Experiment: The Voice of the City

This is an idea I've had for a while about how players could communicate with an abstract entity that's influencing large numbers of people, like the tutelary spirit of a city, or something less benevolent. It's not a situation where solid rules would be useful, instead it'd rely entirely on good descriptions of the phenomenon to convey what's happening and how potentially unsettling it is.

The kind of entity I'm envisioning could be sentient or not, relatable or utterly alien, but it has to be incorporeal. There's no physical manifestation of it. No avatar or possessed medium or interpreting oracle that comes to speak directly to the players. It also has to have a subtle influence over a lot of people, on the scale of a metropolis. Possibly even a small country.

If the players want to speak to it, they just need to talk within earshot of any of its people and it will hear.

If it wants to speak to the players, it subtly directs the normal conversations of people within its domain so certain words occur in a distinct pattern or are emphasized. If you listen to the general hubbub and background noise of the city its messages are clear in the overlapping, overheard snippets of dozens of unrelated everyday conversations going on around you.

(You could easily have an antagonist who's using some flavor of mass mind control do this to talk to and taunt the players, but I prefer it as the work of a semi-scrutable intelligence.)

I'll try it out next chance I get and report back.

1d8 Weird Woods Encounters


1 A trail you've never noticed before appears. It connects to a trail you're familiar with and it's old, made of cracked concrete partially covered with washed-out dirt and gravel instead of the mulched woodchips the other trails use. You don't know where it goes.

2 The 'trail closed' barriers are up. They usually only close that section of the park off in the winter. What's happening back there to make them barricade those trails in the middle of summer?

3 A wooden foot bridge across the river that's been swept from its moorings and pulled several feet downstream. It's stable, embedded in the stream bank now, but noticeably skewed.

4 A secluded section of trail looks down from a bluff over the river. On the far bank someone's built a conical lean-to around the base of a tree. There's a clear path down to the river bank and a fallen log you could use as a bridge if you wanted to look closer.

5 The trails you walked and the park maps don't match. The map says there's a single mile-long loop trail in the area you were and doesn't show any hint of the switchbacks, connectors, and forks you found. It took you almost an hour to get back to trails you recognized. Whatever's on the map, it's not where you were.

6 That deer was too calm. The others in the herd ran off when they heard you coming and all you saw were tails and glimpses through the trees. That one though, it just stood there watching you. Or watching behind you? What was it looking at?

7 An overgrown footpath off the official trail leads into a secluded clearing that's too perfect. Just enough shade, no bugs, and a circle of stones all exactly the right size and shape to sit comfortably on arranged around a pile of mushroom-covered logs. It's dead silent.

8 The park's property used to belong to a family. Along one of the trails is a small private graveyard with six stone markers. Each is engraved with the names, dates, and kind epitaphs for the family's departed dogs.


True Name Variations

The idea of names having power is ancient and mythic and practically universal across cultures. A magical name that describes the essence of a thing and gives the Namer control over it is a classic, and of course it seems like hubris when the Namee is more powerful than the Namer. I love it and thought I'd play around with some twists on the old mainstay:

0) If you know something's True Name you don't gain power over it. It gains awareness of you and starts taking an interest.
Whatever primal force you're trying to contact goes "Hey, who are you and how do you know my name?" Like if a frog suddenly called you by name you would probably pay attention and engage with it at least a little, even if you could just walk away.

1) A True Name is accumulated, not a single thing.
You're not born with a True Name and not everybody has one. You end up with one as you gain nicknames, epithets, aliases, and titles throughout your life. Once you hit a threshold of Names the collection of all of them becomes your True Name. Reciting all of someone's Names in sequence is what has power, and it does require all of the Names, including private pet names and what their parents called them when they were little.

2) True Names change frequently depending on where someone is and what they're doing at the moment.
Only one Name out of an entity's collection is the True Name, but which one it is changes with the aspect of their persona they're expressing. If you want to get the attention of The Charnel-Daubed Lady of War when she's at home with her family, you need to summon "Mom." 

3) There's only one True Name out of an entity's collection of Names, and it's the one they like best and think describes them the most accurately.
Their True Name will change over time. To summon them you need to know them well enough to correctly choose the current True Name from their entire collection of Names.

* Giving people and entities new Names can alter them, but also protect them by increasing the size of their collection of names. While they don't have any power to control, Names definitely have the ability to influence their bearers.


Things to do at sea


Back in 2019 I was running a campaign that involved a lot of traveling. It wasn't a full-blown hexcrawl, but tracking time and managing supplies while on the road was an important element of the game. Eventually the party ended up on the coast. And went to sea.

One of the common problems of trying to run a game on the ocean is that there's not much to do aboard a sailing ship. There'll be external events like encounters and occasionally places to go ashore, but on the ship itself? Not as much. It's just you on your little boat, isolated in the vast expanse of water.

You could handwave the days and weeks of sea travel by saying the party boards a ship in port A then land two weeks later in port B and never actually interact with the ocean at all, but if you want there to be some adventuring done at sea then dealing with the shipboard downtime can be tough. I wanted to try it, so I came up with this subsystem to handle the lulls between bouts of extreme aquatic danger and mystery:

Each player can pick 3 things to do each normal, uneventful day.

They can't pick an activity more than once in the same day.

Doing something once gains them a little insight and grants a small, one-time bonus to a related task later.

Doing the same thing 3 times or more counts as light training and gains them a permanent bonus or specialty to the related skill.


Things to do aboard ship
  • Mend sails/ropes and repair the ship: Hone crafting skills, learn about ship construction.
  • Practice tying knots: Bonuses to using ropes and rigging.
  • Whittle or scrimshaw: Hone crafting skills, specialty in jewelry/sculpting/decorative details. Might end up with something you can sell.
  • Fish: Get food, learn about ocean creatures and marine survival skills.
  • Gamble: Build ties with the crew, no gambling for money at sea.
  • Tell stories: Build ties with the crew. Hear rumor, gossip, and legends about the sea.
  • Practice sparring: Get better at fighting on moving and uncertain footing.
  • Climb around in the rigging: Hone climbing skills, acrobatic or athletic. Get a head for heights.
  • Hang out with the Navigator: Learn to read maps, predict the weather, and interpret the stars.
  • Help in the galley: Build ties with the crew, hone cooking skills.
  • Befriend the ship's cat, teach it tricks: Adorable. Hone skill with animals.
  • Wakeboard behind the ship (tied on so you won't be left if you fall): Because.

1d20 Cave Wonders


1 Bioluminescent [1 worms, 2 fungi, 3 jellyfish, 4 coral]
2 Giant crystal chamber
3 Massive geodes
4 Stalactite cathedral
5 Crystal pool
6 Bottomless spring (1 healing, 2 resurrecting, 3 cursed, 4 really cold)
7 Sourceless river
8 Towering waterfall (1 boiling, 2 curtain, 3 lava, 4 frozen solid)
9 Hot springs
10 Lava tube maze
11 Hallucinogenic gases that make you see god(s)
12 Vast dome miles across
13 Underground forest fed by shafts that let in sunlight
14 Vivid paintings
15 Exquisite bas reliefs
16 Hall full of statues
17 Ancient lost city (1 cyclopean masonry, 2 rock-cut, 3 ivory and bone, 4 crystal)
18 Ancient necropolis (1 ruined, 2 sealed, 3 sunken, 4 extremely haunted)
19 Dirt whale
20 Immortal naked mole rat colony

1d20 Cave Hazards


1 Random hole (1 vertical, 2 steep-sided, 3 giant cenote, 4 ankle-breaker)
2 Chasm (1 deceptively wide, 2 jumpable(?), 3 narrow, 4 bottomless)
3 Sheer cliffs
4 Undermined passage
5 Narrow squeeze
6 Dead end
7 Lost mineshaft
8 Flooded passage
9 Flash flood
10 Rockfall
11 Earthquake
12 Bad air (1 blackdamp (CO_2), 2 whitedamp (CO), 3 stinkdamp (H_2S), 4 afterdamp (CO +))
13 Firedamp
14 Radioactive ores and irradiated stone
15 Guano and ammonia fumes
16 Toxic mold and spores
17 Hot springs and vents
18 Ant hive (1 stinging, 2 biting, 3 stinging and biting, 4 harmless but gross)
19 Giant ant hive
20 Carnivorous naked mole rat colony

(This list is included in Red Solstice vol. 2, available now from Spear Witch!)


Making Magic Items


Creating new magic items is easy. Would one of your players like something specific for their character? Do you just want to make something new and fun? Go for it. Magic items are an exercise in creativity more than anything else. Ignore balance and write something cool. (Seriously, don't waste time worrying about whether an item will be overpowered or game-breaking. That's not actually an issue and if you do run into a problem, talk to your friends and sort it out like adults.)

Magic items all have three basic parts: What it is, what it does, and a name.

What it is

The physical description of the item. The materials, quality and workmanship, design, decorative features, and what type of object it is (a hat, weapon, scepter, etc).

There are endless options here. Literally. The only limit on what form an item takes is your imagination.

A few considerations while writing:
  • Do you want it to be flashy and ostentatious or misleadingly mundane-looking? Some magic items obviously look magic, ornate and impressive in a form of arcane aposematism, but simple enchanted items are a staple of folklore and fairy tales. A worn cloak, old boots, a simple wooden staff, or bone flute; things that don't look impressive but are powerful nonetheless.
  • Do you want it to be thematically appropriate? Since the item can be made of any material and crafted in any shape, do you want it to have symbolic references to what it does worked into the design? Puns or ironic references too. Shoes of Waterwalking that are cement clogs would be hilarious and you know it.
  • Do you want form to be related to function? What the item is doesn't have to reflect what it does at all. This is related to how much symbolism is in an item, but more prosaic. It's the choice between earrings that let you eavesdrop, a drinking glass that does the same thing when its mouth is pressed to a solid surface, or a silk shirt with a gaudy ear pattern that lets you hear better. They all technically do the same thing, and all have related symbolism, but are each increasingly removed from the actual ears they augment. This is magic, form doesn't have to follow function if you don't want it to.

The description is the most important of the three parts because it's what makes the item memorable. With the description to bring it to life it's a magical item of power. Without that description to highlight it in the player's minds it's just another line on the character sheet and might as well be a feat instead of a distinct object existing on its own.

What it does

The item's power and anything special it grants the user. Also curses.

Magic items have traditionally been a form of horizontal character advancement and growth. A way for characters to gain abilities that are unrelated to their classes, like a feat but transferable to whoever holds the item (unless it's cursed). Also a way for characters to get better at what they already do of course, but the weird abilities are more fun.

Some considerations:
  • How strong is it? Is this the magical equivalent of a disposable lighter, useful in several small ways but mostly a convenience, or is it a significant and extremely potent object? This isn't a question of whether the item is overpowered, it's the decision of where it lies along the spectrum of "trinket" to "reality-ending folly."
  • Are there any requirements or consequences to using it? You might want to make it consumable or only usable at certain times or under specific conditions. Maybe there's a terrible side effect or cumulative cost. If you add restrictions do it in a way that enhances the flavor of the item. That makes it feel more like a real, organic creation than if you only try to constrain it out of fear that it's OP.
  • How closely does it interact with the rules of the game? Do you want the item to do something directly related to the rules like giving bonuses to rolls or extra attacks in combat, or do you want its powers to be more freeform and able to be used creatively. Where does it fall on the scale from a +1 sword (rule-affecting) to spiderclimb boots (freeform)?

A name

A distinctive name is almost as important as a good description. You want the magic item to be special and stand out from the character's mundane equipment, and a name that sparks the players' imaginations will do that. Your players don't need to know the name as soon as they find the item, but you should know it and they should find out eventually.

Some considerations:
  • How much do you want the name to reveal about the item? You could choose a descriptive name like the classic [Item] of [Effect] formula that reveals its function or be more circumspect. Give a name that describes the physical properties of the item or is an oblique reference to what it does. What are Moonsilk Gloves? Who knows! Your players will want to find out though. (They let the wearer phase their hands through solid objects and are invisible except under moonlight. You don't want to meet the spiders the silk comes from or the witches who knit it.)
  • How much does the name reveal about the game's world? Names referring to an item's place of origin, past owners, and notable events they were involved in (ex: dragonslaying) reveal as much about the setting as they do about the item itself.
  • How much do you want to reference real-world mythology? Including items from or inspired by mythology is an RPG staple, but think carefully about how common you make them and how you present them. Are they the literal tools and gifts of the gods lying around in the mortal realm? Is it just a name that a mortal creator bestowed on the item because they were feeling inspired? A coincidence? There are plenty of ways to work mythology in. (I like the idea of an Excalibur that has nothing to do with kingship and whose only special ability is that it always cuts cheese into exactly equal portions.)

That's all there is to making magic items. Be creative, write something you think would be fun, and run with it. I believe in you.



Architectural Mimics


Everyone who's ever delved in a dungeon knows treasure chest mimics (Mendax arca). They're the most common and successful species of mimic in the dungeon ecosystem thanks to their highly effective bait, but the average dungeon is home to other, rarer species of mimic as well.

Architectural mimics inhabit dungeons alongside their flashier cousins and often go unnoticed due to their excellent camouflage. Their stealth and the wide variety in their hunting methods make them much more dangerous than sessile Chest Mimics. They're faster, more tenacious, and much more intelligent; often choosing specific targets instead of blindly attacking the first prey to wander close. Species in the architectural genus also regularly cooperate, living in mutualistic and commensal symbiosis with each other and other dungeon fauna and, in the case of Statue Mimics, hunting in packs.

While the odds of encountering one of these fascinating creatures is low, it's wise to keep a careful eye on your surroundings. Anything you see could be a mimic lying in wait.

All mimics require a:

DC 17 DEX save to avoid their initial ambush/getting grabbed
DC 16 STR check to break free once grabbed/entangled
DC 15 CON save to resist their venoms/toxins


1 Brick (Calumnia elidocaput)
Replace individual bricks and masonry elements in walls and ceilings. When prey passes below they leap down aiming for the head. Sometimes they live in floors and cause falls by shifting violently underfoot, but prefer a gravity-assisted ambush. Exactly as heavy as a brick. (1d12 damage)

2 Beams (Calumnia destructans)
Replace load-bearing structures like trusses and support pillars, then use their own weight as well as the collapsing rubble to crush prey. (3d12 damage)

3 Pillar (Calumnia incingodes)
Wraps itself around existing pillars in a thick skin that looks like carved stone. Occasionally have spots of faux cut gems and precious metals to make themselves even more alluring. When prey comes to examine the carvings it peels away from the column and falls, pinning the prey under a suffocating sheet of muscle. (1d8 damage/turn)

4 Arch (Calumnia fornixae)
Lines the inner surface of existing arches and exudes fine, nearly invisible threads coated with cnidocysts. Crawls down to devour paralyzed prey after they walk through its web. (1 CON damage, save or be paralyzed for 6 turns)

5 Door (Calumnia portico)
Embeds itself in walls leaving only its jaw-panel and lip-jambs visible. When prey opens its jaw it strikes with sets of inner pharengeal jaws to grab and draw them in. (3d6 damage/turn)

6 Trapdoor (Calumnia operculata)
Embeds itself mouth-up in the floor and waits for prey to investigate. The jaw looks like a concealed hatch and the first 10' of its esophagus resembles a stone shaft with a sturdy ladder. Snaps its mouth shut and starts chewing once prey is fully inside. (2d6 damage/turn)

7 Flooring (Calumnia tenax)
A communal species that replaces sections of planks, tiles, stones, and other joined floor materials. They secrete a sticky, numbing mucus that traps and slowly digests prey. (DEX save to not fall over, CON save to resist going numb, STR save to break free)

8 Mosaic (Confictura tessellatus)
Adheres to floors, walls, and ceilings. Lays dormant until it senses heat, then leaps off the surface it's on to engulf the prey and grind them to paste with its sharp radula-like tiles. (1d10 damage/round)

9 Stairs (Calumnia vorago)
Graft themselves between floors and hibernate until prey climbs on them. When they sense weight they open their mouths, retracting pseudo-step teeth to drop prey into their waiting stomach. They prefer large meals and rarely eat individual prey, targeting groups of two or three instead. The weight threshold needed to attract their attention is high. (2d12 damage/turn, STR save to climb out)

10 Railing (Calumnia cancelli)
Replaces banisters, safety rails, and low walls. They prefer locations near sheer drops, the more precipitous the better, but can be found anywhere. They lay dormant until prey leans on them. When they sense weight their either give way so the prey falls to their death, or entangle limbs and inject a paralytic venom depending on the subspecies. (Save or 1d20+5 fall damage) OR (Save or be paralyzed, 1d4 damage/turn)

11 Pipes (Calumnia fistulata)
Insinuate themselves in the plumbing of a building. They passively carry whatever the system transports until they sense prey, then spray their contents in a surprise attack. Capable of withstanding extreme temperatures, pressure, and corrosives. Occasionally replace sinks with mouths. (Save or be drenched in and damaged by pipe contents)

12 Gutter (Calumnia fistulata canalis)
Related to Pipe Mimics and sometimes thought to be a larval instar. They attach to the edges of roofs and embed near walkways, collecting runoff and mixing it with digestive juices to produce a rank slurry they spray on passing prey. (1d12 acid damage)

13 Sewer (Fictus cloacarius)
Giant wormlike mimics that burrow under cities. Their guts resemble spacious stone masonry tunnels and can actually function as sewers. They rely on the sewer ecosystem they host for sustenance and aren't particularly interested in individual adventurers. It's uncertain if they even notice a single humanoid's presence at all. When seriously irritated or injured they can contract their passages and crush everything inside. (Contracts if it takes 100 damage at once, 300 in an hour, 1000 in a day, or 3000 in a month.)

14 Fountain (Fictus immergo)
Plants itself near a source of running water to fill its basin. It's an opportunistic feeder and mostly relies on the insects, birds, and small animals that are drawn by an open pool of water, but will eagerly snare and drown larger prey. (Save to break free or drown in 6 rounds)

15 Window (Calumnia prospectans)
Embed themselves in walls and display high-resolution decoy images of an outside world using a sophisticated combination of chromatophores and bioluminescence. When prey tries to look through or open them they spring off the wall and engulf it in a sticky, membranous digestive sac. (Save to break free or suffocate in 3 rounds)

16 Mirror (Confictura indico)
Adhere to walls and doors. They can attack by flinging shards of crystalline exoskeleton but rarely break cover. They hunt cooperatively with other monsters, distracting prey with a false reflection of their surroundings that edits out any threats. Once the other monsters have finished they crawl down to scavenge the remains. (-2 to detecting ambushes and hidden creatures)

17 Light fixture (Confictura lucerae)
Come in a wide variety of forms from grand chandeliers to freestanding floor lamps to tiny sconces and table lamps. They're entirely peaceful decomposers that don't hunt. Easily startled and shy, they light up in alarm when creatures move nearby and flash blindingly when frightened. The can be calmed back to darkness with food. (Roll 3x as many encounters while lit)

18 Wallpaper (Confictura ornata)
Coats the walls of a room in a thin, tough layer of opaque tissue. The skin is porous, providing a habitat for symbiotic molds to grow inside, which produces a distinctive musty smell. When prey comes near it ripples, releasing clouds of toxic spores from its symbionts. (1 WIS damage, save or hallucinate for 6 turns)

19 Soft furnishings (Confictura stragula)
A communal species of threadlike individuals intertwined in soft nest-sheets. Their flexible multicolored bodies let them convincingly reproduce all kinds of textiles, from rugs to curtains to tapestries. When prey touches the nest it unfurls, individuals spooling out to entangle and garrote them. (1d6 damage/turn, save to break free or suffocate in 6 turns)

20 Statue (Confictura effigus)
The most mobile and energetic species of mimic. They hide inside their ornate sculptural exoskeletons and wait for prey to pass by, then begin actively stalking. They're stealthy and prefer to attack from ambush but will run down prey in a high-speed chase if necessary.
Often confused with Living Statues, statue mimics are flesh and blood creatures in shells, not awakened art.
(4HD, 17 AC, 60', 3 attacks/turn (1d10/1d10/1d12+4))


Extra rare!

Treasure (Confictura preciosa)
These small mimics look like individual artifacts and pieces of treasure. They hibernate until they sense heat, then become active and emerge from their shells. Usually the "treasure" portion of their body is an elaborate exoskeleton, but you'll occasionally find them living inside an actual hollow artifact like a hermit crab. They're curious, relatively gentle, and can be interesting pets if fed and cared for properly.

1d12 Petty Curses

1 Stubbed toe. If there's something on the ground you'll accidentally kick it. Hard. (Can't run. DEX save if you try, trip on a fail.)

2 Rocks in your shoe. Tiny pebbles and sharp chips always find their way in, even when there aren't rocks around. (Travel at half speed. Stop often to empty your boots.)

3 Splinters. Wood, plastic, metal, glass, any material that can make brittle stabbing shards does as soon as you touch it. (CON save against infection every day. 1d6 CON damage per day on a fail.)

4 Something in your eye. Dust, lint, a stray eyelash, it'll get in there and itch, always. (Disadvantage on all rolls to see things.)

5 Always feel like you're just about to sneeze. Any minute now. (Can't concentrate.)

6 Hiccups. Now. Tomorrow. Constantly. Forever. (Can't sneak, hide, or ambush.)

7 Lose your keys. You just had them in your hand, what the hell. (All doors are locked.)

8 Itchy. Everywhere, no matter what you do. (Can't focus. WIS save when doing delicate or complex tasks.)

9 Always have words on the tip of your tongue. They're right there, but you can't find them. (Disadvantage on rolls to persuade or lie.)

10 Stuffy nose. It's entirely blocked, can't smell anything and it makes it hard to sleep. Drips. (Only get half benefit from sleeping. Unaffected by smells.)

11 Drop everything. Always fumble objects. If it's in your hand, it'll end up on the floor. (Disadvantage on attacks and DEX-related tasks. 2-in-6 chance of breaking delicate objects you touch.)

12 Food and drink always goes down the wrong pipe. Every time, never fails. You're always coughing over a meal. (CON save whenever you eat. On a success only get half benefit from potions and rations. On a fail, no benefit.)


Poet's Grove


A poet's grove is a graveyard, serene and simple with no stones or markers. Instead of carving monuments to quietly erode over centuries the deceased are interred wrapped in linen with a beechnut embedded in their heart. After a month it sprouts, feeding on the body wrapped around its roots and absorbing the ghost left tethered within the bones, growing into a Verse Tree. Once the tree entirely devours the bones beneath it the magic takes hold and the tree's smooth gray bark begins to crack, etching itself with the deceased's unwritten work. The distinctive voice of each tree makes headstones unnecessary.

The groves are open to all who lived with words and are carefully tended by groundskeeper monks. They meticulously copy the writing from the trunks and branches of each Verse Tree, checking daily for new passages and collecting the ghost-written works into posthumous anthologies that support the perpetual maintenance of the groves. It's an endless duty as prolific ghosts regularly fill their original tree and spread to its saplings, creating entire stands and clearings etched with more works than they ever penned in life.

Note: There are several species of tree and arboreal parasites that mimic the look of a poet's grove but are unrelated. One such species is the carnivorous Glyphic Aspen which grows in large stands on calcium-poor soils. They produce marks on their bark that appear to be writing and often invitations to rest. Don't trust them. They lie. They only want your bones.

Another type of false grove is created by the Ruby Stanza Borer, a species of beetle that has an instinctive grasp of language and rudimentary psi abilities in its larval instar. They replicate the writing effect of true Verse Trees by burrowing through the host-tree's cambium layer in the shape of words, causing the script to appear in scars on the outer bark. This eventually kills the tree. They're generally not skilled writers, producing disjointed hackwork.

A true poet's grove will always have groundsmonks in attendance and a scriptorium situated somewhere on the grounds. Don't be fooled!

d100 Weird Spy Satellite Locations



I love the Weird Spy Satellite bot on twitter. It's delightful. Granted, it's a bot that (I assume) randomly generates the things it includes in each tweet so they're not all gold, but I collected a few of my favorites here. I may flesh them out into hexcrawl locations one day but for now they're just fun to think about.


1 Vault of Home Videos
2 Light Dock
3 Sacred Death Expo
4 Paddock of Ghosts
5 Maw of Bees
6 Moon Simulation
7 Pile of Starfish
8 Haunted Poet Rock
9 Shrine of Dial Tones
10 Magic Radiation Depository
11 Echoes Depot
12 Archive of Mambo
13 Cannabis Mine
14 Fountain of Time
15 Dust Railway
16 200-Year Old Cuttlefish Tank
17 Mysterious Silence
18 Sea of Code
19 Unspeakable Distortion
20 Hidden Maze of Fossils
21 Zombie Launcher
22 Baby Teeth Asylum
23 Fastness of Gravity
24 Tired Radiation Lighthouse
25 Myth Gallery
26 Citadel of Cryptic Milk
27 Cosmic Source of Darkness
28 Temple of Sewage
29 Static Bunker
30 Unmanned Time Loops
31 Interstellar Violin Launch Pads
32 Illicit Well of Molasses
33 Haunted Fungus
34 Dread Storage Facility
35 Meteorite Quay
36 Magic Onions
37 Astromycological Clones
38 Pyramid of Kilns
39 Shrine of Manuscripts
40 Demonic Ash Exhibit
41 Unmanned Reservoir of Fog
42 Parade of Cruise Ships
43 Magic Hallucination Trench
44 Moose Area
45 Mausoleum of Hidden Dice
46 Menacing Shit
47 Grotto of Fungus
48 Cozy Chaos
49 Labyrinth of Torches
50 Office of Ash
51 Emptiness Clearing
52 Prison of Petrified Milk
53 Library of Flames
54 Smoke Corral
55 Death Boardwalk
56 Rabbit Anomaly
57 Stolen Gramophones
58 Temple of Legos
59 Abyss of Tacos
60 Wall of Rhizomes
61 Astral Time Storage Facility
62 Library of Paper
63 Baby Teeth Cemetery
64 Abyss of Sorceries
65 Silent Astrobiologists
66 Hallucination Cathedrals
67 Ziggurat of Paper
68 Epic Elk
69 Office of Wraiths
70 Robot Hospice
71 Weather Corral
72 Cryptic Bluebirds
73 Relic Museum
74 Consciousness Fueling Station
75 Quantum Dice Fabricators
76 Divine Pangolins
77 Organic Beehive Pillars
78 Tower of Stolen Walruses
79 Petrified Hallucinations
80 Old Miasma
81 Infinite Valley of Vinyl
82 Stronghold of Waffles
83 Textbook Gallery
84 Dolphin Swamps
85 Lost Canticles
86 Tower of Puppies
87 Shrine of Vinyl
88 Kitchen Sink Terminal
89 Moon Dust Furnace
90 Cottage of Excess Memories
91 Cosmic Smoke
92 Static Anomaly
93 Data Dome
94 Sand Lighthouse
95 Amethyst Tortoises
96 Unnamable Glooms
97 Organic Stardust Grid
98 Forlorn Moons
99 Jade Radiation Palisade
100 Excess Chaos

Gelatinous Tubes



A domesticated variant of the gelatinous cube selectively bred to have a cylindrical shape. They're commonly raised and trained by plumbers to clear severe clogs and blockages. Fancy varieties are kept as pets in elaborate glass pipe terrariums.

Sometimes they escape down drains into the sewers where they grow unchecked to fit inside the larger diameter pipes. Feral gelatinous tubes are a major source of problems in cities causing damage to infrastructure, flooding, and rat infestations as the rodents flee to the surface to escape.

1d8 Magical Research Projects

 


The burning questions that the local wizard is conducting research on and wants your help with.

1 How do entities like dopplegangers, clones, and evil twins who are ostensibly perfect copies of a subject creature interact with divination done on, for, or about that creature?

2 How does the magical signature and residue of a polymorphed creature differ from that of naturally magical creatures (and can these differences be disguised)?

3 Does greater fluency and understanding of a language increase the potency of glyph-based magic like exploding runes that relies on text?

4 What effect does the imposition of man-made light sources from cities and villages have on owlbear migration patterns?

5 Does the congregation size and magnitude of belief directed at a god have an effect on the power of their clerics' spells and in what way, amplifying or diminishing?

6 What is the extent of the contamination caused by seepage of alchemical effluent from [rival wizard]'s dungeon laboratory into the local rivers and groundwater, and what effects and damage are already occurring in the surrounding environment?

7 How does the signal strength and clarity of communication spells change when transmitting over various ranges or through different materials and how can one mitigate (or induce) any distortions?

8 Confirming the efficacy of their latest elixir of immortality. Is the formula actually bestowing immortality or is it only an extremely powerful restorative potion?