Monday, January 9, 2023

The Lazy Cockatrice Area-10: The Lower Coach-House

 The Lazy Cockatrice (Hex 0203)

Area-10: The Lower Coach-House

The coach-house provides shelter and security for smaller carts and wagons at the inn.

Currently the caravan resting at the inn has three wagons here.

  • One has four live, pure-bred gremlin terriers in it being transported to Alliri for a breeder, along with their pedigree papers, and several days worth of gremlin-flesh jerky, and a severely chewed leather gremlin doll.
  • Another has a cask or rare, valuable spirits, and 40 drams of high-quality and rare alchemical reagents., along with equipment sufficient to set up a workshop.
  • The last one carries nickel, zinc. Iron, and copper ingots, along with steel and iron hardware. If PCs are willing to really dig, they can find a dozen poor quality swords being shipped to a separatist group in Alliri.

Deathtrap Lite Mechanics 

This is 5he stats for gremlin terriers excerpted from the Deathtrap Lite corebook:

Dog, Small but Vicious Terrier


HD 1 Arm +0 Dam 1d4 CLOSE 

Mor: +2 AL +0

Intellect - 2

Pack: 1d6 (plus 1 Man) 

Nothing makes me happy like the praise from my Master when I bring him a catch. He is everything to me! I love hunting!


A small dog trained to hunt, kill, and bring back prey in tight quarters, they are employed by fox hunters, rat- and gremlin-catchers. The gremlin terrier is an extremely popular breed for its refusal to be confused by magic. 


Keen Senses: the hearing and sense of smell of a small but vicious terrier makes them Experts in Finding prey in tight quarters. 


Jaws of Death: When it hits a target, a small but vicious terrier successfully hits a target smaller than itself with a roll of 9 or more, it drags it a CLOSE distance and deals 2 damage on the start of its turn. The captured creature must make an opposed Close Combat roll modified by strength to escape.


Gremlin Jerky: Made from the flesh of gremlins, this food is used to help train Gremlin Terriers for hunting their intended prey, and helping them, build up a resistance to the magical taint in gremlin blood and flesh. It can sustain humans, but it is corrupting to the mind and body of Man.  For each day that they live on Gremlin jerky, a character must succeed a secret Resilience roll modified by Strength or gain magical corruption as if they had rolled a 1 while weaving a 1st level spell.


OSR Mechanics 

Dog: Small but Vicious Terrier: AC 7; HD 1; Atk: bite (1d4); ThAC0: 19; SV: F1; Mov: 120' (40'); AL: N; ML: 9; Int 4; XP: 15

Keen Senses: A Small but Vicious Terrier is only surprised on a 1.

Jaws of Death: On a successful bite, a small but vicious terrier  latches on to its target, automatically dealing 4 damage each round. It's target may use its action to attempt to escape by making a successful Save vs. Death

Gremlin Jerky:  Gremlin Jerky: Made from the flesh of gremlins, this food is used to help train Gremlin Terriers for hunting their intended prey, and helping them, build up a resistance to the magical taint in gremlin blood and flesh. It can sustain humans, but it is corrupting to the mind and body of Man.  Every day The GM should make a secret Save vs. Poison for the character. If they fail, roll for a random corruption effect:


Corruption Effects 

2d4Corruption Effect
2The character becomes severely tainted: roll 3d6 each for Int, Con, and Cha, the lowest roll is deducted from that ability score to a minimum of 1. If the score is reduced to less than 3, the PC is transmuted into a monster called a Dreugh over the next week. A remove curse can stop the transformation.
3The character is tainted and gains a random mutation determined by the GM.
4The character is infested with otherworldly ethereal parasites. They cause occasional nightmares, -2 to Saves vs. Spells, and any creature that can see the character when they can see invisible things must Save vs. Spell or be horrified to the point of fleeing for 1d3 rounds from what they see. This can be cured by a remove curse spell.
5The character becomes ill suffering a -1 to all d20 rolls until they are affected by a remove disease spell. Each morning they may make a Save vs. Poison to recover.
6The character gains an aura of malignance that causes animals to shy from them, holy water to spoil near them, and -1 on reaction rolls from magically sensitive NPCs.
7The Character goes homicidally insane for 3d8 hours.
8The character's alignment becomes Chaotic or Chaotic Evil as appropriate to your system, and they gain the ability to cast cause wounds once per day.

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