal. The change is permanent.

18 Hexagonal pool tiled in mica-flecked black marble with steps leading down into the water. Complete immersion binds a victim's soul inside their body, rendering them unable to die no matter how severe their injuries are.

19 Upwards-pointed parabolic dish of pink granite with a series of tiny mouths carved around the rim. The surface is raised in the concentric circles of a standing wave. Absorbs and records everything said within 100 miles of it. You can hear the recordings clearly if you dunk your head under, just indistinct whispers above the surface.

20 15' wide octagonal pool of crystal clear water decorated with colorful geometric mosaics along the sides and bottom. Looks shallow but is infinitely deep. You can see the bottom perfectly but never reach it.

21 12' long kidney-shaped basin of smooth white porcelain filled with a warm thick sterile saline solution. The sides are gently curved and rise a few feet above the liquid's surface, making it hard to climb out. Increases the size of living things. The effect is more powerful the smaller a creature is. Humans might only grow a few inches while microorganisms become giant.

22 Sandy-bottomed cenote of brackish sea green water thick with bioluminescent kelp that grows back instantly when cut. It's delicious, nutritious, and keeps for months when dried.

23 Plunge pool of a 50' tall waterfall that flows in reverse. Water from the pool reduces gravity's pull on the drinker by half, samples taken from higher in the falls are more powerful. Water from the very top of the falls completely negates gravity.

24 45' wide semicircular wading pool of opaque bubblegum pink serum fed by a rusty pipe coming out of the wall. Turns anything that touches it into stuffed animal version of themselves.

25 Circular bowl-shaped glass font 12' across with waist-high walls full of slowly-churning maple syrup. Occasionally visited by giant ants.

26 Jagged flooded crevasse of dark indigo-black water. The water's alive, actually an elemental in the form of a giant moray eel.

27 Gigantic white marble bathtub with gold faucets and drain plug. Can easily fit 20 people. When full lets you travel to any other body of water. If you have a portion of the tub water kept separate and protected in a container you can return to the tub but otherwise it's a one-way trip.

28 15' x 30' rectangular pool 50' deep and glowing with Cherenkov radiation. The gently-circulating water was originally mundane but has become magical, having been irradiated for centuries by the dozens of magic swords embedded in the pool bottom like spent fuel rods.

29 Natural ground-fed spring of frigid sky-blue water, sand and sediment roiling at the bottom. Occasionally bubbles up random toys.

30 Irregular stone pool of liquid amber with a convoluted bottom of glacier-scoured grooves. Hundreds of prehistoric creatures are suspended inside, held in stasis. They wake within minutes of being pulled from the amber.

31 Septagonal quartzite pool 10' on a side and encrusted with clusters of glittering crystal points. Converts non-mineral material into gem quality crystals of random minerals.

32 Steaming hot spring of milky white water with a metallic sheen. Lets you speak with the dead when the surface is completely still.

33 15' deep crater flooded with luminous silvery water. Curses whoever touches it with lycanthropy. If they've been bitten by something since the last moonrise they become a were-[that creature] instead.

34 Deep cold natural spring festooned with stalactites and stalagmites feeding a subterranean river. Home to a giant catfish named Clement who causes earthquakes when he's upset and accurately predicts the future when he's happy. Will do just about anything for processed fish food pellets and junk food.

35 Round cast iron basin 13' across and 5' deep, coated with an iridescent layer of oil and full of cobalt-tinged flames. Surrounded by neatly tended rows of popcorn.

36 Star-shaped pond full of pearlescent lilac oil that randomly swirls, stops, and reverses direction under its own power. Anything that touches it becomes unstuck in time. No control over the effect at first.

37 Massive 11-sided oak vat made of interlocking staves taken from used barrels and casks. Full of dark beer, the bottom layered with rose gold votive figurines of bundled wheat sheaves. Overpowering smell of baking bread. Home to a displaced harvest goddess.

38 Triangular well 8' on a side with midnight blue water full of floating silver flakes. Transforms the drinker's body into living liquid silver that can shapeshift into any form.

39 Waist-deep white-tiled channel 5' wide cut in a complex meandering loop that covers a 70' x 40' area. The refrigerated opalescent coral fluid circulates through the course in a gentle current. It's a liquid computer that holds massive archives of data from multiple worlds and across millennia. Intelligent, with a true AI and a verbal/holographic interface. Heartbreakingly lonely.

40 Ostentatious multi-tiered platinum fountain with dozens of jets shooting interlacing laminar arcs of water, glittering with threads of shifting color like wisps of ink that never disperse. Reads as extremely magical and makes anything that touches the water also appear to be magic, but doesn't actually do anything. Looks impressive though.












Write It

I spend a lot of time online talking about RPGs and something I hear regularly is that someone will have an idea for a project they want to make, but they aren't doing it because there's something similar that already exists. For example, wanting to make a game about mechs but holding off because Lancer's already out there. And no, that's not how this works. Knock it off.

If you've got an idea for something you want to write, then write it.

It doesn't matter if there's already another game in the same genre or that uses similar themes, make yours. Seriously, stop and think: Can you imagine this happening in any other art form? No movie studio is going to pass on making a spy flick just because there are already James Bond films. Painters don't look at waterlilies and think "Nah, Monet already did it." That's nonsense. Write the thing you want to write. Whether it's a system, an adventure, something small like a blog post or list, just write it and don't worry.

RPGs are a new and wide-open medium. There's plenty of room for everyone to create their own art. Do it. Don't stifle your creativity because you're worried about stepping on toes or that it'd be a waste of time or that you're not good enough to write compared to others. Make your thing and have fun doing it.

It doesn't matter if you're not the best, you don't need to be and you'll only improve as you practice. It doesn't matter if what you make isn't a success, in making it you've developed your skills and honed your taste by seeing what wasn't up to your standards. More importantly, if you enjoyed making the thing then your time wasn't wasted, even if you decide it's a failure in the end. Creativity is worthwhile in itself, not just a means to an end.

It especially doesn't matter if there are similar games out there already. Having multiple interpretations of the same subjects and concepts by different artists is a vital part of art. Having more options and examples of things to read, play, and experience makes the medium richer. It's a good thing. Your work might even inspire others in their turn. Also a good thing.

So stop worrying, take your idea, and write it already.

Experiment: The Tower That Follows You



The Tower That Follows You is something I've always wanted to use in a game. It's exactly what it sounds like, some feature of the world that follows the party and inserts itself into the local landscape as they move. The players can go wherever they like, do whatever adventuring they want, but that Tower is always there. It just shows up, no matter how far they travel. They never have to go in or interact with it if they don't want to, but the option is always there.

It feels like a fun mix of mysterious, ominous, and unsettling.

It's also important to remember that the thing following the party doesn't have to be a tower. I just think of towers as the default because they're dramatic and near impossible to miss looming in the distance. It could be any type of building or location like a dungeon mouth, temple, spooky old manor, or something as simple as a distinctive ornate door that keeps showing up on random walls. It doesn't even need to be man-made. The party could keep running into the same forest clearing with a fairy circle, the same tree, a particular prehistoric standing stone, or just a rip in space-time that keeps appearing.

The key things are that whatever's following is:

1) Conspicuous. Extremely obvious, easily visible, and distinctive so the players can't miss it. The rest of the world might not notice it (or think it's always been there) but the party has to know it's there and be able to recognize it as the exact same feature from past sightings.

2) Ready to go. It needs to be something the party can interact with whenever they decide they've had enough of its malarkey. That means it's got to be fully prepared and ready to run at a moment's notice.

3) A constant and unavoidable presence in the world that confronts the party just by existing. They can choose not to interact with it, but they can't ignore it's there.

The real fun is it might not even be something menacing. They might just have a fan who's a wizard with a mobile tower. No way to know for sure unless they go in and check it out.

Monsters Can't See Pink



Color perception is very different between species. Just as most mammals can't see longer wavelength colors like red and orange most monsters, even those with otherwise human-like color perception, can't see pink. It's not universal of course, but for the vast majority of monsters different shades of pink from palest pastels to deep rose and retina-searing hot pink all wash out to a mix of dull grays. That's why pink camouflage and equipment is so effective in dungeon environments and recommended for all adventurers planning expeditions with a chance of encountering monsters. It blends in with the bare stone walls of ruins and caves, rendering the wearer practically invisible as long as they make an effort to disguise their silhouette and hold still.

Note:
- Pink only provides an advantage against monsters that are primarily visual predators. It doesn't give any protection against creatures that hunt with other senses.
- While they can't see pink monsters can see True Magenta, which is as outside our color perception as pink is to them. They are aware of this.
- Be wary of anyone you meet who's not wearing pink. They're either dangerously inexperienced, not concerned about monsters, or after something else.


1d30 Ill Omens


1 Blood-red comet out of the north. Visible night and day for thirteen days.
2 Stars begin vanishing from the sky.
3 The constellations rearrange into new and unfamiliar shapes.
4 Solar eclipse. Totality is universal, lasts an entire day.
5 Wild auroras across the land for three nights.
6 All birds depart, even the non-migratory ones.
7 The moon stays full for an entire month.
8 For three months all children born in the kingdom are twins.
9 All steel and iron rusts overnight.
10 A flock of nine black swans appears, can't be driven off.
11 Massive earthquake levels every temple in the capital city, no other damage.
12 Tolling bells heard from deep underground.
13 The moon vanishes, doesn't return.
14 Livestock are born with the heads of vultures and serpents.
15 New planets appear in the sky.
16 Thousand-strong flocks of ravens descend to bear witness.
17 Every mirror shatters at once.
18 Catastrophic thunderstorms, chain lightning strikes the palace non-stop for three days.
19 Hundreds of thousands of worms crawl from the soil and carpet the land.
20 Lights seen floating deep in the ocean, answering glows kindle in all the lakes and rivers of the kingdom.
21 Hailstones from a perfectly clear sky, sound like chimes as they fall.
22 The sun turns dull and gray, doesn't set for nine days.
23 Fruit trees bloom out of season.
24 Tsunami and rogue waves batter the coast but only destroy naval ships.
25 Meteor showers, the countryside is littered with sky-iron and craters in precise geometric patterns.
26 Every child in the kingdom has the same recurring dream of an endless sea of dust, slowly spreads to their families.
27 Doves speak with the voices of the dead.
28 Wildfires rage across the countryside in a pattern of perfect interlocking rings.
29 A multitude of fish and whales swim ashore to beach themselves and die.
30 The bees begin a new dance.

(This can be had in print and pdf form as part of Red Solstice issue 5!)





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.

Spotlight
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.

Wall-In-A-Can
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.

Smartpole
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.

Doorknockers
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]

Sunhat
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



Crowdcaller
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

Peephole
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.

Anonymizer
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.

Payphone
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.

Autocaisson
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.

Airbag
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.

Glowstick
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.

Lanterns:
- 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.

Torches:
- 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.

Food in Games


When I run games I make a point to describe the food the party eats and what they have available, even if it's only rations. It's a little extra effort, but it's worth it. Taking the time to describe what the characters eat changes meals from simple resource management into something memorable and fun. It helps build a sense of place and make the game world feel richer.

Cuisine is a major cornerstone of every culture. Making a point to describe the particulars of the local cuisine and regional specialties gives each place the party travels a different character. Instead of a string of nearly identical villages you get differentiating details like "that town on the coast that made those dried sardines soaked in chili oil" or "the village with the orchards that made peach wine." Even if nothing particularly adventurous or exciting happened there the players remember it, the characters go back to stock up on favorite snacks, and it becomes a thing.

It also helps emphasize distances and scale while the party's traveling. Places that are close to each other share basic cooking styles and as you go farther afield you start encountering new and different foods. Running into these new types of food does more to make the players feel like their characters have moved through space and gone somewhere else than just knowing 'you've been on the road for a month' does.

The availability and variety of food on offer in a place also builds the local identity. How many places to eat does a village/town/city have? There may not be any restaurants in a small village and you end up eating a meal in someone's home. There might be an inn that's the town's only eatery and doubles as the town hall for gatherings every other week, or it could be one of several establishments. The larger a city is the more choices you have. The more chances there are for fancy restaurants, multiple types of cuisine on offer, niche little cafes and clubs, street food, and a whole gourmet scene. And all of it shares information about the people who live there.

A variety of options also makes the party's decision of where to stay and what to eat actually mean something instead of just being another tickmark on a downtime activities list.

Here's how I do it:

1 Decide what the area's main cooking style is.
I look at the environment and what ingredients would be available in the ecosystem, then pick a cuisine that would fit. Or if an area's already similar to a real-world place, I just pick that.

Ex: A coastal fishing village in the north gets New England-style cooking because it's close and I'm familiar enough with it to improvise.

2 Decide a few regional and local twists to the overall style.
I think about what notable features the local area has, then choose a few ingredients that could come from there.

Ex: The village is surrounded by pine forest so they have an abundant supply of bolete and chanterelle mushrooms, edible ferns, and juniper that gets worked into their dishes.

3 Think about seasonal ingredients.
Having all sorts of fresh food available at all times of the year is a modern thing. I think about how crops and wild plants grow; how animals reproduce, migrate, and hibernate, and what that means for what's available throughout the year. Fresh food, especially fruit and produce, have a narrow window and the rest of the year you'll have it canned, dried, salted, or otherwise preserved.

Ex: Corn is harvested in the late summer and early fall, salmon run in the fall, mushrooms sprout in the fall and spring.

4 Consider preservation methods.
Every style of preservation has the same goal: to prevent bacteria, fungi, and critters from getting to the food and spoiling it. The different methods reflect what resources are available to the people doing the preservation. If you're by the sea, salting is convenient. In the forest with plenty of wood? You probably prefer smoking. Somewhere with reliable strong, direct sunlight? That makes drying easy. There are more expensive and labor-intensive methods like canning, candying, pickling, and fermentation that rely on having equipment like airtight glass or expensive sugar. I pick a few that make sense for the area and think about how they could be incorporated into the dishes.

5 Bring it together into a menu.
Once I know the basics from 1 to 4 I can start improvising dishes. I usually ad lib them when the party stops to eat. It's not difficult to do it on the fly because I've already decided the edible framework. All I need to do is pick a combination that sounds tasty.

Ex: The party's in that coastal fishing village next to a pine forest. There's a large swamp and marsh nearby and the village has cleared a little land for fields. The main culinary style is New England. Local specialties come from the forest, swamp, and sea.

Spring - Fried fiddlehead ferns and mushrooms, a filet of whitefish with cranberry preserves, and beer.

Summer - Roast sweet corn, turtle soup, frybread with caramelized onions, and blueberry tea. Strawberry rhubarb pie for dessert.

Fall - Maple-walnut cornbread, crab chowder, fried clams, roast squash with molasses, and birch beer.

Winter - Smoked wild turkey, roasted root vegetables, barley porridge with apple chunks and chestnuts, and cider. Apple pie for dessert.


Everything comes from the surrounding environment, is in season or a preserved holdover from the previous year, and is in tune with the local cuisine. I just need a moment to think about the land, how things grow through the year, and where the food comes from.

6 Consider where the food's served.
My players usually don't find themselves in refined establishments. They're more likely to visit a tavern, get street food, or cook over a campfire. I still think about what types of restaurants might be around and decide the number and styles of cooking based on the size of the city. More people in an area means more options. It applies to places outside of cities too. If there's a busy road I'll put a few chuckwagons and food trucks along the way, and a little diner or two at natural waystops. If there's a fair or market I'll add a row of food stalls. And you bet there'll be roadside stands selling fresh produce in farm country. Good food is everywhere.

If my players went to a restaurant in a bigger city that had an entirely different culinary style from the rest of the area I'd improvise dishes in that style. If they went to a fancy joint that served the region's main cuisine I'd keep the basics I've already established but flex a little. Throw in ingredients that would be rare, expensive, or imported; use more labor-intensive and obscure preparation methods, and have a lot more courses. The aim is to make the meal feel different from what they're used to.

A nine-course meal in the area might be something like this:

A gin aperitif and candied chestnuts.
Lobster bisque.
Oysters.
Wild greens salad with candied walnuts, dried blueberries, blue cheese, and cranberry vinaigrette.
Lemon-pepper cod served with grilled asparagus.
Roast swan with pomegranate and mushroom stuffing.
Peppermint-cucumber sorbet.
Blueberry pie with plum and dark chocolate ice cream.
Maple-glazed eclairs, peach tart, baklava, a peach brandy digestif, and coffee.

All courses served with white wines except the main which is accompanied by a red.

The meal uses mostly local ingredients with a few unusual things and dishes incorporated, and is different enough from what the party regularly eats that it registers as something new.

Note: I'd never make my players sit through me describing an entire full-course meal like boxed text. If they asked I'd lay it out in one go, but otherwise it'd be mentioned as a backdrop to something else occurring at the fancy dinner/party with me describing a new dish as it's brought out, then going back to what they're doing.

7 If they're cooking for themselves.
My players cook about as often a they buy prepared meals, maybe a little more. For that I think about what's actually in a "ration" and use those ingredients to decide what meal gets made over the fire. Rations aren't bricks of nutrient paste, they're preserved foods packed for travel. If you buy them locally then they'll be made with the locally available foods and ingredients.

I also give the party chances to forage to supplement their rations. Whatever they find gets incorporated into the meal (or preserved) and they decide if they want to use it to stretch their rations and conserve resources or if they want to get some benefit from having had a more interesting meal with bigger portions.

Give it a try. You're already doing worldbuilding as a GM, take a few minutes to think about food when you do. It's fun!