Trap Idea - Glyph of Warding trap that triggers a Bigby's Hand, which grabs someone and drags them back to the nearest entrance. https://5e.tools/bestiary.html#living%20bigby's%20hand_idrotf
BBEG Idea - https://5e.tools/bestiary.html#mordakhesh_erlw
Sarseian Name Generator - https://unciastudios.com/sarsei/namer.anglicized.php
Creature/Object Sizes:
< 1' = minuscule
1' - 2' = tiny
2' - 4' = small
4' - 8' = medium
8' - 16' = large
16' - 32' = huge
32' - 64' = gargantuan
> 64' = colossal
Money system: 10c->10s->10g
Daily expenses: 3c * 3 meals + 2c lodging, or 1S per day long-term.
Farmland: 1.25s-7.00s per acre
Rifle: 2g
Mule: 5g
Horse: 2.5-10g
Full set of household tools: 7.5s
Apollo 13 Startup Sequence puzzle
Ammeter readout, X things to start up. Cannot go over Y amps. Things have running-amps and starting-amps.
Cost of 5e weapons: 1/10, *2 for equivalent price.
Guns are just 'Ranged weapons'
Melee: (1d4) extra elemental damage
Ranged: no ability score to damage, but get +1 damage
Sarseian Writing: L->R, R->L, L->R
"Unlicked Cub" - Rude, uncouth, ill-educated, unformed.
my biggest pieces of advice for combat encounters:
1. make encounters have more than 1 enemy, preferably 3 at least, because action economy heavily favors the side with more turns
1a. if you do run a single enemy, give them legendary actions and at least one legendary resistance
2. combats are at their best when there's some dynamic element to them, some obstacle besides the enemies themselves
3. it's often nice when there's a goal in a combat other than just death matching it. like, if you need to get a specific object, or something. you don't always have to do this, but it makes things more fun.
4. group enemies who use the same statblock together in initiative, it'll save a lot of headache
Language: Evidentiality verb suffixes https://www.youtube.com/shorts/vZcWlaOQ0bg