Saturday, March 7, 2026

Variegated Vocabularies for Limited Languages

R

ecently I was seized with the idea that what if some of the “Languages” the Players gain access to in these games had a more Limited Vocabulary of Words than a full-fledged tongue. The “Common” Language is often characterized as a type of Trade Talk after all, so might not be as adept at communicating certain concepts without a bit of creativity. This led me down a rabbit hole of constructing “Vocabularies” for some of these more Limited Languages.

In this document, you will find Ten Vocabularies, each featuring one hundred Words. The Common Tongue is present (and may also be useful for things like “Dungeon Graffiti”) and once I had finished this, I immediately began thinking of what other types of communication might “benefit” from this kind of terser treatment.

Speak with the Dead is often maligned as a “Murder Mystery” Shortcut, so perhaps using this rather restrictive Vocabulary might help make it more puzzling. The words here could be used either by the respondent, or by the Players themselves to construct their queries.

It’s often said that Spells like Speak with Plants and Speak with Animals might only provide a kind of curtailed conversation: Seeing as how these organisms may perceive the world much differently than us. I’ve included two lists (one for each) to help invoke this sensation for those kinds of contacts.

Many games have a “Thieves Cant” or coded means of communication shared among ne-er do-wells. I found it really fun to try and focus on what they would be able to speak with each other about using this method.

Though often maligned, I personally adore Alignment Languages, and I think I like them even more when they’re limited by the lists I’ve made for each (one for Lawful, one for Chaotic, and one for Neutral.) Once more it might prove challenging to discuss granular topics with them, but I think this turns them into a bit of a mini-game or puzzle to solve sometimes.

Another tricky thing to tackle sometimes are those Spells that allow a Cleric to Commune with their Deities, Contact other Planes, or perform Divinations/Prophesies. It’s usually best to keep these somewhat cryptic sometimes, so the Vocabulary I put together tries to emphasize that somewhat.

Rounding out these, the final Vocabulary can be used in conjunction with Psionics or Telepathic Communication. While Psionics might not show up in every setting, there’s still plenty of Sentient Swords that might communicate with this method, or Magical Items and Spells that allow Minds to Speak directly to each other, even if it is sometimes stilted.

I will have to see how these end up working out In Play, but my gut feeling is that I probably wouldn’t want to use them for every conversation. More as the occasional brain-teaser or quandary. Perhaps the Speaker isn’t very fluent, a text is fragmented or fractured in some way, or the mysteriously pulsing Gemstone only murmurs the occasional word into the minds of those who approach it.

But due to the constraints, I wanted them to encourage some creativity: I view these Languages as relying on a lot of combinations and compounds: Trees have no word for Lightning, so instead they might call it “Sky FIRE.” Another inspiration was Kennings: There’s no word in Common for River, because everyone just says “Boat Road” and so forth. It can be surprising just how much this opens up the Lists in interesting ways, and finding those ways to “work around” their seemingly restrictive nature would be part of the fun for me.

Saturday, February 28, 2026

d100 - Some More Specific Concealed or Secret Doors

Another Random Table Resource to assist Referees with those often-under-specified Secret Doors. Some Dungeon Maps neglect to describe them in their Keys, so all one has to work with is just the S marked on the Map. Unlike my previous table, which mostly features the Triggers/Methods of Opening that might lean more to the *Magical* side, this one tends to focus a little more on Concealed or Hidden Routes of a more Mundane Nature, often leaning on Furnishings and other Fixtures that might be found. Though as you will see, I couldn’t quite contain the urge to add in a few of those useful Clues/Tells and Operating Instructions into some entries.

Monday, February 16, 2026

d100 - Collective Nouns for Numbers Appearing

For as long as I can remember, I have always been fascinated by the sometimes-weird words we use for Groups of Things. In my youth, I came across the book An Exultation of Larks or, The Venereal Game by James Lipton and was smitten with the terms therein, both real and imagined, that provided me with terms for those gaggles, mobs, pods, murders, drays, unkindnesses, and so forth.

My interest in these terms was recently rekindled by a conversation on bluesky, and while I’m far from the first to try and provide some Collective Nouns for some of the Monsters and Encounters that appear in these games, I decided to give it a go. I am very certain that some of the terms that I spied elsewhere over the years have become so internalized that they ended up here as well. Please bear in mind that some of the denizens presented below do have pesky pluralization!

Saturday, January 17, 2026

d100 - Magical Belts, Girdles, or Cinctures

Another Table of Magical Wonders (to be dutifully added to the Generator eventually!) This one focuses on Belts, Girdles, Sashes, or other Straps like Baldrics and Bandoliers. I’m sure I’ll eventually get to other articles and accessories as time and inspiration permits.

Tuesday, January 13, 2026

d100 – Absent Adventurer: Where Have You Been?

Sometimes we encounter situations where a specific Character isn’t available for a given Game Session due to the vagaries of scheduling or life interfering with a Player’s Plans for leisure. Having that Character “Fade into the Background” temporarily isn’t always a satisfactory experience. This can sometimes present a conundrum: What was the Character “up to” during that span of time they were unavailable to participate in Adventure? Although I’m usually amenable to just “handwaving” these situations in the interest of getting back into Play as soon as possible, often it can be useful to have a few “Excuses” or “Reasons” available for embellishment should the table desire a little more detail.

Most of these might be considered to intrude a bit on Player Agency if you leave them up to a roll (though allowing the Player to choose something appropriate or fitting is another option) but I’ve tried to include some “Leading Questions” with them that provide the Player an opportunity to expand a little bit from their perspective to assuage these situations a skosh. Occasionally, I like to remind myself that these circumstances “outside of Play” can be considered somewhat fairer game for the world to interfere with a Character in unforeseen ways: It shouldn’t always remain static and lifeless.

Friday, January 9, 2026

d100 - Magical Toys & Trinkets

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himsical Wonders needn’t always be intended for those who’ve Grown Up. Here are one Hundred Magical Toys & Trinkets aimed at a younger audience, though I’m certain the average Adult Adventurer might find some ways to use a few of these creatively! I will definitely need to remember to add these into the Magic Item Generator eventually.

Saturday, December 27, 2025

Magic Item Generator

With a little bit of digital elbow grease, I’ve finally managed to create a Generator that produces Magical Items from the dozens of d100 Tables I’ve created on this topic. It’s embedded below, give it a click to generate additional Wonders and Enchanted Treasures:

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