Saturday, 23 January 2021

The Cherry Crypts: a big ol' dungeon

I made a dungeon! I worked on this a lot over the holidays, and I finally polished it up and finished the key. At 98 rooms this certainly isn't a megadungeon. But it's big enough to fuel multiple sessions of play. There are lots of toys to play with. 

Enchanted gremlins made of cherry pits, trapped devils with whom to deal, treasure to steal, a wizard's corpse to loot, creatures frozen since the ice age to battle, dinosaurs to let loose, factions to fall into, and at least two rooms where it's snowing all the time. 

Cherry Crypts Map

Check out the full PDF (map + key) here and let me know what you think. I am desperate to run my regular group through this bad boy once our regular GM decides to take a break for a couple sessions. 

The 'top' level of the dungeon is a set of ancient crypts buried beneath a grove of cherry trees. These crypts were probably built within the past few centuries, by a clan or two of druidic type folks. Lots of herbs and leather, plenty of rotten wooden doors and nature-themed fun. 

More recently, like within the past decade, a wizard made his lair in the crypts. He harvested cherry fruit to make enchanted wine, created little gremlin slaves out of mashed-together cherry pits, experimented on woodland creatures, and dabbled in a little devil summoning. Sometime in the last year, he was killed by his latest experiment: a giant ferret with three heads and dragonfly wings. Ever since, his botched experiment and the cherry pit gremlins have run amok on their own. 

The 'bottom' level of the dungeon is much older. I'm not sure exactly why they're connected, or how aware of the bottom level the druids (or wizard) were, or how far they explored. It was built thousands of years ago by a race of powerful sabretooth-tiger people (aka. the smilodons). It is part tomb, part fortress, and part cryogenic freezing chamber. 

The smilodon have very recently (maybe within the past few days) been awoken from their cryogenic sleep. Also dinosaurs. 

Some Design Notes:

  • All Monster Stats are for my GLOG hack Catacombers, which is basically Electric Bastionland but with GLOG magic classes and gold-for-XP. 
  • I made multiple entrances because I like that flexibility. I would say any of these entrances would make a good starting point for a delve. 
  • I tried to Jaquay this dungeon to a high degree: there are plenty of loops, multiple entrances, two different ways to access the second level, and plenty of connections. 
  • Each level has an encounter table. I'm assuming that you are rolling on this table every 10-20 in-game minutes, so pretty often. The last entry on each table is a wanderer from the other level, just to give some continuity. 
  • I'm hoping to run this thing pretty soon, so I will add more about my thoughts. 

Monday, 14 December 2020

Building my Eponymous Megadungeon in 2021

This blog is named for a megadungeon that I've been trying to build for the past year or so. It is called the Lapidary Ossuary because it's themed with gemstones and bones. Lapidary means relating to gemstones, and an ossuary is a burial place where bones are stored. 

More specifically, I want each level to have a specific gemstone, with factions, creatures, traps, and treasure inspired by the myriad of cultural meanings assigned to that gemstone. I also want to have the entire thing function as an enormous burial site for an ancient fallen Empire, jamming in as many different forms of human burial forms as possible (ossuaries, tombs, crypts, mausoleums, sepulchre, etc.). 

I've already posted an introduction to this megadungeon, and a draft of the first level. However, I've decided that I hate what I've done and I need to take a completely different approach. I spent months brainstorming specifics—monsters, creatures, room contents, etc. But what I should have been doing too, is designing the broad outlines of the dungeon. A meta-map of levels and how they interconnect. A general history of the dungeon and the layers of time that have compressed into the place. I have theme and a million bullet-pointed ideas, but I need a box to draw around these things to make some sense of it. 

I also needed a break. COVID has been a wild time, and I've been through school, a move across the country, unemployment, and a new job this year. I wasn't inspired anymore. I stopped designing the dungeon and tried to enjoy the games I was playing in, and learn how to have fun playing RPGs virtually. 

I worked on some other stuff, like my GLOG hack Catacombers. And a forthcoming large dungeon, that doesn't quite hit the 'mega' scale, but is still the largest dungeon I've made since high school (how I wish I never threw away those old notes...)

In the new year I'm going to slowly start ramping up some Lapidary Ossuary megadungeon content. I need to make some maps, to ensure that the connections between levels work the way I want. I need to detail the general history of the dungeon, so that at least I know what the timeline has been. And I have a new idea for the form of the dungeon too—it begins in a large low stone building half buried in the woods, overgrown with roots. This means it can have multiple entrances on the first level, without them being too close together like I had with my hillside entrances previously.      

All this to say—stay tuned as I continue my megadungeon creation. This first post serves as an introduction. It will be followed by more of the process.

Friday, 4 December 2020

Dungeon Palimpsest: reusable dungeon mapping

A Palimpsest is a piece of parchment which has had its original writing scraped off or otherwise erased, so that the parchment could be used again. A common historic artefact. Also might mean a grave which has been exhumed in order to be used again. Generally, a palimpsest is a vessel which has been emptied for reuse. I want to use this for dungeon mapping. 

This is not an original idea. In January, Dyson Logos posted a remastered version of a map that Frank Mentzer purportedly reused over 30 times. A couple months later Sly Flourish linked to that same map, and expanded on why it is a good use case, plus provided some more examples of reusable maps. If anyone has leads on other bloggers or cartographers who have written on this subject, I am very curious to learn more. 

But I also want to make my own dungeon palimpsest—a simple map that I can use over and over. 

Sly Flourish listed some criteria important to them for making a reusable dungeon map. Many of them are inspired by such dungeon creation essays as Jaquaying the Dungeon from The Alexandrian, but others are they're own personal preferences for a "single versatile map." Here are my personal criteria:

  • Loops and non-linear shape
  • Some spatial tricks up its sleeves, but nothing so unique that it's immediately noticeable as the same dungeon
  • Easy for players to map on graph paper using theatre-of-the-mind descriptions
  • Small enough to be cleared in 1-2 sessions
  • Doors and traps fixed in place on the map
  • Able to fit on a single sheet of paper
  • No drawing on the map necessary: everything can be conveyed through the key

So, time to get into the cartography!!

Draft 1

My first instinct was to make the map fit inside a square, and to be 20 rooms deep (to match a d20). My first attempt looked like this:

Dungeon Palimpsest Draft #1

Here is my trial key. I was inspired by some blog post (I forget where—if you know, please tell me) that mentioned keying a dungeon with each room as a haiku. So I took the classic haiku theme of cherry blossoms as inspiration.

Cherry Blossom Haiku Dungeon

1. ENTRY. Twixt cherry roots lies/entry to a dark chamber/stacked stone walls, roots, moss. W - oak | E - oak | N - arch

2. TABLE. Long oaken table/scent of faded cherry meals/no chairs, no sounds, dark. W - oak | E - oak | N - cherry juice stains (secret door)

3. PIT-LINGS. Two pit-lings sparring/cherrywood clubs and knives/guarding cherry wine. Pit-ling: animated cherry pits, covered in dark red gunk, shaped like little muscly devils. Cherry Wine: potent, fragrant, 6 bottles worth 50sp each. W - oak | E - oak | S - oak 

4. CHERRY PITS. Piles of cherry pits/dried, fresh, small, large, not moving/blank scroll stained with juice. W - oak | E - oak | S - oak 

5. CASKS. Dozen oak wine casks/freshly cooped and aging well/workbench with pitter. E - oak (trapped w acid juice spray above handle) | N - oak 

6. BEETLE. Lattice roof of roots/sunlight streaks, a beetle shrieks/blue bull beetle strikes. Blue Bull Beetle: gnashing mandibles, smells like rotting wood, hungry for fruit and wood. Shiny carapace worth 100sp. E - oak | N - oak 

7. WAVE ICON. Wooden wave icon/room will flood from north, SPIGOT/if the icon moves. E - oak | N - arch | S - oak

8. SPIGOT. Tall iron spigot/water pours to WAVE ICON/if the icon moves. E - oak | N - oak | S - arch

9. SALT DEVIL. Door jamb line of salt/Little devil trapped inside/Will bargain with gold. Devil Gold: 20 gold pieces. W - oak, salt line

10. FORGE. Iron anvil lies/amongst ash and scattered tools/cold forge, big bellows. E - oak | S - oak

11. OVEN. Brick oven, Pit-ling/Buried in ash, emerald/Wood pile and kindling. Pit-ling: animated cherry pits, covered in dark red gunk, shaped like little muscly devils. Emerald: worth 100sp. W - oak | E - oak

12. GLUE. Floor is shiny glue/Rocks fall if you step/You can climb the stacked stone walls. W - oak | E - oak

13. CENTIPEDES. Dozen centipedes/Their bite calms prey, could be you/SAVE to shake it off. W - oak | N - oak | S - oak

14. PRISON. Iron prison cells/Two rows in the room’s centre/Rusty locks and keys. W - oak | N - oak | S - two stone doors

15. CENOTAPH. Old war cenotaph/“Here lies our Kingdom’s soldiers”/Skeletons arise. Skeletons: as many as PCs, wielding spears and shields.  N - stone door

16. CRYPT. Ancient captain tomb/Ruby sparkle in the air/Enter, your mood shifts. Mood Spell: roll d4. 1=rage, 2=gall, 3=fear, 4=betrayal. N - stone door

17. MURALS. Fading red murals/War camp, fruit grove, dusk sunshine/Summer turns to fall. N - oak | S - oak

18. GLASSWARE. Shelf with stained glassware/One clean glass, damp rotting crates/Crystal goblet set. Juice Pit Trap: touch the one clean glass, a trapdoor opens to 10ft sugared cherry juice pit. Crystal Goblets: matching set of 6 dirty glasses (cleanable), 120sp. W - oak | S - oak | S - square-shaped mold (secret door)

19. VAULT. Moldy sacks of grain/Dripping ceiling, smell of filth/Nine copper bars. Copper Bars: 100sp total. N - secret door

20. PARLOUR. Giant ferret with/three heads and dragonfly wings/Cherry wizard corpse. Ferret: three bite attacks, climbs walls, flies, furious at its own existence. Cherry wizard: ragged red robes, 3 potion-infused cherries, clay salt pot, spellbook (1 random spell, 1 cherry spell), weather journal. W - oak | E - oak | S - obvious secret door

Pretty satisfying exercise. But I'm not sure how much I could reuse this map. It felt a little large and I'm not satisfied with the flow of the dungeon. I also ended up hating the square shape, and every room felt exactly the same. There were also no proper corridors so it felt like it didn't make sense. Every room led to more rooms; how would anyone use this space for something?

Draft 2

I tried again without defining myself to a square, and with only 12 rooms this time. That felt like a better smaller number (which also coincides with my d12 table for randomly stocking dungeons). 

I also wanted to make sure it had a clear exit deep in the dungeon. This doesn't necessarily be an exit: it could be a second entrance, a staircase to a deeper level, or a connection to a separate dungeon. If you decide to use the palimpsest in a way that doesn't require one of those things, simply ignore it. 

Dungeon Palimpsest Draft #2

Here is my attempt at a key. 

Goblin Temple

  1. FOYER. Wet stone, black banners with smiling goblin face with five eyes, scratched oak armchairs. Locked wooden door. 
  2. ANOINTING GATE. Wooden arch with copper pipes running from chugging machinery. Constant spray of water dripping from the arch. It senses non-goblins and sprays them with boiling water as they pass through. Goblins receive cool holy water. Locked wooden door with poison needles trap. 
  3. ANTECHAMBER. Smelly cushioned bench. More black banners. Two goblin seminary students discussing the scripture of the Holy Five Eye and smoking. Wooden doors. 
  4. PARSON QUARTERS. Locked wooden door to enter. Bedroom stuff: bed, chest of drawers with goblin priest vestments, chairs, etc. Office stuff: desk, papers, quill, etc. Giant copper-pipe PA system, complete with microphone and little diagram with switches for each room. One can make their voice boom from speakers in all rooms, individual rooms, or any combination. Secret door behind a bookcase. 
  5. SECRET SHRINE. Small shrine to the goblin rat God, Rattotatogobagobo, a shameful secret for the parson, no doubt. 
  6. GROTTO. Room is half carved and half natural cave. Torch burning in scone. Brass offering bowl filled with 25gp, 40sp, and 100cp, plus one ivory button and a small diamond. 
  7. RELIQUARY OF SAINT AR. Banner depicting St. Ar, an ancient goblin saint who planted so many mushrooms that she accidentally died of spore lung disease. Offering bowl with some valuable rare mushrooms, plus a potion of Speak with Fungus. Clay box of bones. Five farmer goblins praying to the saint, wearing overalls, smelling of manure, and welding pitchforks, hoes, picks, etc.
  8. RELIQUARY OF SAINT SNAILBONE. Banner depicting St. Snailbone, an ancient goblin saint who ate fifty rats and barfed onto his jailer, thus enabling his whole clan to escape indentured servitude. Empty offering bowl. Clay box of goblin bones. 
  9. CHAIR STORAGE. One hundred chairs. Locked wooden door to the north. 
  10. HOLY BRANDY. Locked wooden door. Shelves with hundreds of bottles of Holy Goblin Brandy (very valuable) plus three Brandymaker goblins playing cards and testing (drinking) a new batch. 
  11. MURDER ROOM. Locked wooden door. Black stone floor, black banners on the wall, iron rings for chains and shackles. Ten goblin Priests ritualisticly murdering an 11th goblin, who cries for help. 
  12. TEMPLE SERVICE. East door is trapped with poison needles. Black banners, many torches in sconces, dusty floors in rows where chairs obviously used to be (they're packed away in room 9). Big black dais and lectern with some discarded sermon notes. Big statue of the Holy Five Eye with rubies for eyes. If any rubies are pried out they release sleeping gas or poison gas. Exit to sewer tunnels. 

This 12-room one is a much more manageable size. I would have to make a few more and run some players through to really get a feel for it, but this is a good start. 

Do you have any dungeon maps that you have re-used and re-keyed?

Monday, 12 October 2020

Catacombers: a GLOG/ItO hack

After months of dibbling and dabbling, I have a working copy of my Goblin Laws of Gaming/Into the Odd RPG hack: CATACOMBERS. Get the PDF here. 

Design Notes

This game is designed to be played in a medieval-esque fantasy world, where human beings are the norm and other races & monsters are strange and mysterious. You could probably jam in whatever gonzo weirdness you like along the way, but player characters start off fairly 'normal.' It has a lot of generally-accepted OSR contents, like XP-for-gold, exploration turns, and encounter dice. It also has lots of GLOG-type stuff, including the magic and class templates. The combat is taken wholesale from Into the Odd with just some minor adjustments. 

I now will go through the whole document, section by section, just rambling about why I made certain decision. 


I spent a lot of time writing a concise player-facing introduction. I took a lot of inspiration from Skerple's GLOG hacks, Rat on a Stick and Many Rats on Sticks. Skerples is a skilled writer and obviously puts a lot of hard work into making rulesets that are digestible. I wanted to have something that could introduce a brand-new player to the game, even if they've never played a role-playing game. I also wanted something that would speak to an experienced role-player to let them know what kind of game this is. 

The main concepts I wanted to express for this game were the situations in which dice are rolled, and the lethality. For me, roleplaying games are about playing roles. I want the game to take place in a shared imagination. Rolling the dice has its place, and that place is rarely and only when called for by the Referee. I want players to actively avoid rolling dice, so I just straight up tell them that: "avoid rolling the dice if you can." I explain that the odds are bad, and that you should be planning and scheming, rather than looking for what checks to make. 

The other thing is the lethality. I want players to know what to expect. And in this game, you should expect your character to die. It's right there on the first page. 

I also stole The Lamp from Moonhop, Type1Ninja's GLOG hack. This is a succinct player advice text shaped like a Lamp. Moonhop is amazing, and was a big inspiration for combining the GLOG and ItO. 


Catacombers has no checks. Only saves. You roll a saving throw when "you attempt something where the risk of failure has interesting and irrevocable consequences." This is very important, in my opinion. There's nothing more boring than making a die roll, failing, and having nothing happen. See: 90% of perception checks, climb checks, lockpick checks when no danger is present, etc. A save is made to avoid danger. Sometimes the referee will call for a save from something outside player control (Dragon's breath), and other times you're making the choice to jump across the chasm. 

Abilities are taken from Into the Odd (with the swap of Will to Charisma just like in Electric Bastionland). Charisma is your general catch-all magic save. Sorry Save VS Magic Wands VS Rod, Staves or Spells, etc. 

I took the Item Slots = STR idea straight from Knave. So brilliant. 

For initiative, I wanted a simple side-based initiative where character ability still came into play. I haven't really tested this out so it might change. 

Combat basically works exactly like Into the Odd, with attacks hitting automatically and armour reducing incoming damage. Morale checks are basically as per B/X, as is Reaction. 

I also put a lot of work into writing a simple explanation for Exploration Turns and the Encounter Die. I feel like I landed on a good mix of gaming rules and natural language. Knowing for a fact that your time in the dungeon matters and is being kept track of vastly improves the game. 

I also included very simple wilderness travel rules. Basically I like hex crawling for the simplicity it can offer, so I don't want to complicate things too much. For me the fun of travel is the encounters along the way, not the actual tracking of movement. 


I stole the Usage Die from Black Hack. 

I tried to write up some basic Hireling explanations and took the pricing list from Knave. 

I also included a simple price sheet so players can know what to expect when shopping in town. I like roleplaying a weird shopkeeper as much as the next person, but I also like the option of just saying "you spent the morning shopping, everything on this list is available somewhere, tally up what you buy and let me know" and then moving on. We'll save the blow-by-blow roleplay for the crab-seller they find in the dungeon, or the 1000-year old elf wizard running a curio shop in the big city. 


The spread of 4d4 for abilities is nice. Keeps things in the middle more. I am a huge fan of 50/50 odds for player rolls, so I like keeping things tight on the bell curve, so that most of the time no saving throw is too far off those odds. 

I wrote a quick d20 list of starting items, called an Inheritance. This is something I LOVE doing. My goal with these starting objects are that they are a) NOT consumable, i.e. they're something that can be used over and over; b) they're unique and make characters feel special; and c) they have many possible uses, especially outside combat. This is also a great opportunity to inject some setting details. If I wanted to run a more science-fantasy game I would add some laser mirrors or electric boots or something. 


My central departure from the GLOG core is my classes. After tons of deliberation and many different versions of classes, I decided to only run with two classes: Martial and Magician. A Martial character is sort of a blend of Fighter, Thief/Specialist, and the Ranger. You have opportunity for customization at Level 1 and Level 4 because you get a choice between some of the Powers. But you also get the fun of some randomization, just like you would with a magical character rolling for their spells. As games go on, I might add to this power list. I also run my games with lots of in-game benefits, like magic items, special equipment, and curses/blessings, so there's lots of ways to add to characters outside the base rules. 

My Magician is basically the same as the classic GLOG wizard; I just changed the name to get that sweet alliteration with the Martial class. I have two schools of magic, of which my first version I've talked about at greater length before


I wrote a few new spells, and took a lot of other ones from Arnold Kemp and Skerples. I love spells. 

Overall Notes

I put a lot of work into the layout for this game. I love monospace fonts and therefore used Roboto Mono for the body text throughout. I used PT Mono for the sub-headings, and Berry Rotunda for the main headings. I love the medieval feel of the font, but also that it is immensely readable. 

I wanted to keep this game short. I know lots of people have this goal, but for me I can't stand a longer game. I want new players to be able to spend 5-10 minutes reading and be able to grasp anything I throw at them. The PDF above is 16 pages long but I also worked in a two-page spread layout mode. That means this game can be printed landscape on regular 8.5x11 paper and folded into a booklet. This would use only 4 sheets of paper. This is really important for me for my home games, because I like to be able to look at a real paper copy, and I also like being able to give out a copy to each player. Plus, with only 4 sheets of paper and minimal ink usage, I can afford to let my players keep their copy. 

I used simple black and white public domain art throughout. The cover art is mine alone, and despite how simple it looks I'm actually super proud of it. The black doorway arch just feels so inviting and ominous. Really plays off the title: you're about to go into this black door, where light and life are strangers. Darkness and death shall surround you, and try to take you for its own. 

Saturday, 19 September 2020

Parson: GLOG Class

This is my attempt at a Cleric-type class. 

A Parson can fight, just like most classes in most GLOG hacks. The Parson has religious magic available to them. The Parson can be a powerhouse against undead, demons, or other unholy creatures. They fill a niche while still remaining generally skilled. 

I didn't want to rely exclusively on the Magic Dice mechanic for the abilities. I love spells but for my Cleric-type I wanted the feeling of miracles and prayers to come through, rather than spells like a wizard casts. I wrote this class for the fantasy medieval-esque GLOG hack I'm working on, which is heavily derived from Moonhop/Into the Odd, so the mechanics are geared towards ItO-style combat. This class is also aligned for a heavily dungeon-based campaign. An ability like Purify can be very valuable when managing food/water resources are an integral part of the game. Same for the Light ability, which is basically a free torch every day. Those kinds of things can be important in the dungeon, but totally limp when you're in civilization or a high-fantasy adventure campaign. 

A Parson worships the Lady of Light, or any other generic good-aligned deity. The Lady of Light loves life, light, family, nature, and appropriately-timed death. She is opposed to the Duke of Darkness, who loves darkness, solitude, machines, blood, and undeath. A Parson knows that the Lady of Light has many goals and desires, so no Parson feels obligated to follow some strict dogma set out by an organized church. Sure, some follow very clear scriptures and head out on adventures that explicitly further goals of their church. But many others have similar motivations as any adventurer—find treasure, get rich, seek glory. They just also like to think of their dungeon delves as bringing a little bit of light to the darkest places. And if they find a goblin cult worshipping the Duke of Darkness? Great! Time to squash some heretics. 

Class: Parson

You are a priest of the Lady of Light. You don’t necessarily need to follow the doctrines of a specific Church, but people recognize you as a holy figure. You love life, nature, light, family, and friends. 

Starting Equipment: Gambeson cloth armour, Hammer (d6 damage), Censer.
Starting Skill: Dogma, Literature, Medicine. 

You gain +1 HP for every two Parson templates you possess. 

A: Ordained, Light, Turn
B: Heal
C: Purify, Command
D: Greater Heal

Ordained. You can perform weddings, conduct funeral rites, bless holy water, give sermons, and other clerical duties.

Turn. Present your hammer or censer: all undead, demonic, or otherwise unholy creatures within 30’ of you are burned by holy light for 1 damage and repelled. After 1 round, you must save CHA to continue repelling them each round. You can Turn as many times per day as you have Parson templates.

Light. Once per day, your censer or hammer are blessed and shed light like a torch (Ud6). 

Heal. You or anyone in your party may touch an ally and roll 1d8, healing that many HP (or 1 point of STR). If the die shows 1-3 it can be used again later. If it shows 4-6 it cannot be used again until the next sunrise. If it shows 7-8, the prayer fizzles and has no effect, but may be cast again later.

Purify. Once per day, you touch spoiled, rotten, poisoned, or stagnant food and/or water, purifying enough to feed and water as many creatures as you have Parson templates. 

Command. Twice per day, you may shout a one-word command at a hearing person within 50’, who is compelled to obey. After 1 round they save CHA to resist on each of their turns.

Greater Heal. You gain a second d8 to be used for Heal. You may use both at once, but another member of your party casting Heal may only use one at a time. 

Friday, 11 September 2020

d12 Original Magic Items

The Horn of Diminishing Plasma

  1. Emperor's Topaz. When this fist-sized topaz gemstone is held it enchants all the holders' clothes and other held items to be invisible and immaterial. When the gem is let go all reappears. 
  2. Elephant Paperweight. Sextuples the weight of any object upon which it is placed. 
  3. War Banner. This finely wrought cloth has an embroidery depicting mounted men defeating a stone troll. Whatever this banner is draped over turns to stone. When the banner is removed, all returns to normal. 
  4. Window Shield. A square window with four panes which is worn like a shield. Once per day it can swallow an incoming missile attack, like an arrow or cannonball. Additionally, once per day the window can be placed against a wall or other solid surface, where it will meld into and create a real window. This window can be looked through, and opened to crawl through. When the window is first placed, any swallowed missile weapons will fire back out, straight into the one who places it, with no chance to dodge or block.
  5. Beef Scented Knock-Out Candle. Within one minute of lighting, this candle gives off a strong smell of cooking beef. Anyone breathing within 5 feet of the candle is knocked out for one hour. 
  6. Immovable Flute. When you play any note on this thin metal flute, the flute becomes fixed in place. Until someone blows into the flute again, it doesn't move, even if it is defying gravity. The flute can hold up to 8,000 pounds of weight. More weight causes it to deactivate and fall. 
  7. Levitation Staff. When this black ash staff is held in two hands, the wielder can command it with their mind to levitate straight upwards. The staff cannot levitate downwards, and you have to hold on really tightly or else you'll fall off.
  8. Person-Dog Hat. When you put this hat onto a dog it turns into a person. They cannot speak, but do know how to operate their human body (e.g. they can walk properly and manipulate objects). They have their same personality as before. 
  9. Sunflower Oil. This sealed glass bottle is mostly full—half with thick yellow oil and half with water. When allowed to sit undisturbed for a few minutes, the oil and water fully separated, and the oil glows like a torch. When the bottle is touched or moved, the oil and water begin to mix and the light goes out. If the bottle is opened the oil goes rancid and stops working. 
  10. Horn of Diminishing Plasma. All who hear this horn blown lose a dose of plasma from their blood. Dehydration, dizziness, and fainting can occur. 
  11. Runic Riprap. Throw this handful of engraved gravel and it enlarges into a pile of jagged boulders that take up 30 cubic feet. They fill the shape of the container they're tossed into—a pit, corridor, room, etc. One use only. 
  12. Glass Flowers. A dozen blown-glass flowers in a little porcelain vase. Crack one flower in your hand and the scent of you and all your companions (plus anything you carry) disappears for 24 hours. This destroys the flower.