- Matched set of masterwork half-plate & masterwork heavy shield with silver shield spikes (1400gp).
Weighs 70lbs. Armour is AC+8, armour penalty -6, spell failure 40%, weighs 50lbs. Shield is AC+2, armour penalty -1, spell failure 15%, weighs 20lbs. Shield spikes are a masterwork silver weapon doing 1d6 damage on shield bash. - Mithril throwing hammer with ornate dwarven runes and ornamental blue gem inlays (1200gp). Weighs 1lb. Head is topped with a cabochon-cut blue jasper (100gp) and hilt inlaid with lapis lazuli bands (four bands worth 10gp each). The runes name the hammer 'Truesilver's Kiss'.
- Medium ornate-carved cedar chest (1100gp).
Weighs 35lb. Contains six everburning torches, six vials of antitoxin and three thunderstones. Opens so torches light (harmlessly) around contents. Chest is worth 100gp (weighs 50lb empty). - Crystal flask holding tawny liquid (1000gp).
Weighs 1lb. Holds nine doses of exotic perfume (worth 100gp each) that grants +2 reaction bonus for anyone with a sense of smell. The flask is worth 50gp empty. - Deed of ownership (1000gp).
Weighs 1lb. Ownership of an axebeak egg from a renowned breeder and trainer. Hatching, training, saddle, stabling and upkeep not included. - Gold and ivory puzzle box (1000gp).
Weighs 5lbs. Fiendishly difficult, requires a Disable Device (DC20, can retry once a day) then an Intelligence check (DC15) to open. Has hardness 7, 15 hit points and a break DC of 25. - Large ornate-carved oak and ivory chest (1000gp).
Weighs 280lbs. Contains 180lbs of silver dust in 18 burlap bags of 10lb weight (worth 5gp each). Chest is worth 90gp (weighs 100lb empty). - Necklace of amber beads on gold wire (1000gp).
Weighs 2lbs. Made up of 16 amber beads (50gp each) and a larger cabochon-cut amber (100gp). - Ornate gold bracelet to fit large person (1000gp).
Weighs 4lbs. Would suit efreet or fire giant. - Silver fox coat with yeti fur trim (1000gp).
Weighs 5lbs. Suitable for royalty, would suit an average human. - Crystal-studded gold-plated conical open helm (900gp).
Weighs 5lb. Helm is AC16 vs. head attacks only, crystals are blue quartz and rock crystal worth 700gp in total. Helm without gems is worth 25gp - Masterwork gold-plated breastplate with steel armour spikes (800gp).
Weighs 30lb. +6AC, -3 Armour penalty, 25% spell failure. Would fit a muscular human. Spikes do 1d6 (x2) in grapple or as normal attack.
Showing posts with label osric. Show all posts
Showing posts with label osric. Show all posts
Thursday, 8 May 2014
unlikely treasures 2: even still more loot for the taking
Roll d12 for the loot!
Thursday, 1 May 2014
assorted dungeon keys
And if you thought the lock was unusual, check out the keys. Roll d12.- Bronze master key. Fits 50% of locks on this level or in this part of the dungeon.
- Darkwood key with long shank. Totally non-conductive for electricity. May be useful for an electrified lock?
- Fulgurite key of hexagonal shape that reduces electrical damage by 2 points when used to open an electrified lock. Worth 300gp.
- Heavy key of magical red-veined iron that reduces heat or fire damage by 2 points when placed in a lock that radiates heat or flames. Worth 300gp.
- Jet key set into ring carved from a single piece of stone used by ancient wizards. Warm to the touch, suitable focus for magic jar. Worth 250gp to arcane collectors, 200gp otherwise.
- Leaden key that reduces negative energy damage by 1 point if inserted into a lock charged with negative energy. Worth 150gp.
- Naga-bone key of interlocking small bones for the blade and a bone cameo for the bow. Worth 200gp for the craftmanship and exotic material.
- Plaited red gold and faience key with spiralling blade and bow shaped as a miniature shepherd's crook. The crook is used to disable a needle trap on certain locks by those in the know. Worth 300gp to the right people, 150gp to the uninitiated.
- Rusted iron key with letters SIR etched on bow. This key radiates moderate transmutation magic. If placed inside a metal lock, and the word 'SIR' is spoken, lock and key collapse into flakes of rust. This destroys and unlocks the particular lock. The key is only usable once. Worth 700gp.
- Topaz key of rose and orange hue. Enchanted to be tough as steel. Worth 600gp due to craftmanship and enchantment.
- Vampiric skeleton key, works on locks 50% of time. If touched by bare skin drains 1 point of Constitution then open locks 75% of the time until next sunrise. Will not be inserted into a lock in sight of a holy symbol. Constitution loss is recovered by 8 hours sleep
- X-bladed silver key. Fits a specific superior lock that imposes a -20% (-4) to picking due to wards.
Labels:
3e,
4e,
dungeon,
labyrinth lord,
LOTFP,
osric,
pathfinder,
rpgs
Thursday, 27 March 2014
unlikely treasures 2: still more loot for the taking
Roll d12 for the loot!
- Dragonhide breastplate of green scales to fit a human (700gp).
Weighs 30lbs. (+6AC; -3AC penalty, spell failure 25%).
Non-metallic so can be worn by druids. - Mithril short sword with carved darkwood hilt (600gp).
Weighs 1lb. Masterwork-quality weapon. Carved hilt is patterned in minature dragonscales to provide excellent grip. - Composite longbow decorated with fluted ivory panels (550gp).
Weighs 3lb. This bow grants up to +4 damage bonus if used by someone with appropriate Strength.
If used by someone with less than 18 Strength, it grants a -2 penalty to hit. - Braided wig of golden hair with golden strands (500gp).
Weighs 4lb. Extends two feet and includes golden wire braided into tight plaits among elven hair. Would fit a dwarf. - Engraved gold and darkwood sword cane (500gp).
Weighs 4lb. Gold-plated, masterwork quality. Cane is elaborately carved darkwood. Treat as shortsword for damage. Difficult to spot as weapon. - Holy symbol of platinum (500gp).
Weighs 1lb. Simple emblem, functions as a normal consecrated holy symbol. - Jade circlet (500gp).
Weighs 2lb. Green jade inscribed with runes for magic, power and transformation. Suitable for a child or elven female. - Owlbear coat with silver fox trim and silver knotwork buttons (500gp).
Weighs 4lbs. Six silver buttons (worth 10gp each). Feathers hang over shoulders, cut for a short and stout human or very tall dwarf male, suitable for nobility. - Prayer beads made of black gems with white asterisms and striations (500gp).
Weighs 5lbs. String of 49 prayer beads made of snowflake obsidian (10gp for each bead) on black spider-silk thread (1gp) . Useful for atonement spells. - Vellum scroll in ivory scroll tube (500gp).
Weighs 1lb. This is a 500gp credit note for purchase of slaves from an established slaver cartel. - Wooden casket containing 9 incense sticks & vellum packet of iridescent powder (450gp).
Weighs 3lbs. Casket weighs 2lbs and worth 50gp empty. Incense sticks (sandalwood) worth 1gp each. Vellum packet contains 400gp of diamond dust. - Oversized engraved silver holy symbol (400gp).
Weighs 4lbs. Functions as a normal consecrated holy symbol. Contains a compartment holding three doses of exotic perfume (100gp per dose).
Thursday, 20 March 2014
assorted dungeon locks
Not all locks are created equal. Some of them are positively odd.
- Axehead-shaped steel lock of good quality dwarven manufacture. Keyhole where haft would go and intricate wards make it difficult (-10%/-2) to pick. Worth 150gp to dwarves, 135gp elsewhere.
- Crescent moon-shaped superior lock of silver-plated iron. Fiendishly difficult (-10%/-2) to pick due to curved positioning of tumblers. Worth 250gp to the right people.
- Dusty copper average lock enchanted to give electrical shock (2d8 damage, save 1/2s) to anyone touching with conductive metal (like most thieves tools) or bare flesh. Faint, tell-tale hum warns the observant. Worth 500gp to someone non-conductive.
- Gorgon-faced average lock weeping red waxy fluid from eyes and keyhole. This waxy fluid is contact poison, causing a loss of 1d6 Dexterity for 2d6 turns (save for half effect and duration). The residue loses potency after 1d4 rounds but the discolouration remains unless washed in wine. Worth 40gp as the weeping wax is a curse.
- Knotwork-engraved gold-plated steel lock of good quality and elven manufacture. Worth 240gp.
- Mermaid-shaped simple lock of brass and tin, average quality, keyhole where navel is. Worth 20gp.
- Ordinary lock of brass and iron, average quality. Worth 40gp.
- Quartz lock of good quality. Immune to rusting effects, difficult (-10%/-2) to pick due to stiff crystalline tumblers. Worth 630gp.
- Sea lock of blue steel will only admit a key when the tide is out, pushing the key out of keyhole at all other times. Magic can be used to unlock as normal. Superior quality, worth 1000gp to right people.
- Umbral lock of lead and iron - only be opened by magic or the shadow of the correct key inserted into the keyhole. Skeleton keys have a 20% of working if their shadow is inserted into the keyhole.
Worth 200gp as a novelty. - Wolfshead-shaped simple lock of pewter and iron, keyhole hidden underneath plate on which wolfshead is mounted. Worth 20gp.
- Yellow-golden (actually iron pyrite) average lock shaped to resemble a smiling actor's mask.
Keyhole in right eye. If left eye keyhole used, a magic mouth activates "Oh dear. You never go left." then commences raucous laughter that provokes a wandering monster check. Works once only, worth 100gp.
Labels:
3e,
4e,
dungeon,
labyrinth lord,
osric,
pathfinder,
rpgs
Friday, 14 March 2014
inns & taverns: the three fort knights inn
The Three Fort Knights Inn births rumours. Tales of the three brother-knights, hellish hounds and kindly djinn grow in the telling. It's position as a hill top forces municipal stable use. Inconvenience discourages casual travellers from closer investigation. The nearby slum is not salubrious. The knights are dead yet the howls and keening winds at night-time say the tale continues. For all these hardships, the inn prospers.
The dusty approach road to the inn is jostling with angular slum-houses, all gables and gantries. They draw back a little from the inn. The inn is a white stone roundhouse with circular doors and shuttered green-stained porthole windows. Beneath these stand pots of flourishing spearmint. The roof is tiled in spiraling slates with two chimneys to the east and west. The walls are half-sunk into the hilltop. A blue banner showing three white stars over a white fort serves as the inn's sign.
Inside the rooms resemble an over-sized halfling's burrow. An eclectic collection of seating in every elliptical nook allow nearly a hundred to sit nearby. A gentle slope descends from the front door to a north-facing oval lounge served by served by circular bar. The oval extends east and west with a circular hearth at each corner. Four benches seating eight each extend like wheel spokes from the hearths. The whole effect resembles a gigantic eye.
There are four exits in the north and south walls. Each is hung with bead and bell curtains. The noise from these discourages eavesdropping and they reveal anything passing through. This simple precaution has prevented all manner of problems. The northern exits lead outwards to oval rooms. Furthest north-east is a bustling kitchen. The nearest northeast and northwest rooms are simple lounges sharing access to a spiral staircase leading down into the common room. The far northwest opens into a magically-lit communal washroom with alcoves for eight privies. Flourishing potted lavender and rosemary bushes keep the smell tolerable.
The southern exits also lead outwards to oval rooms. The far southeastern room is a lounge for private meetings. The near southeastern room is a lounge for the staff with stairs leading to basic rooms for Yusuf and Califea. The southwestern room is a lobby with a spiral stair to the guest rooms. The far southwestern room is warm and spacious, Yusuf keeps a double-mash brewery running here. Barrels are lowered by pulley via a hatch into the cellar.
The bottom level comprises three areas, isolated from each other. The northernmost is a common room capable of holding twelve in comfort. The central chamber is the cellar, kept near-perfectly by Yusuf and his staff. A hatch in the south-east links to the brewery. The last area is a small hallway with six curved doors. Each leads to a well-appointed guestroom. All have circular feather beds with quilts, cushions and covered chamberpots.
A free house, regulars sup from long, cylindrical pot tankards called 'towers'. A strong amber ale spiced with rosemary is sold for 4 copper, while a paler, small beer spiced with lavender is sold for 2 copper. A local red wine, rough and phenolic is bought by hardened drinkers and connoisseurs of dubious merit. The hearths produce delicious chambered pies, half cooked lamb, half rose hip and mint jelly for five silver. Circular pancakes cook on flatirons for two copper each. Califea enjoys making stacks of pancakes. Porridge is also sold for two copper.
A common room berth costs 3 silver a night. Popular after sunset as howling dogs and wind vie outside and people wax drunken and lazy. The guestrooms are 3 gold a night and may be the best sleep in the city. All accommodation is sufficiently underground the howls outside are unheard.
Yusuf is an odd yet genial landlord. Gaunt, pallid, perpetually windswept, he strides purposefully as he serves, his eyes contemplating three moves ahead. He knows magic yet he excels in brewing and knowledge of his djinn and noble ancestors.
Califea, cook and barmaid, loves the Inn. Her boyish face and good singing voice charm guests yet her crude humour shocks prudes. She prefers women, finding men diffident lovers. Would-be rakes find emasculating insults and her knives deterrent against groping hands.
Old Shamshir, the potboy is a grizzled, scarred veteran whose eyes glow weirdly in lamp-light. Drinking on duty is normal for him. Clad in faded and patched cassock and trews, his dishevelled features are capped by a box hat. He keeps a curved knife in case.
The other staff are casual barmaids from the slums or labourers working their way back east. Quite a few barmaids dance for a living, practicing their art to keep the drinks flowing steadily. A few supplement their trade by pickpocketing drunks. Yusuf and Old Shamshir are fiercely protective of their people. Violence is not tolerated with the notable exception of Califea dealing with unwanted attention from drunkards.
The dusty approach road to the inn is jostling with angular slum-houses, all gables and gantries. They draw back a little from the inn. The inn is a white stone roundhouse with circular doors and shuttered green-stained porthole windows. Beneath these stand pots of flourishing spearmint. The roof is tiled in spiraling slates with two chimneys to the east and west. The walls are half-sunk into the hilltop. A blue banner showing three white stars over a white fort serves as the inn's sign.
Inside the rooms resemble an over-sized halfling's burrow. An eclectic collection of seating in every elliptical nook allow nearly a hundred to sit nearby. A gentle slope descends from the front door to a north-facing oval lounge served by served by circular bar. The oval extends east and west with a circular hearth at each corner. Four benches seating eight each extend like wheel spokes from the hearths. The whole effect resembles a gigantic eye.
There are four exits in the north and south walls. Each is hung with bead and bell curtains. The noise from these discourages eavesdropping and they reveal anything passing through. This simple precaution has prevented all manner of problems. The northern exits lead outwards to oval rooms. Furthest north-east is a bustling kitchen. The nearest northeast and northwest rooms are simple lounges sharing access to a spiral staircase leading down into the common room. The far northwest opens into a magically-lit communal washroom with alcoves for eight privies. Flourishing potted lavender and rosemary bushes keep the smell tolerable.
The southern exits also lead outwards to oval rooms. The far southeastern room is a lounge for private meetings. The near southeastern room is a lounge for the staff with stairs leading to basic rooms for Yusuf and Califea. The southwestern room is a lobby with a spiral stair to the guest rooms. The far southwestern room is warm and spacious, Yusuf keeps a double-mash brewery running here. Barrels are lowered by pulley via a hatch into the cellar.
The bottom level comprises three areas, isolated from each other. The northernmost is a common room capable of holding twelve in comfort. The central chamber is the cellar, kept near-perfectly by Yusuf and his staff. A hatch in the south-east links to the brewery. The last area is a small hallway with six curved doors. Each leads to a well-appointed guestroom. All have circular feather beds with quilts, cushions and covered chamberpots.
A free house, regulars sup from long, cylindrical pot tankards called 'towers'. A strong amber ale spiced with rosemary is sold for 4 copper, while a paler, small beer spiced with lavender is sold for 2 copper. A local red wine, rough and phenolic is bought by hardened drinkers and connoisseurs of dubious merit. The hearths produce delicious chambered pies, half cooked lamb, half rose hip and mint jelly for five silver. Circular pancakes cook on flatirons for two copper each. Califea enjoys making stacks of pancakes. Porridge is also sold for two copper.
A common room berth costs 3 silver a night. Popular after sunset as howling dogs and wind vie outside and people wax drunken and lazy. The guestrooms are 3 gold a night and may be the best sleep in the city. All accommodation is sufficiently underground the howls outside are unheard.
Yusuf is an odd yet genial landlord. Gaunt, pallid, perpetually windswept, he strides purposefully as he serves, his eyes contemplating three moves ahead. He knows magic yet he excels in brewing and knowledge of his djinn and noble ancestors.
Califea, cook and barmaid, loves the Inn. Her boyish face and good singing voice charm guests yet her crude humour shocks prudes. She prefers women, finding men diffident lovers. Would-be rakes find emasculating insults and her knives deterrent against groping hands.
Old Shamshir, the potboy is a grizzled, scarred veteran whose eyes glow weirdly in lamp-light. Drinking on duty is normal for him. Clad in faded and patched cassock and trews, his dishevelled features are capped by a box hat. He keeps a curved knife in case.
The other staff are casual barmaids from the slums or labourers working their way back east. Quite a few barmaids dance for a living, practicing their art to keep the drinks flowing steadily. A few supplement their trade by pickpocketing drunks. Yusuf and Old Shamshir are fiercely protective of their people. Violence is not tolerated with the notable exception of Califea dealing with unwanted attention from drunkards.
- Yusuf will sometimes consult sages. Sometimes they give him good advice. Sometimes he will take extra precautions against invisible intruders.
- Old Shamshir loves hashish pollen. When ships bring it to town, he books a guest room and proceeds to party for about two weeks. Meanwhile Yusuf needs a potboy and charmingly brutal doorman...
- Word of the inn reaches a mystic order. They are aware of the hounds, seeking seek to avoid the brother-knights' doom. Their interest in the inn is purely strategic. The curious will find them unsavoury indeed.
Thursday, 13 March 2014
unlikely treasures 2: yet even more loot for the taking
Roll d12 for the loot!
- Bastard sword with silver wire-wrapped hilt (350gp).
Weighs 8 lbs. Masterwork quality (+1 non-magical to hit) steel, suitable for enchanting as a magical weapon. Silver wire on hilt is worth 15gp. - Scroll in wooden scroll tube (300gp).
Weighs 1 lb. This is a credit note to a reputable horse trader for one combat-trained heavy warhorse sealed by local nobility to be provided to the bearer. - Torc of wrought gold tipped with green gems (275gp).
Weighs 2 lb. Gems are peridots (50gp each). Torc worth 125gp if gems removed. Suitable for nobility of either sex. - Alabaster casket with 20 balls of resin (250gp).
Weighs 5 lbs. Casket weighs 3 lb and is worth 50gp empty. Resin is exotic incense (each ball weighs 0.1 lbs, burns for 1 hour, worth 10gp). - Minature greatsword letter-opener (250gp).
Weighs 1/2 lb. Made of platinum. Suitable as spell focus for mage's sword spell. - Ornate silver armband with black gem (250gp).
Weighs 2lbs. Gem is jet (100gp value). Armband worth 100gp if gem removed. - Repeating light crossbow (250gp).
Weighs 6lbs. Magazine holds 5 bolts. Can be fired one-handed. Requires 2 hands to reload or to replace magazine. - Suit of dwarf-sized banded mail (250gp).
Weighs 35lbs. +7AC; Armour penalty -6. Spell failure 35%. Kept in immaculate condition. - Tiger-skin robe (250gp).
Weighs 4lbs. Cut to fit a tall human female. Suitable for court or nobility. Will upset weretigers and those with tiger totems somewhat. - Two folios bound in red scaled hide (250gp).
Weighs 14lbs. These are diplomatic letters and notes bound in dyed snakeskin. Each weighs 7 lbs and mirrors the other in terms of content. If consulted for 1d4 hours prior, the reader may do one of the following. - Create a letter of introduction which gives +2 to any reaction check with local officials or nobility.
- Gain a +2 to any Knowledge (nobility) check using the detailed histories of local noble families.
- Create a coded message (which takes 10 times as long) that imposes a -10 penalty to anyone trying to decode the message without either book.
- Suit of elf-sized ornate golden armour (225gp). Weighs 20lb. Masterwork gold-plated steel parade armour (+3AC; no armour penalty, 15% spell failure). Consists of plated epaulets and lightweight mail hauberk over chest only.
- Ornate silver chalice decorated with holy symbols. (200gp).
Weighs 2 lbs. This chalice is used to sanctify liquids poured into it and can hold up to a pint of fluid.
Labels:
3e,
4e,
labyrinth lord,
LOTFP,
osric,
pathfinder,
rpgs,
treasure
Thursday, 6 March 2014
assorted dungeon fires
Roll 1d12 for the burning.
- Bed of hot embers used for firewalking and post-firewalk barbecue. Trial by firewalking used by nearby humanoids to determine innocence. Last meal of condemned takes on whole new meaning.
- Cooking fire for cauldron of mystery stew. 1 in 6 chance cauldron is occupied by something that would prefer being the eater. 1 in 6 chance of hand or conspicuous body part floating to surface.
- Divinatory fire used by oracles in diverse ways to predict fate or fortune. 1 in 6 chance an oracle will be available to offer advice on a course of action. This is totally accurate 70% of the time.
- Funeral pyre for 1d4 Medium-sized corpses; burning quite lively, difficult to distinguish species due to smoke and charred flesh. 1 in 6 chance some grave goods survive the flames.
- Furnace used to smelt iron. A bloomery with chimney stack and animated bellows. Can create up to 30lbs of iron in a day. About a week's charcoal and two sledge hammers are stored nearby.
- Masonry stove used to heat room and bake. Uses wood or coal. 1 in 6 chance it is magical.
Magical stoves can talk and will create 1d6 loaves of rye bread if lit and tended by anyone willing to talk for 6d6 minutes. - Open-hearth forge for creating arms, armour and even ironwork. Forge is ready-lit, tended by twin dwarves. Magic is not welcome here without hefty bribes.
- Punishment for 1d4+2 criminals of heinous crime versus faith and local ruler. Stakes and pyres are already burning. 1% chance a criminal survives, smell doubles chance of wandering monsters.
- Purifying fire being jumped over by 2d4+2 humanoids; taking turns to goad each other into jumping over the fire in order to purge themselves of spiritual taint. Sinful items are fuelling the flames.
- Refining fire kindled to burn off alchemical dross; fumes cause nausea if inhaled (Fortitude DC12, nauseated for 2d6 rounds). 1 in 6 chance of 1d6 gold nuggets (worth 50gp each), still red hot.
- Sacrificial fire for 1d3 Medium-sized creatures fully aflame. Offerings are already dead but anointed bodies burn excellently in any event. Extinguishing will incur divine wrath from nearby clerics.
- Self-immolating fanatic makes supreme sacrifice to immolate tyrant. Direct contact does 4d6 fire damage; anyone in 5' risks 1d6 damage. 1 in 6 chance that tyrant's bodyguards notice in time.
Labels:
3e,
4e,
dungeon,
fluff/inspiration,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs,
writing
Wednesday, 26 February 2014
inns & taverns: the red tavern
The Red Tavern is the heart of a thriving mining village made famous by pilgrimage and dancing girls. Both travel the same roads here. Well-spoken of by pilgrim and dancer alike, The Red Tavern sustains and shelters those who visit. Detours are taken to visit in some cases.
Conspicuous amid grimy thatched stone bungalows, the two storey Red Tavern gives much-needed colour and joy to village life. The exterior is painted in assorted reds. The dark scarlet sign has the words Red Tavern in bright cherry script, side lit by a lantern. A hedged garden on the southern wall provides a suntrap. In summer and autumn, the eastern hedge is tangled with raspberry and bramble. The western wall borders a stable with five stalls. A grey mare (once a famous cleric's mount) owned by the landlady is permanently resident.
Inside, the plaster is stained dark red. Tables and durable chairs of red-stained oak and mahogany support patrons through good and bad. Candles illuminate while spilling their guts over iron wall mounts. The taproom is a sizable rectangle, dominated by a hearth in the south and shuttered doors in the west. The north wall has a bar and spiral stair ascending to guest rooms and descending to kitchen, privy and cellar.
Patrons enjoy a russet ale and a dark mild for 4 cp a pint. Four pint clay jugs are sold for 2 sp but 4 cp is earned on a jug's return. A decent red wine and raspberry wine are served as well as fortified port. In winter, these may also be mulled. On midwinter's day, the landlady serves the first mulled drink free to all who come in. This generosity is usually more than repaid. The food shows halfling roots in it's diversity. For a copper, oat biscuits, candied figs and peppermint sugar cake. For two silver, a pot pie with meat in ale. For 3 gp, a suckling pig is roasted in honey, served with flatbread and spiced pickles.
The Red Tavern has a common room that sleeps twelve behind a pair of folding doors from the main taproom. This is only used at night. Typically visiting pilgrims use this for 2 sp and 1d6 are found here in early spring. Patched blankets are hung for privacy. Two guest rooms upstairs (2 gp a night) sport locks, ornate patchwork bedding and front-facing windows. Needless to say, these rooms are in demand.
The landlord, Sandor Duis, has character. Spry for sixty winters, white whiskers and plaid waistcoats belie the gleam in young blue eyes. Sandor is a genial host but not in charge. That falls to his wife, Trisia Duis, force of nature and landlady. Seemingly ageless, always in velvet. Brown ringlets crown this bustling yet comfortable woman, her husky voice singing bawdy verse or chuckling. Food is cooked and served by Mabla, a rosy-cheeked halfling who'd grace any kitchen portrait. Dancing girls also frequently work the Red Tavern. Trisia brooks no nonsense and faces down armed knights and drunken miners with over-pawing hands. Nearly all locals will back her up.
A mixture of dancing girl, drunken miner and tired pilgrim can sometimes be explosive. Sandor and Trisia can usually quell problems but sometimes things escalate. The miners will avenge any slights to honour. Experienced pilgrims do not flash coin unless sudden interest from dancing girls and others is sought.
The tentative interplay between pilgrim and dancing girl is a comedy of manners as well as errors. Trisia will sometimes play matchmaker with odd couples. Sandor rolls his eyes while befriending them. Yet true love never runs smooth, some pilgrims are deeply troubled compared to the dancing girls.
Most local miners are hard-working, hard-drinking and like watching the dancing girls. A few take this too far and were barred. Their revenge is waylaying an occasional lone pilgrim. This has not been fatal yet but one unlucky pilgrim was beaten black and blue by them. Word has begun to spread of the bandits…
Conspicuous amid grimy thatched stone bungalows, the two storey Red Tavern gives much-needed colour and joy to village life. The exterior is painted in assorted reds. The dark scarlet sign has the words Red Tavern in bright cherry script, side lit by a lantern. A hedged garden on the southern wall provides a suntrap. In summer and autumn, the eastern hedge is tangled with raspberry and bramble. The western wall borders a stable with five stalls. A grey mare (once a famous cleric's mount) owned by the landlady is permanently resident.
Inside, the plaster is stained dark red. Tables and durable chairs of red-stained oak and mahogany support patrons through good and bad. Candles illuminate while spilling their guts over iron wall mounts. The taproom is a sizable rectangle, dominated by a hearth in the south and shuttered doors in the west. The north wall has a bar and spiral stair ascending to guest rooms and descending to kitchen, privy and cellar.
Patrons enjoy a russet ale and a dark mild for 4 cp a pint. Four pint clay jugs are sold for 2 sp but 4 cp is earned on a jug's return. A decent red wine and raspberry wine are served as well as fortified port. In winter, these may also be mulled. On midwinter's day, the landlady serves the first mulled drink free to all who come in. This generosity is usually more than repaid. The food shows halfling roots in it's diversity. For a copper, oat biscuits, candied figs and peppermint sugar cake. For two silver, a pot pie with meat in ale. For 3 gp, a suckling pig is roasted in honey, served with flatbread and spiced pickles.
The Red Tavern has a common room that sleeps twelve behind a pair of folding doors from the main taproom. This is only used at night. Typically visiting pilgrims use this for 2 sp and 1d6 are found here in early spring. Patched blankets are hung for privacy. Two guest rooms upstairs (2 gp a night) sport locks, ornate patchwork bedding and front-facing windows. Needless to say, these rooms are in demand.
The landlord, Sandor Duis, has character. Spry for sixty winters, white whiskers and plaid waistcoats belie the gleam in young blue eyes. Sandor is a genial host but not in charge. That falls to his wife, Trisia Duis, force of nature and landlady. Seemingly ageless, always in velvet. Brown ringlets crown this bustling yet comfortable woman, her husky voice singing bawdy verse or chuckling. Food is cooked and served by Mabla, a rosy-cheeked halfling who'd grace any kitchen portrait. Dancing girls also frequently work the Red Tavern. Trisia brooks no nonsense and faces down armed knights and drunken miners with over-pawing hands. Nearly all locals will back her up.
A mixture of dancing girl, drunken miner and tired pilgrim can sometimes be explosive. Sandor and Trisia can usually quell problems but sometimes things escalate. The miners will avenge any slights to honour. Experienced pilgrims do not flash coin unless sudden interest from dancing girls and others is sought.
The tentative interplay between pilgrim and dancing girl is a comedy of manners as well as errors. Trisia will sometimes play matchmaker with odd couples. Sandor rolls his eyes while befriending them. Yet true love never runs smooth, some pilgrims are deeply troubled compared to the dancing girls.
Most local miners are hard-working, hard-drinking and like watching the dancing girls. A few take this too far and were barred. Their revenge is waylaying an occasional lone pilgrim. This has not been fatal yet but one unlucky pilgrim was beaten black and blue by them. Word has begun to spread of the bandits…
Labels:
3e,
4e,
inns + taverns,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs,
writing
Thursday, 20 February 2014
assorted dungeon vents
This corridor may serve another purpose. Roll d12 for unexpected environmental change!
- Acidic vapours do 1d4 damage per round exposure (save for half), causes exposed metallic surfaces to be pitted unless made of gold, silver, mithril or adamantine.
- Air shaft with steady wind, constant turbulence makes it hard to hear. 1 in 12 chance of extinguishing non-magical flames (candles, torches etc.) or plucking loose or flimsy items (e.g. scrolls) from grasp.
- Brine pipe used for cooling or solution mining. Salt water has no intrinsic harmful effects. May rust exposed metal if left untended for more than a day.
- Dust-bearing vent. Fortitude save (DC12) or be blinded for 1d4 rounds. Anything invisible or hiding is outlined after 1d4 rounds exposure. Scrubbing off takes 2d8 rounds.
- Exhaust bearing away noxious fumes, cinders and smoke from forges. Visibility limited to 20'. 1 in 4 chance of being hit by a cinder for 1 point fire damage. Fortitude save (DC10) to avoid 1 point temporary Con damage every hour.
- Flaming gas for heating or illumination does 2d4 damage per round exposure (save for half), ignites flammable items. Flames go out after 1d6 rounds.
- Gas pipe carrying strange vapours to different parts of the dungeon. Inhalation may induce effects including blindness, exhaustion, poison, sleep or others (DM's discretion).
- Heating vent doubles chance for random encounters due to near body temperature heat. Infravision is blurred out here (-2 to attempts to notice anything).
- Steam vent reduces visibility to 15 feet. Fortitude save (DC12) per minute or become fatigued due to excessive heat until leaving area. 1 in 4 chance of scalding cloud causing 1d6 damage lasting for 1d4 rounds.
- Stinkpipe used to vent noxious vapours from underground cesspits or sewers. Fortitude save (DC12) or become nauseated within the vent and for 1d4 rounds afterwards.
- Sulphur vent. Fortitude save (DC12) or be nauseated within the vent and 1d4 rounds afterwards. 1 in 4 chance of burning cloud for 1d4 fire damage for 1 round only.
- Water vent sprays water and chill vapour. Visibility limited to 30'. 1 in 4 chance of blinded by gout of water for 1 round (Reflex save (DC10) avoids). 50% chance of non-magical flames (candles, torches etc.) extinguished.
Labels:
3e,
4e,
dungeon,
fluff/inspiration,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs
Thursday, 13 February 2014
unlikely treasures 2 : more loot for the taking
Roll d12 for the loot!
- Hacksilver chain (70gp).
Weighs 14 lbs. Each link is 1/5 lb pure silver worth 1gp by weight. - Sheepskin overcoat trimmed with yeti fur (60gp).
Weighs 6 lb. Will fit a slim human female, suitable for courtly wear. - Conical forest green beaded hat and silk veil (55gp).Weighs 1 lb. A hennin, worn by ladies of high station to indicate eligibility for marriage.
- Amphora of sweet musky-scented amber oil (50gp).
Weighs 20lb. Contains perfumed oil (valerian). - Chasuble decorated with runes in gold thread (50gp).
Weighs 2 lbs. The runes represent law and order and are repeated front and back. - Ornate engraved black wood box (50gp).
Weighs 1/2 lb. Box is a darkwood scroll box engraved with nymphs dancing around runes of magic and knowledge. Watertight, hardness 5; 10 hit points and break DC 25. - Greatsword (50gp).
Weighs 8 lbs. Plain steel, unadorned, standard army or temple issue. - Pair of bronze bracelets (50gp).
Weighs 2 lbs. Engraved with simple hunting scenes. - Pouch of golden dust (50gp).
Weighs 2 lbs. Actual gold dust, useful for some spells. - Ring of brass and silver wire with blue gem in eye setting. (50gp).
Weighs 0.1 lbs. Blue gem is lapis lazuli (10gp). Ring is suitable for court due to ornate craftwork. - Wooden coffer holding eight sticks of incense (45gp).
Weighs 2lb (1 lb empty). The incense is floral and salt-sweet. Each stick burns for an hour. - Five masterwork cold iron crossbow bolts (40gp).
Weigh 1/2 lb. Bolts are fletched with black flights and cross-hatched shafts. Worth 8gp each.
Labels:
3e,
4e,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs,
treasure
Thursday, 6 February 2014
assorted dungeon utensils
![]() |
| Courtesy of Wikimedia Commons |
- Alembic (single vessel with tube for distillation) worth 10gp to an alchemist, potion maker or wizard.
- Copper candelabra festooned with verdigris and wax. If properly cleaned up, worth 10gp at the market. Not really the kind of thing court would want.
- Ewer of decorated porcelain with handles of dancing nymphs, suitable for boudoir, worth 25gp.
- Grinder for spices or coffee suitable for halfling-sized hands. Takes 10 rounds to grind a pound of spice or coffee. Worth 10gp to a coffee-drinker or professional cook.
- Iron flask engraved with assorted sigils of longevity; looks like a genuine iron flask but holds nothing of any danger or value.
- Knife of brazened steel with saw-backed blade; usable as small wood saw or knife. Worth 6gp to any adventurer.
- Mug with grinning goblin face wearing red cap. Popular with goblinoids as collectible (worth 10gp to them) piece. Dwarves and gnomes find it intensely annoying and try to get rid of it.
- Oil scented with rosemary and lavender in crystal vial to aid relaxation and memory Worth 5gp to an alchemist or wizard.
- Quill made from giant eagle feather, beautiful to write with, gives a +2 bonus to any writing-based skills where quality of output matters (including forging documents or creating spell scrolls). Worth 50gp in the right hands.
- Salt and pepper shakers made of blue and white banded pottery, each as tall as a dwarf and holding 50gp of salt or pepper. Each worth an extra 50gp to the right giant.
- Wooden spoon with foot-long handle carved with dragon motif and protective runes. No game effect beyond preventing burns while cooking. Intended as a bridal gift.
- Whetstone useful for sharpening and polishing blades suitable for use by anyone capable.
Labels:
3e,
4e,
dungeon,
labyrinth lord,
LOTFP,
osric,
pathfinder,
rpgs
Saturday, 1 February 2014
inns & taverns: the old book & punch
The Old Book & Punch Inn is a watering-hole for scribes, scholars, bookbinders and illuminators. Ale, books, rum and wine are sold. In return, many scholars leave their hearts. Established traders keep heads down and it's quiet most nights, inns of this quality are unusual.
At the end of a tenement block, the Old Book & Punch dominates a sloping side-street. Three stone steps rise to the entrance. It's tall shutters, painted to resemble book spines, frame a wide bottle-green door. Above the door in silvered lettering "The Old Book & Punch Inn". The wrought-iron sign is an opened book with a metal spike between the pages. From the spike hangs a luminous brass sphere whose light remains undimmed even after 50 years.
The expansive facade hides a narrow interior dominated by the bar. Bookended by book cases, the bar has cabinets with barrels and bottle racks stacked behind it. The book cases contain blank chapbooks with wooden or hide covers for sale at 15gp each. Benches and seats fitting four at a push lie parallel to the bar with barely enough room for two to pass betwixt. Standing at the bar means jostling with people headed elsewhere, whether serving staff or customers. This narrow taproom heats up quickly. At the west wall are three doors. One heads upstairs to the kitchen, staff quarters and guest rooms. One descends by vertiginous stair to three well-maintained privies. The last is locked. Behind this, a spiral stair drills down into a dry, well-lit cellar.
The Old Book & Punch offers patrons a varied selection of food and drink. A citrus-pale ale of marked strength and quaffability competes with a ruddy yet smooth barley brew. Both are equally favoured by regulars. Elderly patrons partake of cherry-red damson gin held in a massive carboy and measured in tiny glasses. Where the inn really excels is wine and rum. Anything between three and eight quality vintages of both wine and rum are sold. Prices are 15% over normal, such varied good taste is rare in one place.
Food is varied in delicacy. Small cups of hazel or betel nuts, candied limes and dense honeyed baklava are sold as snacks for two copper. Poorer guests can get curried goat for three copper, the more moneyed buy spiced lamb with tomato for twenty-three copper.
The inn has a pair of guest rooms with semi-permanent occupancy. There is only a 1 in 6 chance of either room being available on a given night. The rooms sleep two and are indifferently appointed. At five gold pieces a night there is cheaper and better elsewhere though most would-be renters hope the landlord or chief barmaid will tarry.
Djarus, the landlord is strikingly exotic in lemon silk and oxblood leather complimenting copper skin and oiled ochre hair. His accented raspy voice adds to the charm. His best friend is Marija, a flaxen-haired beauty with pale grey eyes in immaculate grey lace. Her mezzosoprano can rend hearts. Their relationship is platonic but both will seduce either gender on the slightest pretext. Other staff are hangers-on, hoping to be noticed or trying to disentangle themselves with dignity.
The books are provided by local bookbinders. These fulfill a deal with The Old Book & Punch Inn's absent owners who enjoy other pursuits. These enigmatic figures delight in teleporting into Djarus' chambers, going through the books and then teleporting out. Djarus and Marija hold them in fearful awe.
Whispers of back-room wizardry persist. The chapbooks on sale are just samples. Travelling spellbooks and even low-level scrolls may be purchased if you ask the right people. If Djarus catches you, he'll ask for 10%. If Marija catches you, she asks 15%.
Neither Djarus or Marija are from around here, their ways and morality are different to the locals. This was their main criteria for employment. Some broken-hearted students fall foul of local unsavoury types and it is in everyone's interest to discourage bottom-feeders. Hopefully the owners won't catch wind of this.
At the end of a tenement block, the Old Book & Punch dominates a sloping side-street. Three stone steps rise to the entrance. It's tall shutters, painted to resemble book spines, frame a wide bottle-green door. Above the door in silvered lettering "The Old Book & Punch Inn". The wrought-iron sign is an opened book with a metal spike between the pages. From the spike hangs a luminous brass sphere whose light remains undimmed even after 50 years.
The expansive facade hides a narrow interior dominated by the bar. Bookended by book cases, the bar has cabinets with barrels and bottle racks stacked behind it. The book cases contain blank chapbooks with wooden or hide covers for sale at 15gp each. Benches and seats fitting four at a push lie parallel to the bar with barely enough room for two to pass betwixt. Standing at the bar means jostling with people headed elsewhere, whether serving staff or customers. This narrow taproom heats up quickly. At the west wall are three doors. One heads upstairs to the kitchen, staff quarters and guest rooms. One descends by vertiginous stair to three well-maintained privies. The last is locked. Behind this, a spiral stair drills down into a dry, well-lit cellar.
The Old Book & Punch offers patrons a varied selection of food and drink. A citrus-pale ale of marked strength and quaffability competes with a ruddy yet smooth barley brew. Both are equally favoured by regulars. Elderly patrons partake of cherry-red damson gin held in a massive carboy and measured in tiny glasses. Where the inn really excels is wine and rum. Anything between three and eight quality vintages of both wine and rum are sold. Prices are 15% over normal, such varied good taste is rare in one place.
Food is varied in delicacy. Small cups of hazel or betel nuts, candied limes and dense honeyed baklava are sold as snacks for two copper. Poorer guests can get curried goat for three copper, the more moneyed buy spiced lamb with tomato for twenty-three copper.
The inn has a pair of guest rooms with semi-permanent occupancy. There is only a 1 in 6 chance of either room being available on a given night. The rooms sleep two and are indifferently appointed. At five gold pieces a night there is cheaper and better elsewhere though most would-be renters hope the landlord or chief barmaid will tarry.
Djarus, the landlord is strikingly exotic in lemon silk and oxblood leather complimenting copper skin and oiled ochre hair. His accented raspy voice adds to the charm. His best friend is Marija, a flaxen-haired beauty with pale grey eyes in immaculate grey lace. Her mezzosoprano can rend hearts. Their relationship is platonic but both will seduce either gender on the slightest pretext. Other staff are hangers-on, hoping to be noticed or trying to disentangle themselves with dignity.
The books are provided by local bookbinders. These fulfill a deal with The Old Book & Punch Inn's absent owners who enjoy other pursuits. These enigmatic figures delight in teleporting into Djarus' chambers, going through the books and then teleporting out. Djarus and Marija hold them in fearful awe.
Neither Djarus or Marija are from around here, their ways and morality are different to the locals. This was their main criteria for employment. Some broken-hearted students fall foul of local unsavoury types and it is in everyone's interest to discourage bottom-feeders. Hopefully the owners won't catch wind of this.
Labels:
3e,
4e,
inns + taverns,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs,
writing
Thursday, 30 January 2014
unlikely treasures 2: why wait for a sequel?
Roll d12 for the loot!
- Eyepatch with tiger's eye gemstone (14gp).
Weighs 0.1 lb. Eyepatch of black leather with tiger's eye in pewter claw clasp. Looks quite intimidating. - Heavy mace (12gp).
Weighs 8 lb. Does 1d8 damage (x2). No ornamentation, appears to be army or temple issue. - Medium-sized chest with six clay jugs inside (11gp).
Weighs 56 lb. Jugs hold maple syrup (weigh 1 lb; worth 1 gp each). Chest is 50lbs if emptied. - Bottle of good red wine (10gp).
Weighs 1 lb. Well-preserved despite dungeon storage. - Caul of woven black silk (10gp).
Weighs almost nothing. Favoured by aristocratic women as hair net, worn as subtle wealth. - Journal with bloodstained blue cover (10gp).
Weighs 1 lb. Bloodstains are elven in origin; the book has 50 blank pages in it. - Light steel shield engraved with coiled dragon (10gp).
Weighs 6 lbs. Dragon is winged but not painted. - Small tent (10gp).
Weighs 20 lbs. Holds one Medium-sized creature. All ropes & pegs are present. Takes 20 minutes to put up and 10 minutes to take down. - Two copper ingots (10gp).
Weighs 20lb. Unmarked ingots, each worth 5gp and weighing 10 lbs. - Wooden puzzle box (10gp).
Weighs 2 lb. Requires an Intelligence check (DC15) and 1 round manipulation to open. Empty but can store up to 60 stacked coins or four vials. - Three fox pelts (9gp).
Weighs 1 lb. Good condition, bound by leather thong. - Square of white cloth (8gp).
Weighs l lb. One square yard of unmarked plain cream cotton suitable for trade.
Labels:
3e,
4e,
labyrinth lord,
LOTFP,
osric,
pathfinder,
rpgs,
treasure
Saturday, 25 January 2014
assorted dungeon ziggurats.
![]() |
| Courtesy of Wikimedia Commons |
Sometimes, the architecture is a little extraordinary.
- Altar to eldritch primordial entity. Leave an offering (minimum 10gp x dungeon level) at the top and recite the prayer etched in hieroglyphs at the bottom tier for 7 rounds. Offering disappears in cascade of silvery flaming orbs. 10% chance per dungeon level of getting +1 bonus on next dice roll.
- Black ziggurat offers interdimensional transit to other black ziggurats. 10% chance per dungeon level the ziggurat is activated when ascended and transports you somewhere very different indeed.
- Elevator upon top tier that transports to megadungeon location with a 10% per dungeon level chance of working. Elevator ascends or descends depending on relative altitude to ziggurat. Jumping off early has a 50% chance of stranding you in the Nine Hells (DM's choice).
- Generative ziggurat augments summoned creatures. Activate by reciting chants on each tier as you ascend. Casting a summon spell from the top tier grants creatures summoned +4 to Strength and Constitution for the spell duration. This must be repeated for each summon spell cast.
- Inductor of mystical energies. Any one charged magical item (casting a maximum of 3rd-level spells) left on the top tier of the ziggurat gains a charge per uninterrupted day left there. Once fully charged, the top tier glows with bronze faerie fire.
- Kennel for hounds of retribution. Recite the prayer on each tier then drop a scent-laden item down the grate on the top tier to unleash 1d6+1 hellhounds from lower tiers after the scented individual.
- Meditative center. By reciting the chants carved into the steps and meditating atop the ziggurat for 30 minutes, consciousness is expanded so a meditator can commune with infernal entities.
- Offertory to gods topped with blood-stained chains used to hold man-sized sacrifices. Hieroglyphs on steps bid a pleasant meal in the language of devils.
- Rostrum that amplifies spoken words of those at the top by a factor of two. A whisper can be heard as normal speech and speaking is equivalent to shouting. Actually shouting causes pain (-2 to hit and any Dexterity bonus) to anyone within 30' of the ziggurat. Sonic attacks upon those at the top cause +50% damage and impose a -1 penalty to saving throws.
- Tomb of abhuman dignitary. Hieroglyphs on steps detail mighty deeds, foes slain, royalty ravished and gods defied. 10% chance per level that tomb hasn't been looted; 1 in 6 chance of hideous curse befalling tomb robbers.
- Vestal flame atop hollow oil-filled ziggurat to purify sacrifices provides helpful illumination. Refilling this is done through a hidden port in the third tier. Oil refuelled every sunrise by three acolytes with ewers of consecrated lamp oil.
- Ziggurat for ziggurat's sake. Pay no attention to the priest behind the curtain.
Labels:
3e,
4e,
dungeon,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs
Saturday, 18 January 2014
inns & taverns: the bright star tavern
Few know of this tavern. Some claim it's exclusive, others say differently. Yet the Bright Star calls a select few. These know traders visit from afar - quite how afar would surprise neighbours and local tax collectors.
The Bright Star Inn is a nondescript tenement in the city with a narrow, midnight blue door. At the back is a high-brick wall pointed with glass shards. The tenement and it's backyard are hushed. A pair of cellar doors outside the front complete the inauspicious appearance. The sign is often missing. The door is locked and sealed by magic. When knocked upon a distant disembodied voice asks for a password - any password will suffice to gain entry. Failure to provide means the door stays firmly locked.
On entering the inn from the south, a narrow cruciform passageway from the door goes long left to the lounge. Ahead is the privy while right is a locked iron door. This door looms ominously and those entering the landlord's chambers rarely come out the same. Going left reveals a lounge with shutters on the north wall leading to a sparse garden. Entering the lounge reveals a compact bar on the east wall with a stairwell descending. Staff loiter here while the landlord reclines in a mahogany rocking chair in the north-eastern corner. Frescoes of legendary heroes decorate the western wall. The south wall is dominated by a locked bookcase. A pair of long tables and assorted chairs complete furnishings in the tavern and the garden. The latter is a forlorn place. The high, glass-pointed walls shade too well. Two brown ducks and something unseen defend against rats.
Patrons enjoy a pair of ales. Most, including staff favour a pale, acrid ale named White Star (that locals call 'Beater') for five copper. The other is a resinous stout named Wyrdowd sold for six copper to 'connoisseurs' and dwarves. After nightfall, peach wine is sold for ten silver a bottle. Rumours of whiskey have been confirmed but at 12 gold a glass, it's for conspicuous consumers only. Pickled duck eggs are sold for a copper each. Itinerant traders sell sweet-breads or fresh fruit, welcomed by most save a few hoary grognards. The landlord takes a small cut of any profits. No accommodation is available to patrons. Staff eject everyone without exception and the landlord has made this explicit. The more provocative the request, the firmer the refusal.
Samherod the landlord, sorceror and former dungeon porter rules The Bright Star from his rocking chair. Portly, gout-ridden and hirsuite, he dresses like an oversized halfling and favours a walking cane. This homely exterior hides a keen business mind. His boon companion is Taur - bald, bull-horned and bare-chested omnisexual sorceror and hammer of gods. The bar is tended by Kemar, unctuous former dungeon porter whose pedantry and accounting keeps all three independently wealthy. All three remain close-lipped about their wealth.
The Bright Star's cellars house an underground market and spacious in comparison to the tavern. Stalls appear and disappear periodically but most things can be bought here for 110% usual price. Traders speak Common and dozens of other languages. After sundown they pack up and leave, some use the cellar door, others simply fade away.
The Bright Star Inn is a nondescript tenement in the city with a narrow, midnight blue door. At the back is a high-brick wall pointed with glass shards. The tenement and it's backyard are hushed. A pair of cellar doors outside the front complete the inauspicious appearance. The sign is often missing. The door is locked and sealed by magic. When knocked upon a distant disembodied voice asks for a password - any password will suffice to gain entry. Failure to provide means the door stays firmly locked.
On entering the inn from the south, a narrow cruciform passageway from the door goes long left to the lounge. Ahead is the privy while right is a locked iron door. This door looms ominously and those entering the landlord's chambers rarely come out the same. Going left reveals a lounge with shutters on the north wall leading to a sparse garden. Entering the lounge reveals a compact bar on the east wall with a stairwell descending. Staff loiter here while the landlord reclines in a mahogany rocking chair in the north-eastern corner. Frescoes of legendary heroes decorate the western wall. The south wall is dominated by a locked bookcase. A pair of long tables and assorted chairs complete furnishings in the tavern and the garden. The latter is a forlorn place. The high, glass-pointed walls shade too well. Two brown ducks and something unseen defend against rats.
Patrons enjoy a pair of ales. Most, including staff favour a pale, acrid ale named White Star (that locals call 'Beater') for five copper. The other is a resinous stout named Wyrdowd sold for six copper to 'connoisseurs' and dwarves. After nightfall, peach wine is sold for ten silver a bottle. Rumours of whiskey have been confirmed but at 12 gold a glass, it's for conspicuous consumers only. Pickled duck eggs are sold for a copper each. Itinerant traders sell sweet-breads or fresh fruit, welcomed by most save a few hoary grognards. The landlord takes a small cut of any profits. No accommodation is available to patrons. Staff eject everyone without exception and the landlord has made this explicit. The more provocative the request, the firmer the refusal.
Samherod the landlord, sorceror and former dungeon porter rules The Bright Star from his rocking chair. Portly, gout-ridden and hirsuite, he dresses like an oversized halfling and favours a walking cane. This homely exterior hides a keen business mind. His boon companion is Taur - bald, bull-horned and bare-chested omnisexual sorceror and hammer of gods. The bar is tended by Kemar, unctuous former dungeon porter whose pedantry and accounting keeps all three independently wealthy. All three remain close-lipped about their wealth.
The Bright Star's cellars house an underground market and spacious in comparison to the tavern. Stalls appear and disappear periodically but most things can be bought here for 110% usual price. Traders speak Common and dozens of other languages. After sundown they pack up and leave, some use the cellar door, others simply fade away.
Labels:
3e,
4e,
inns + taverns,
LOTFP,
OSR,
osric,
pathfinder,
rpgs,
writing
Saturday, 11 January 2014
inns & taverns: the borderstone inn
The Borderstone Inn is a free house that marks the border of two rival mountain kingdoms. It belongs to neither and welcomes all travellers. Trade with local stone giants and pilgrims help it flourish, though few dwarves visit as a result. Rumours of spies and druids add more mystique.
Built on a ridge road between peaks, the four-storey tower was built with giant help. Great rune-etched boulders form the walls capped by a pyramid roof of red ochre tiles. Between boulders, plastered stonework and windows give a patchwork look. The circular sign is a shield partitioned with both kingdom's colours by a giant rune for trade. The tower appears built to defend against siege. Wrought-iron hooded everburning lanterns by the doors shine bright at night to guide customers to safety.
The front door opens west into pleasant warmth, quiet during the day, turning noisy at night. A well-lit lounge and hearth with turning spits and cauldron of stew warms the lounge. Ornate wool tapestries hang under everburning lantern sconces. A bar resting on barrels dominates the south wall. Long benches and seats line the remaining walls, tended by liveried staff. Doors on the north wall lead to stairwells leading up. The second floor is for staff and a locked door prevents casual entry. All staff have keys, Broje's room is often noisy. The third floor has six well-appointed guest rooms (5gp a night). These have comfortable feather beds, woolen blankets, latched doors and shuttered windows with mountain view. The top storey is for the landlord's private use and protected by lock and fire trap
The Borderstone has variety over quantity with ales from both kingdoms and further. In summer, a pale heather and juniper ale is popular. Winter sees mulled, spiced dark ale. Regulars also enjoy a white strawberry beer brewed by local monks. A local liquour made from herbs with faint anise flavour offers an alternative. Fortified red wine is also available Hot food is limited to thick mutton stew for two copper or a spitted hare for five copper. Visiting dignitaries face lamb cooked in red wine, stuffed mountain hen (ptarmigan) and stone giant cheese fondue with malted fruitbread, each costing seven silver.
The inn offers accommodation to guests. The guest rooms (see above) or for two silver, you're given a blanket and told to sleep under a table in the lounge. Those unable to pay are sent to a local monastery who have spare cells for pilgrims. Pilgrims regularly sleep under one table while traders feast at the others.
The landlord, Callivel is an unobtrusive half-elf. His age is uncertain, soft-spoken voice and forgettable face lets him fade into the background. This hides a brilliant mind and implacable temper. Everyone else looks to Broje, the bar manager. Swaggering, bronzed by mountaineering and scarred by steel, he barks precise orders and charms the ladies. The remaining staff are human or half-elven, all equally at home serving noble or churl. Their livery is grey-and-cream patchwork, which amuses the stone giants for some obscure reason. They change regularly, new faces are routine.
The stone giant traders offer diverse goods. Poor traders buy coal or large woolen blankets. Uncut aquamarine and emeralds, ornate woolen tapestries and dwarf-sized wheels of piquant cheese cost much more. The stone giants trade for iron, mining tools and barrels of wine. Whispers the giants have slaves persist despite lack of proof.
Built on a ridge road between peaks, the four-storey tower was built with giant help. Great rune-etched boulders form the walls capped by a pyramid roof of red ochre tiles. Between boulders, plastered stonework and windows give a patchwork look. The circular sign is a shield partitioned with both kingdom's colours by a giant rune for trade. The tower appears built to defend against siege. Wrought-iron hooded everburning lanterns by the doors shine bright at night to guide customers to safety.
The front door opens west into pleasant warmth, quiet during the day, turning noisy at night. A well-lit lounge and hearth with turning spits and cauldron of stew warms the lounge. Ornate wool tapestries hang under everburning lantern sconces. A bar resting on barrels dominates the south wall. Long benches and seats line the remaining walls, tended by liveried staff. Doors on the north wall lead to stairwells leading up. The second floor is for staff and a locked door prevents casual entry. All staff have keys, Broje's room is often noisy. The third floor has six well-appointed guest rooms (5gp a night). These have comfortable feather beds, woolen blankets, latched doors and shuttered windows with mountain view. The top storey is for the landlord's private use and protected by lock and fire trap
The Borderstone has variety over quantity with ales from both kingdoms and further. In summer, a pale heather and juniper ale is popular. Winter sees mulled, spiced dark ale. Regulars also enjoy a white strawberry beer brewed by local monks. A local liquour made from herbs with faint anise flavour offers an alternative. Fortified red wine is also available Hot food is limited to thick mutton stew for two copper or a spitted hare for five copper. Visiting dignitaries face lamb cooked in red wine, stuffed mountain hen (ptarmigan) and stone giant cheese fondue with malted fruitbread, each costing seven silver.
The inn offers accommodation to guests. The guest rooms (see above) or for two silver, you're given a blanket and told to sleep under a table in the lounge. Those unable to pay are sent to a local monastery who have spare cells for pilgrims. Pilgrims regularly sleep under one table while traders feast at the others.
The landlord, Callivel is an unobtrusive half-elf. His age is uncertain, soft-spoken voice and forgettable face lets him fade into the background. This hides a brilliant mind and implacable temper. Everyone else looks to Broje, the bar manager. Swaggering, bronzed by mountaineering and scarred by steel, he barks precise orders and charms the ladies. The remaining staff are human or half-elven, all equally at home serving noble or churl. Their livery is grey-and-cream patchwork, which amuses the stone giants for some obscure reason. They change regularly, new faces are routine.
The stone giant traders offer diverse goods. Poor traders buy coal or large woolen blankets. Uncut aquamarine and emeralds, ornate woolen tapestries and dwarf-sized wheels of piquant cheese cost much more. The stone giants trade for iron, mining tools and barrels of wine. Whispers the giants have slaves persist despite lack of proof.
Labels:
3e,
4e,
inns + taverns,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs,
writing
Thursday, 9 January 2014
assorted dungeon bridges
Roll d12 for your conveyance across. Mind the gap.
- Bone bridge formed from spine and ribcage of immense reptile lashed together with magically-preserved sinews. Worthy example of caveman or barbarian engineering.
- Chitin bridge formed of interlocking lacquered giant insect exoskeletons capable of bearing immense weight with barely-perceptible creaking.
- 'Dancing flagstones' rise between massive levitating menhirs to form a 5' section of bridge per person, moving ahead or behind according to their direction of movement. Loss of consciousness results in the relevant section collapsing after 1d6 rounds to drop hapless delvers.
- Glowing blue coals held together by shimmering sheets of force form underlit span. Edges are very hot, touching them does 1d4 fire damage and ignites flammable materials. Obvious magic is obvious, worthy example of efreet engineering.
- 'Invisible' buttressed bridge of thick glass blocks. Slippery underfoot, edges can be found by spilling sand, dust or opaque liquids. Those aware of stonecraft or secret doors know where the edges are.
- Lethal wood and rope bridge with missing boards. Jumping up and down or combat gives cumulative 10% chance per person that a board will break underfoot with 1 in 6 chance of falling through.
- Net of chains forms unsupported bridge. Walk slowly or crawl swiftly to avoid stumbling. Lose Dexterity bonus to your AC and if you drop something small here, it's 80% likely to be fall through.
- Paired ropes allowing man or elf-sized to go hand over hand while walking the lower rope. Dwarves have to reach up while halflings cling sloth-like or try tightrope walking. Combat might be risky, kiss goodbye to any Dexterity bonus and try not falling if you get hit.
- Petrified bodies cemented together so you walk upon stone backs to cross the bridge. Realistic faces and hands as decorative features. Casting stone to flesh makes the bridge collapse after three rounds in a Grand Guignol.
- Reinforced stone bridge with tree designs. Everburning braziers and nightingale flagstones makes moving stealthily across it extremely difficult (half normal chances to do so).
- Span of woven giant spider silk affixed by magical adhesive, Springy underfoot yet surprisingly strong. Combat not advised, sharp weapons or fire will destroy the span if 20 points of damage is done to a 5' section.
- Zombified colossal worm suspended on dozens of hooked chains, surgically mutilated to form a covered bridge. More hit points than a small European country, smells vile, guarded by ghouls who snack on it without destroying it. Cannot be turned by your cleric, though the ghouls can be.
Labels:
3e,
4e,
dungeon,
labyrinth lord,
LOTFP,
OSR,
osric,
pathfinder,
rpgs
Saturday, 23 November 2013
unlikely treasures - now in PDF flavour
Sometimes, random doesn't quite cut it - there, I've said it.
You need something to grace a hoard that may be of value beyond the price tag. Or your improv doesn't run to bling.
So, for your delectation...
Unlikely Treasures 1 PDF
You need something to grace a hoard that may be of value beyond the price tag. Or your improv doesn't run to bling.
So, for your delectation...
Unlikely Treasures 1 PDF
- Tables of twelve treasure items for each tier of art object.
- Additional tables for:
- alchemical loot
- faux magical jewellry
- literary treasures.
- Mixture of useful and more challenging items for murderhobos.
- Notes on aristocratic trappings, the psychology of bling and the upper limits of swag.
Labels:
3e,
labyrinth lord,
LOTFP,
osric,
pathfinder,
recession-proof gaming,
rpgs,
treasure
Friday, 21 June 2013
inns & taverns: the dwimmerglister
The sign of a bronze death mask glows with purplish-white foxfire at night-time. This bizarre sign contrasts with the drab exterior of an alley inn tucked between closed scriptoria. The word 'Dwimmerglister' is etched in gilded leaf into the building's stone lintel. Back-alley alchemists, tinkers and trinket sellers lurk outside. Only the emboldened drunk or gullible meet their eye. Outside, the Dwimmerglister seems a badly-placed, fading inn with eerie sign.
Inside, it is well-appointed. The main bar has a muted ambience. Dark-stained oak furnishing support a solid slab of verdant marble for the bar. Atop the bar, three crystal ewers brimming with coppers. A small plaque bids guests to toss a copper piece into one then guess the number of coppers there. To date, nobody has guessed right. Divining magic on the ewers is misdirected to the caster's own coin purse. A door to the left reveals a snug lounge. The far wall is panelled in octagonal slates of dwarven canon. Ceiling-high pillars of copper-plated dwarf skulls stained with verdigris flank the wrought-iron hearth. From the lounge, a staircase rises to four iron-bound locked doors. These are the staff private rooms.
A door right leads to dismal stairs with two doors at the bottom. To the right an earth closet walls festooned with graffiti. There is a 14% chance something insulting about the viewer is visible at eye-level. Left is the cellar, lit by cold-flame candles. Drunkards taking a wrong turn claim their vintage is bottled for resale yet no proof exists.
The house speciality is Nine Rat Cider. This fearsome, cloudy brew seizes you by the throat, imbalances the humours and leaves you ruined. Regulars lament the previous night while drinking the next. A passable small brown beer is available and favored by visitors unnerved by the infamous cider. Those preferring wine face Glister's Sweat. This pungent golden wine has tart tones of nitre and molasses, provoking trips to the privy. It's an acquired taste yet few last that long. Bar snacks include wedges of hard blue cheese, pickled walnuts and small terracotta pots of fish garum.
The Dwimmerglister is between landlords. Soros Ilthravit, an authorative, wrinkled dwarf of few words and impeccable honour keeps bar. Staff are a mix of dwarves, halflings and humans. All are capable, close-mouthed and well-paid. The bar runs like clockwork. The prior landlord left under sinister circumstances. The regulars mutter about debts, something Soros quells by shouting "The matter is SETTLED!" at the speaker. Those seeking to continue this dialogue are barred.
The lounge may be hired for 20 gold a night but no bedrooms are available. Soros is firmly against women of negotiable virtue and recently closed off the four guest rooms. He claims renovation work is being done. Renovation usually doesn't take that long for dwarves or halflings so something is amiss. Rumours he is building a treasure vault persist. None of the staff will be drawn.
The Dwimmerglister's fortunes took a beating yet many still visit, eager for obscure or valuable lore. The scriptoria nearby handle manuscripts of all kinds. Scriveners are thirsty by nature and alcohol or coin loosens tongues like few other things. Some secrets however are well-protected. Whispers of well-heeled assassins using the lounge to interview prospective clients persist despite angry denunciations. Elves find the inn offputting but certain gnomes prefer the ambience for quiet drinking and plotting.
Inside, it is well-appointed. The main bar has a muted ambience. Dark-stained oak furnishing support a solid slab of verdant marble for the bar. Atop the bar, three crystal ewers brimming with coppers. A small plaque bids guests to toss a copper piece into one then guess the number of coppers there. To date, nobody has guessed right. Divining magic on the ewers is misdirected to the caster's own coin purse. A door to the left reveals a snug lounge. The far wall is panelled in octagonal slates of dwarven canon. Ceiling-high pillars of copper-plated dwarf skulls stained with verdigris flank the wrought-iron hearth. From the lounge, a staircase rises to four iron-bound locked doors. These are the staff private rooms.
A door right leads to dismal stairs with two doors at the bottom. To the right an earth closet walls festooned with graffiti. There is a 14% chance something insulting about the viewer is visible at eye-level. Left is the cellar, lit by cold-flame candles. Drunkards taking a wrong turn claim their vintage is bottled for resale yet no proof exists.
The house speciality is Nine Rat Cider. This fearsome, cloudy brew seizes you by the throat, imbalances the humours and leaves you ruined. Regulars lament the previous night while drinking the next. A passable small brown beer is available and favored by visitors unnerved by the infamous cider. Those preferring wine face Glister's Sweat. This pungent golden wine has tart tones of nitre and molasses, provoking trips to the privy. It's an acquired taste yet few last that long. Bar snacks include wedges of hard blue cheese, pickled walnuts and small terracotta pots of fish garum.
The Dwimmerglister is between landlords. Soros Ilthravit, an authorative, wrinkled dwarf of few words and impeccable honour keeps bar. Staff are a mix of dwarves, halflings and humans. All are capable, close-mouthed and well-paid. The bar runs like clockwork. The prior landlord left under sinister circumstances. The regulars mutter about debts, something Soros quells by shouting "The matter is SETTLED!" at the speaker. Those seeking to continue this dialogue are barred.
The lounge may be hired for 20 gold a night but no bedrooms are available. Soros is firmly against women of negotiable virtue and recently closed off the four guest rooms. He claims renovation work is being done. Renovation usually doesn't take that long for dwarves or halflings so something is amiss. Rumours he is building a treasure vault persist. None of the staff will be drawn.
The Dwimmerglister's fortunes took a beating yet many still visit, eager for obscure or valuable lore. The scriptoria nearby handle manuscripts of all kinds. Scriveners are thirsty by nature and alcohol or coin loosens tongues like few other things. Some secrets however are well-protected. Whispers of well-heeled assassins using the lounge to interview prospective clients persist despite angry denunciations. Elves find the inn offputting but certain gnomes prefer the ambience for quiet drinking and plotting.
Labels:
3e,
4e,
inns + taverns,
labyrinth lord,
LOTFP,
osric,
pathfinder,
rpgs
Friday, 24 May 2013
recap: unlikely treasures
Roll d% for your loot.
11 - 25 More Unlikely Treasures
26 - 40 Yet More Unlikely Treasures
41 - 55 Even More Unlikely Treasures
56 - 70 Still More Unlikely Treasures
71 - 85 Yet Even More Unlikely Treasures
86 - 95 Yet Still More Unlikely Treasures
96 - 00 And then... Unlikely Treasures
11 - 25 More Unlikely Treasures
26 - 40 Yet More Unlikely Treasures
41 - 55 Even More Unlikely Treasures
56 - 70 Still More Unlikely Treasures
71 - 85 Yet Even More Unlikely Treasures
86 - 95 Yet Still More Unlikely Treasures
96 - 00 And then... Unlikely Treasures
Labels:
3e,
4e,
labyrinth lord,
LOTFP,
osric,
pathfinder,
recap,
rpgs,
treasure
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