Saturday, January 14, 2023

The Lazy Cockatrice: Area-13: The Coachmen's Rooms

 The Lazy Cockatrice (Hex 0203)

Area-13: Coachmen's Rooms


The coachmen's rooms are small, but comfortable with a bed and nightstand. They typically contain an iron bed warming pan, a lidded chamber pot and tiny box of  pine shavings to deodorize it, a lantern, a candle, and a mirror. A chest in the room locks with the same key as the door.

These rooms are usually reserved for coachmen and teamsters at special rates pre-paid by the coaching companies. Gerald Ardin reserves them according the coaching and caravan companies' time tables. If nothing is expected, these are rentable at 7cu (sp) per night.

The smallest of these rooms is currently occupied by Valmer Kalbern, a dog-breeder who specializes in gremlin terriers. He's a scarred man with a churlish disposition except when dealing with animals. A retired gremlin-catcher, he's got a knack for spotting and evading traps.

The room just north of the Bridgewater to the stables is the home away from home for Lorne Wayne, a coachman for the Zephyr Coaching company based in Alliri. He's a chatty, honest man, and a teotaller. He's a crack shot with a musket. He is currently running late, as his nephew and partner, Ostler is sick 

Opposite the Crown Suite is the room of Sir Ogden Lundt, footman to Lady Aria (see Area 14). He is a knight and still holds to old chivalric ideals, even in this cynical and godless age in part because he was raised by his father, a centuries-old immortal Crusader.

The one closest the stairs is currently held by Ostler Wayne, nephew to Lorne. He's a rookie coachman, still learning the ropes- and building up his constitution: he's caught a pretty wicked stomach bug on the road, and has spent the last day running up and down the stairs to the latrines.

Deathtrap Lite Mechanics 

Valmer Kalbern


HD 3 Arm +1 Dam 1d6 ×1 CLOSE 

Mor: +0 AL +0; Agility +2; Charisma -1

Close Combat: Trained  Find HiddenDevices: Expert

Animal Handling: Master; Sabotage: Trained


Damn gremlins left me all scarred up and ugly. My war with the little blighters ain't over... But I don't care to lose any more fingers, either. Nowadays I make sure to breed the best gremlin-dogs I can to kill the little bastards.


Valmer still carries the mace used by Gremlin-Catchers to kill their quarry. He carries dog biscuits, gremlin jerky, and a choke chain in his pocket, along with 9sil, 3cu, and the keys to the kennel crates to his wagon in the Coach-House (Area 10).

Lorne Wayne


HD 3 Arm +1 Dam 1d6 ×1 CLOSE or 1d10 x1 FAR 

Mor: +1 AL +1; Agility +1; Charisma +1

Ranged Combat: Expert ; Close Combat: Trained 

Wagon Driving: Expert; Resource Management: Trained


I've seen some wild stuff on the road. I'm happy to tell a tale... No need to buy me a drink, friend. I prefer to keep my wits about me.


Lorne wears a gambeson with a mail vest, and keeps both a messer-style sword and a coachman's musket with shot and powder for 12 shots on his person. He also has a 12 sil (gp), a shaving kit, an oil lantern with 4 pints in a pouch, a tin teapot, several herbal teas, and a ceramic cup.

Sir Ogden Lundt


HD 4 Arm +4 Dam 1d8 ×1 CLOSE  

Mor: +1 AL +1; Agility +1; Charisma +1

Close Combat: Expert;

Leadership: Trained; Wear Armor: Expert


Yes, she is a tedious botch, but I am sworn to protect Lady Aria, just like my father served her father, and her father's father... and her father's father's father. I just keep my boredom to myself.


Sir Ogden carries a shield a wears a suit of fine gambeson. He has a longsword of an extremely antique elven make, and a strdy shield. He carries a shaving kit, a hip flask of whisky, and a dagger. His silk purse contains 37sil.

Ostler Wayne


HD 1 Arm +1 Dam 1d6 ×1 CLOSE or 2d4 x1 FAR 

Mor: -1 AL +0; Agility +1;

Ranged Combat: Trained ; Close Combat: Trained 

Wagon Driving: Trained; Resource Management: Trained


I just want to get to the damn city where I can get a warm bed, cheap company, and a few days without my Uncle trying to "train me up."


Ostler wears a buff coat, carries an old, but serviceable heavy crossbow, and a cheap Messer. He has a shaving kit, a canteen, and a small deck of card sized lurid paintings (worth 20sil) Ostler Wayne might be re-deigned later as a pre-generated Knave PC.

OSR Mechanics 

Valmer Kalbern: AC 8; HD 3; Atk: Mace (1d6); ThAC0: 19; SA: Thieving Abilies; SV: T3; Mov: 120' (40'); AL: N; ML: 7; Int 14; XP: 20

Thieving Abilities: Valmer has the abilities of a 3rd level Thief with a 16 DEX,

Gear: mace, dog biscuits, choke chain, keys, 1 days gremlin jerky rations (see Area 10), 9gp, 3sp

Lorne Wayne: AC 6; HD 3; Atk: short sword (1d6) or musket (1d10) ThAC0: 18; SV: F3; Mov: 120' (40'); AL: L; ML: 8; Int 11; XP: 20

Gear: short sword, musket, 12 charges of powder, 12 musket balls, padded armor, 12gp, shaving kit, beacon lantern, 4 pints oil, tin teapot, box of tea, ceramic cup

Sir Ogden Lundt: AC 3; HD 4; Atk: long sword (1d8) ThAC0: 18; SV: F4; Mov: 60' (20'); AL: L; ML: 7; Int 12; XP: 20

Gear: banded Armor, shield, longsword, dagger, hip flask of whiskey,  dagger, 37gp

Ostler Wayne: AC 7; HD 1; Atk: Short sword (1d8) or Heavy Crossbow (2d4); ThAC0: 19; SV: F1; Mov: 120' (40'); AL: N; ML: 6; Int 10; XP: 20

Gear: banded Armor, shield, longsword, dagger, hip flask of whiskey,  dagger

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