Wednesday, December 4, 2024

Gallivespians, Twk-Men, and Tiny People

Kev Walker, Glen Elendra Archmage

 Arnold K’s most recent edition of his excellent monster manual, the MONSTROME, laid out some thoughts on sprites as tiny non-magical winged people. Miniature people are an immediately adventure-ready concept. It’s fun to think about how they would interact with a space, meet their needs, make common objects out of tiny things, interact with animals, and so on. In giving his sprites an interesting combat niche, Arnold seems to dial in on recreating Attack on Titan but with the roles reversed and the PCs in the position of the lumbering giants. In general I like this framework, because fighting a smart little wasp is cool. However, I really don’t care for Attack on Titan, and the model here recreates it too closely for my taste (why do the sprites’ neck razors target specifically the back of the neck on a human and not, say, the throat or ankles?). This got me thinking about other versions of these creature types in fiction, the Gallivespians of Philip Pullman’s His Dark Materials and the Twk-men of Jack Vance’s The Dying Earth: why I like them, and what seems gameable about them.

Saturday, November 30, 2024

The Gem & The Staff Session Summary

"I am not Eric the Bold for nothing!"

Continuing on from my review of this module, available HERE.


The Gem & The Staff is available on DriveThruRPG, or you can borrow a copy on the Internet Archive.


My revised version is available HERE. You’ll want to read this first to make sense of the commentary that follows.


My friend Alex and I played through part 1 (The Gem) of my revised version of The Gem And The Staff. In both versions of the module Eric the Bold is hired to steal a gem from an archmage (Tormaq in the original, Abracadazzar in mine). While in the original the client is unnamed and claims to have access to the only witness to one of Eric’s prior thefts, I gave this person a name (Warren the Warlock, a rival and occasional ally of Eric’s) and said that the witness was one of Warren’s imps. Eric is given a rod that will allegedly teleport him to safety when touched to the correct gem and the adventure begins.


We played over the phone: I put the character sheet for the module’s pregenerated character, Eric the Bold, on a shared Google Doc and texted Alex numbered photos of the dungeon map. This jury-rigged setup worked a lot better than I had expected – Alex seemed to have no trouble telling where he was, and we were able to move along at a good clip. We explained the player-facing map by saying that a master thief like Eric the Bold would have done his research before attempting such a dangerous heist.


(The original module has the DM hand out illustrated maps of individual rooms as the player comes to them. Not having time to draw nice room layouts before our game, my implementation of the player-facing map was inspired by the procedure that Josh lays out HERE)


Apart from that one bit of bad puzzle design on my end, Alex took the place apart with remarkable precision.

Friday, November 29, 2024

The Gem & The Staff Review

I recently ran a heavily adapted version of the first adventure in The Gem & The Staff, a 1983 module by John and Laurie Van der Graaf of TSR UK. Meant to be played at conventions with one DM and one player, the module includes a pair of linked adventures in which an 8th level Thief (Eric the Bold) must rob a pair of powerful wizards. 


The adventure has a lot to recommend it. With a real-world time limit of 30 minutes per adventure, both adventures combined only take up 14 pages but manage to fit in a variety of tricks, traps, and opportunities for clever solutions into that space. Apart from his high-level Thief abilities, Eric’s player has an interesting toolbox: a magical sword and dagger, a powerful sleeping potion, a shrinking potion, and a Ring of Spell Storing loaded up with a variety of utility spells. The ring and the two potions give the adventures a bit of a point-and-click adventure game feeling, but to the writers’ credit most of the encounters can be solved in multiple ways. For example, several monster entries note how they could be tricked into drinking the sleeping potion. Most of the combat encounters are far too dangerous for a single PC (a hydra guarding the castle drawbridge can easily kill Eric in a single combat round), but they’re telegraphed and clearly designed to be tricked, snuck past, or avoided rather than fought.

Monday, September 9, 2024

Name Generators: Lizardmen & Salamanders

this illustration is one of mine

Sometimes you want some names for your lizardfolk. When designing these I used the monitor lizards from Brian Jacques' "The Pearls of Lutra" as my north star: "Lask Frildur" is a perfect lizardman name. I incorporated a lot of "boggy" sounds into these, with lots of croaking, hissing, and skittering noises. Talking like a lizard should be fun.

Lizardman Prefix: d00

d00 Roll

Syllable

d00 Roll

Syllable

1-2

Ali

51-52

Kre

3-4

Ba

53-54

Kri

5-6

Be

55-56

Kro

7-8

Bru

57-58

Kroa

9-10

Cha

59-60

Kru

11-12

Char

61-62

La

13-14

Che

63-64

Le

15-16

Dra

65-66

Li

17-18

Du

67-68

Lu

19-20

Fi

69-70

O

21-22

Fla

71-72

Ro

23-24

Fra

73-74

Se

25-26

Fri

75-76

Si

27-28

Ge

77-78

Sii

29-30

Gla

79-80

Ske

31-32

Glee

81-82

Skii

33-34

Glur

83-84

Sku

35-36

Go

85-86

Sla

37-38

Gre

87-88

Sse

39-40

Gri

89-90

Sska

41-42

Hii

91-92

Ssu

43-44

Hli

93-94

Teno

45-46

Hlu

95-96

To

47-48

Ho

97-98

Za

49-50

Hoa

99-00

Zur




Lizardman Suffix: d00

d00 Roll

Syllable

d00 Roll

Syllable

1-2

ak

51-52

liss

3-4

bliss

53-54

lk

5-6

bulb

55-56

lok

7-8

cariss

57-58

lp

9-10

ddle

59-60

lusk

11-12

dop

61-62

miss

13-14

frill

63-64

mlok

15-16

gaa

65-66

plog

17-18

gash

67-68

plop

19-20

gat

69-70

pok

21-22

gleep

71-72

riss

23-24

glop

73-74

rk

25-26

gorl

75-76

rok

27-28

grik

77-78

russka

29-30

gweb

79-80

skul

31-32

gwort

81-82

ssak

33-34

gwurp

83-84

ssk

35-36

kit

85-86

sska

37-38

klak

87-88

ssor

39-40

kle

89-90

sstra

41-42

krag

91-92

tak

43-44

kyamon

93-94

weep

45-46

lash

95-96

wurp

47-48

ldeep

97-98

yk

49-50

ldur

99-00

zzat



Samples: Hofrill, Lewurp, Fassak, Cheweep, Durusska, Hiigleep, Skeklak, Gleeldur, Frirok, Gregleep, Gririss


Olm Names

a cave salamander

Olm are the blind salamander-people from Patrick Stuart's "The Veins of the Earth". They live in cold underground streams and are an exercise in talking to a human-like intelligence that isn't oriented around sight, warmth, or regular meals. I tried to pick sounds that a cave salamander would be familiar with: dripping water, flowing water, splashing water, water running over rocks, and the sound of rocks tapping together underwater. A couple of syllables are instead drawn from high-pitched whistles and exhaled breaths.


Olm names are three syllables long. Roll d30 three times on the table below, then roll 1d3. Place a hyphen after the numbered syllable (a roll of 3 is effectively "no hyphen").


d00 Roll

Syllable

d00 Roll

Syllable

1

Atch

16

Pool

2

Blib

17

Poolp

3

Blip

18

Rik

4

Blop

19

Saa

5

Deep

20

Shas

6

Dip

21

Sish

7

Dool

22

Skar

8

Dop

23

Tam

9

Drib

24

Tap

10

Kee

25

Tip

11

Klik

26

Tok

12

Kop

27

Tom

13

Lug

28

Top

14

Nok

29

Uff

15

Plash

30

Vish


Samples: Nok-deepdrip, Deeplugblip, Bloptap-pip, Plashtop-pip, Vishtokvish, Dooltom-pool, Tomatch-plash, Saa-riktok


Hopefully these are also fun to say, with their combination of sighing sounds and quick rhythmic taps. I particularly like "Saa-riktok"


You could also use these for Kuo-toa names. Eagle-eyed readers may note that it is possible to recreate "Blibdoolpoolp" and "Dooldipdop" with this table (these are the only two kuo-toa names that I'm aware of).