Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Sunday, February 12, 2023

The Lazy Cockatrice: Area-37: The Ardin Family Crypt

 The Lazy Cockatrice (Hex 0203)

Area-37: The Crypt


The Ardin crypt once was much larger. The addition of the Tower Dungeon necessitated cutting it's size into less than half. The statue and sarcophaguses of Ector the Ardent stands front and center, while his eldest sons and grandsons remain in their sarcophagi. Most of the family's older remains were disposed of and their skulls placed in Ossuaries. Newer corpses were cremated and placed in urns instead.

While this was done at great expense by the Baron and attended by Confessors to ensure that the dignity of the Dead was respected (without needless 'superstition' or 'sentiment'), it was highly offensive to Gerald's family, and has led to a very cool relationship with the Baron and his House,

The dead inside are ill at ease, and a Confessor or faithful of Laren who steps in the tomb may find themselves cursed for their trouble. If the Baron's men were to attack the Inn, ghostly undead members of the house will surge out to attack any men under his banner.

The door to the Crypt is heavy, ironbound, and has a complex mechanical loch that must be opened by entering the correct combinations on three tumblers. Every member of the Ardin family memorizes these combinations.

Friday, February 3, 2023

The Lazy Cockatrice: Area-32: The Turret

 The Lazy Cockatrice (Hex 0203)

Area-32: Tower, Turret

The top of the tower sports a crenellated turret and a wooden corniced roof. After a bow and a lantern were lost in high winds, nothing is stored up here. The Wardens sometimes sit on stools up here to watch the road.

Wednesday, February 1, 2023

The Lazy Cockatrice: Area-29: The Staff Quarters

The Lazy Cockatrice (Hex 0203)

Area-29: The Staff Quarters

A small apartment that serves as the home for Hugh Dorvan, the stable boy (see area 17)  and Aden Morlain, a general laborer.

Aden was the survivor of a disastrous caravan who wandered into the grounds of the Inn after weeks of being lost in the wilderness. Gerald took pity on the young man and took him in.

Aden draws water up through the hatch in the attic to supply the jugs and washbasins in the dormitory and is responsible for keeping the dorm clean.

Aden is a shy, haunted young man who is a talented painter, and is fiercely loyal to the Ardins.

There is 45 cu in Aden's cupboard, and some painting supplies.

Hugh's cupboard has a hand crossbow and six bolts, a short sword, fishing gear, and several tiles with pornographic images painted on them.

Monday, January 30, 2023

The Lazy Cockatrice: Area-28: The Dormitory

The Lazy Cockatrice (Hex 0203)

Area-28: The Dormitory


Most of the uppermost floor of The Lazy Cockatrice serves as a dormitory for less affluent customers such as teamsters, caravan guards, grooms, servants, etc. Over the years Gerald and his father reduced the number of hammocks and added in curtained cubicles so that even the poorest guest has a modicum of privacy and comfort.

Each of the sixteen cubicles has a candle in a holder, chamber pot, trunk, hammock, clay mug, and blanket.

A set of water jugs at one end can be filled from a large beater pot that is kept filled by the staff of the Inn. At the Northeastern corner a shelf of old books, cards, dice, and chess sets sits next to a pair of chaise-lounges and wicker armchairs that serves as a quiet social area. No food or drink is permitted here to encourage dormitory guests to spend more time in the common room.

A cubicle costs 4cu (sp) to rent per night.

Currently, there are six guests in the dormitory:

Danin Carter, a groom and cartman who is responsible for the mules for Valmer Kalbern.  He's a perpetually glum and pessimistic young man  with shabby clothes nd sandy blond har.

Margrit Bones, a mercenary who protects Bors' wagon and wares. She's a cheerful middle-aged woman prone to dark and crass humor. She calls almost everyone "sweetie" or "darling" and keeps a pouch full of candy she hands out to people she takes a shine to. She is also, terrifyingly, a Master of Close Combat with a gift for using the crow-bill to puncture helmets and eyes. She's the only one in the Inn to have survived a Tzwa attack. 

Nace is a cheapskate merchant wo carries fine meats, fruits, and other perishables in a covered wagon. While he is no great magician, he knows how to perform two  cantrips to help keep his wares fresh.

Torg is a hulking foreign warriror from the Orlaw to the north. He serves as Nace's guard, as he owes the merchant a life debt.

Morgan is Nace's sister, a woman with a touch of faerie in her blood an a knack with animals that makes her an excellent drover. She is a strange, moony woman who tends to talk nonsense.

Toma Strand is the owner of the cart full of contraband weapons in the coach-house. He's a stern, scruffy miner-turned-merchant. He does all of the work for himself. He has a lot of family in Alil and has become a strong supporter of the separatist movements of the north, and holds the crown in contempt.

Sunday, January 29, 2023

The Lazy Cockatrice: Area-27: The Ardins' Master Bedroom

The Lazy Cockatrice (Hex 0203)

Area-21: The Ardins' Master Bedroom


The Ardins' master bedroom has a grand curtained bed, thick carpets an plush carpeting. A vanity here once belonged to the Queen of Tassia 200 years ago (might be worth 400sil to the right buyer.)

A fine cabinet contains chamber pots water jugs, linens and a scented oils, soap, and a wash bowl. A crossbow sits on a desk along with five bolts.

There is a safe in the corner containing the Inn:s current revenues (1,700 sil and 3,523cu along with scrolls of deed and titles.) The safe is exceptional quality, as is the lock on the door.

The Thief's Eye: It also includes an elvish magic ring set with a vitrified dwarf's eye.. If the wearer is blinded or blindfolded,  they can see through the eye on the gem, which has infravision to 60', and is immune to effects that blind it.

The safe also has a trap that fires a drugged dart. The safe includes 4 doses of the poison on the dart.

Deathtrap Lite Mechanics 

Dart Trap


Reliable. Bypassed with a concealed button on the bottom of the safe. A dart with a carefully preserved drug. Anyone opening the safe without first setting the bypass will be struck with the dart and must roll Sudden Violence modified by Strength or fall unconscious for 1d4 watches. It is armed by winding the springloaded launcher and lariat and closing the door

Disabling the Trap (Clock: 10)

  • Disable the Trigger in the Door: Only possible if the trap is not yet sprung. Sabotage modified by Intellect.

  • Open the Door and Dodge Simultaneously Sudden Violence modified by Agility -2

OSR Mechanics

Dart trap: A poison dart trap attacks anyone opening the safe without pushing a hidden bypass (discovered if the find traps roll is 15 points under the character's chance of success.) The target must Save vs, Poison or fall unconscious for 4d4 hors.

Tuesday, January 24, 2023

The Lazy Cockatrice: Area-22: The Hayloft

The Lazy Cockatrice (Hex 0203)

Area-22: The Hayloft


The hayloft is well-stocked with hay harvested in a meadow behind the Inn. A couple of pitchforks, a scythe, a sickle, block and tack L e, and several hundred feet of twine can be found here.

The fading magical vibrations in the breezeway have attracted a handful (7) of magical monstrosities called feyspiders. These cat-sized spiders have gone unnoticed and so far have kept themselves fed on bats, barn owls, small birds, and the odd gremlin. The Inn personnel remain blissfully unaware of them.

Saturday, January 21, 2023

The Lazy Cockatice: Area-23: The Holdur Residence

The Lazy Cockatrice (Hex 0203)

Area-23: The Holdur Residence


This furnished apartment has been the traditional home of the Holder family (the spelling has shifted from what is imprinted om a bronze door-plate. 

Aside from a selection of dishes, cooking supplies, a warm hearth, and the items needed to attend it, the Holders keep a crossbow for hunting here. A small bed is used by both Rollo and Dell at different times of the day (although Rollo often sleeps on a bedroll in the smithy.

Rollo and Dell's mother, Tamra lives in the curtained partition in the Southeastern corner of the room. While she is only in  her fifties, she has had several life-threatening illnesses that have left her feeble and crippled her right leg. She is content to have visitors from the Ardins and remain in her apartment most of the time, only rarely taking meals in the common room. Tamra does much of the knitting, sewing, and crocheting needed by the inn. Dell dotes on her when he is not serving as the inn's hunter and watchman.

The Lazy Cockatrice: Area-19: Tower, Second Floor

 The Lazy Cockatrice (Hex 0203)

Area-19: The Tower, Second Floor

The Second Floor of the tower is full of barrels of beer, rainwater, and crates of hard tack, dried fruit, nuts, root vegetables, and coal 

Part of these supplies are there to meet the Baron's requirement that the Inn provide enough iron rations to feed two Road Wardens for two months. But, as most of the room is being used for storage, Gerald just turned it into a secondary storeroom in general. The Wardens ignore this so long as access to the stairs and arrow slits are not blocked.

Two short bows are kept here by the Wardens in case of invasion along with 120 arrows. Gerald has stashed two crossbows and 40 quarrels here in case he needs to assist in the defense of his Inn.

An unassuming chest in the tower contains toll revenues collected by the Wardens to be passed to tax collectors on regular dates. It currently contains 509sil (go).

The door to the second floor corridor is heavy and iron bound with a strong lock. Gerald, the Road Wardens and Almo have keys.

Friday, January 20, 2023

The Lazy Cockatrice Area-18: The Group Suites

The Lazy Cockatrice (Hex 0203)

Area-18: The Group Suites


These larger rooms all have either a queen-sized bed (B) and two twin beds, or three twin beds (A and C). They are meant to house families, wagon teams, or other comapnies travelling in small groups. They also have a desk, chair, and enough bedwarmers and chamber pots to accomodate the occupants, as well as a mirror and lantern. Most of the nightstands have additional candles and flint & steel firelighters. ink and quills are available on request.

Room A

Boom A is unoccupied, and is available for 15cu (sp) per night for up to three people, and an additiona 5cu for each person past the third.

Room B

Room B is currently being occupied by Bors, a peddlar with a keen mind and quick wit, along with Armon, his personal bodyguard, and Vannah, a sullen-faced indentured servant who maintains his camp and mules. He owns the cart full of spirits and alchemical supplies in the Lower Coachouse (Area 10). Bors intentionally keeps little of value on his person except a glass-lined bronze bottle of fine dwarven whiskey (120 years old)  worth 150sil (gp) even with the conents drank, the elaborate dwarven bottle is worth 65 sil (gp), a pislot with four shots, a silver dagger, and a purse with 67sil (gp). Armon has a coachmen's musket, 7 shot, a messer, a suit of gambeson, and a warhammer.

What Bors Wants

  • To get filthy rich selling luxury items like rare liquors.
  • To get off the road and spend a few weeks luxuriating in his seasied home.
  • To hobnob wealthy and influential people.

What Bors Does Not Want

  • Complications! He can't stand wasting energy on distractions.
  • To deal with or upset Lady Aria, her connections could mean offense to her could cost him business.
  • To sgive up anything without recompense.

What Else?

  • Bors has a wicked, sometimes crass sense of humor. He knows how to ingratiate himself with a laugh.
  • Bors regularly travels up and down the North Road, and sells spirits to the inns up and down the road. the Lazy Cockatrice is a regular customer, and Gerald a friend.
  • Bors is a creature of comfort: his clothing is warm and cozy, his seat on his cart cushioned. he carries a favourite cup, kettle, tea, and pot of honey. he smokes a pipe with expensive tobacco.

Room C

Room C is occupied by a group of mourners Bannoc, his wife Kate, his son Wayne, Wayne's wife Mari, and Bannoc's brother who is also named Wayne (teasingly called Wayne the Bald). who are heading to the. They are disciples of Ajor, a god of Mercy, Salvation, and Compassion. They see the abandoment of the gods as a tragedy. Bannoc has some minor magical talents he attributes to his faith.

If playing Deathtrap Lite, bannoc is a Master of Perform Cantrip and Trained in Analyze Dweomer. In an OSR game he is a 1st level Cleric.

Thursday, January 19, 2023

The Lazy Cockatrice: Area-17: The Brewery Hoist

The Lazy Cockatrice (Hex 0203)

Area-17: The Brewery Hoist


This was once a pair of additional luxury suites similar to the knight's suite... however, the brewery below occasionally created fumes that made guests ill, making the rooms only usable part time. During renovations a when Gerald's father ran the inn, the walls were knocked out, plaster stripped from the walls, and extra windows added for ventilation. A trapdoor to the beer cellar was added to the brewery, and a massive hoisting system was placed in this room to allow beer barrels to be lifted directly from the cellar to the double-doors of the common room.

This let them remove an old back door to the brewery and a cellar hatch that both allowed goblins to invade the inn.

The machinery here is loud, and only used in the day.

Wednesday, January 18, 2023

The Lazy Cockatrice: Area-16: The Knight's Suite

 The Lazy Cockatrice (Hex 0203)

Area-16: The Knight's Suite


Named the Knight's Suite because it was the room claimed by Ector the Ardent for several years until the coach house was built, it is the third luxury suite on the second floor. It has a cushy bed, comfortable chaise, and wardrobe. It also has the usual accouterments of a nightstand with candles and a fire-lighter, a coal bedwarmer, and chamber pot.

The current occupant is Doctor Edouard Lorent, a young academic, surgeon, and magician who has recently completed his studies at the University of Varnic. He has taken up long-term residency at the Inn while he studies the magical remnants of old Faerie trods. He is a probationary member of the Silver Lancet.

Monday, January 16, 2023

The Lazy Cockatrice: Area-15: The Grand Suite

The Lazy Cockatrice (Hex 0203)

Area-15: The Grand Suite


The Grand Suite is a large comfortable suite that, thanks to its position directly over the kitchen is always warm and full of delicious smells. It contains a king-sized bed, full-length mirror, wardrobe, and a well-appointed writing desk, along with the usual chamber pots and coal bedwarmer.

At present, the Grand Suite is home to Liza, lady Aria's Lady-in-waiting (see Room 14), and Paula, Lady Aria's protégé. 

Liza is a simple woman whose life for the last six years has hinged on flattering and calming Lady Aria. She is in a constant state of general anxiety and fatigue, accordingly. If she didn't have a family to feed, she would have left long ago.

Paula is the daughter of an Aristocratic family from the South who has a gift for music, art, and drama. She was sent to live with Lady Aria for an arts education and proper "finishing"; a common custom among Galain aristocrats.

Unfortunately, Paula is a better artist, better musician, and if she were not so pale and downtrodden-looking would be prettier than Lady Aria. Accordingly she has been the subject of a carefully played campaign of relational abuse, systemic gaslighting, and coordinated social humiliation by Lady Aria that has left Paula depressed, anxious, and riddled with self-doubt. Which has ironically, only made her a better musician and artist.

Paula may be upgraded to a pre-generated PC in the future.

Sunday, January 15, 2023

The Lazy Cockatrice: Area-14: The Crown Suite

 The Lazy Cockatrice (Hex 0203)

Area-14: The Upper Corridor


This lavish suite features a king-sized bed, massive desk with pen, ink, quills, book-binding materials, hourglass, and several tapers. A planter of aromatic flowers, a comfortable chaise, full-length mirror, and wardrobe.

The current guest-in-residence is Lady Aria Hollystead, a wealthy courtier, and second wife to Baron Hollystead. She is a selfish, ill-tempered, spoiled, and while creative,  too lazy to actually complete a project. Her protector, Sir Ogden Lundt, resides in the room across the hall, and her lady-in-waiting and protégé are placed in the room next to her own.

Lady Aria is ruder and more impatient than usual thanks to being stuck at the Lazy Cockatrice for more days than she had bargained with, as the coachman Ostler Wayne has fallen ill.

What Lady Aria Wants

  • To be flattered with courtly manners.
  • To get out of "this hellhole" and on to her social engagements in Alliri
  • To be treated tot he luxury and obedience to which she is accustomed.

What Lady Aria Does Not Want

  • To be bothered with other people's problems.
  • To mingle with commoners.
  • To be spoken to with anything other than deference.

What Else?

  • Lady Aria is famed for her beauty, musical talent, and artistic paintings, all of which are exaggerated: She is moderately attractive, plays passably, and rarely completes her artwork, which has great technique, but lacks flair.
  • Lady Aria has been flattered and spoiled all her life. Calling her out on her egomania will either infuriate her or break her.
  • Lady Aria has been put in charge of her husband's neice Gwendolyn (see Area 15) who is prettier, smarter, and more talented than herself. She resents this and is subtly, methodically psychologically abusing the girl in hopes of removing a potential rival at court.

In Deathtrap Lite, us the Aristocrat statistics, in AD&D treat her as a Normal Man. She carries an epee concealed in a parasol.

The rooms contents include six canvasses, half with incomplete landscapes, oil paints, brushes, rags, and pots for painting, a lute, five courtly outfits, 250gp worth of jewellery (she wears an additional 50gp worth and a signet ring), a box of expensive candies, her diary, a pen, palimpsest knife, coloured inks, calligraphy tools, sealing wax, the stamp of Hollystead, and several pieces of chalk in a device designed to create rule lines on parchment, and a stack of vapid correspondence detailing various bits of courtly gossip.

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

Monday, January 9, 2023

The Lazy Cockatrice Area-9: The Smithy

The Lazy Cockatrice (Hex 0203)

Area-9: The Smithy


The newest building in the Lazy Cockatrice's compound, the Smithy is made of kiln-fired bricks, and sports large bat windows. It was built so that the Inn can offer assistance in shoeing horses, repairing wagons, replacing worn hardware, making silverware, and modernizing the Lanterns in the Inn, it is a building that reflects the new era, where a roadside Inn has to be its own small keep.

Inside the Smithy crates hold ingots of iron, bronze, and brass, smiting tools for those three metals, glassblowing equipment, and an assortment of tyres, barrel bindings, nails, horseshoes, hinges, pots, and pans, and the moulds and casting tools for a number of household items.

More often than not, however the forge serves as a kiln for reducing wood to charcoal  for use in bedwarmers, bathtubs, and stalls.

The smith here is Rollo Holder, (age 23) nephew to Dell Holder, the Inn's Man-at-Arms. Rollo is a cheerful fellow who loves children, and makes smith's puzzles as a hobby. He usually has 2d4 such puzzles for sale for 8cu (sp) apiece. The quality of the puzzles is such that the could sell for  1 sil (gp) in the city. Rollo is considering courting Katrinn Ardin, but worries about the adge difference.  He grew up with Harlan, whom he considers his best friend.

Friday, January 6, 2023

The Lazy Cockatrice Area-6: The Lower Hallway

The Lazy Cockatrice (Hex 0203)

Area-6: The Lower Hallway


 The lower hallway has both a stairwell to the upper floor (A) and a stairwell to the basement beneath it (B). The back hall is also home to an unusually elegant clothes mangle (C) made hundreds of years ago by a dwarven smith as a gift to Ector the Ardent. The Mangle is enchanted to prevent cloth run through it from fraying, and dries them perfectly. 

If anyone asks about the Mangle, Gerald, Harlan, Almo, or Katrinn will happily tell the story of how Ector succored a team of wounded dwarves after they fell afoul of goblins in the wilderness, and held off the goblins when they came looking for survivors.

This includes the location of the Dwarf Ruin in Hex 0403.

The back door at the Southeastern corner of the hall leads to the Inn's primary well. The laundry washbasin and baskets and racks for hanging laundry are positioned under a set of awnings around the well (D).

Katrinn Ardin, Gerald and Iris' oldest living daughter (age 19) spends most of her time here doing laundry for the Inn, as well as mending and quilting. She is deeply bored with life in the Inn and daydreams about doing something exciting with her life in one of the grand cities. She often reads books of stories of the Crusade, Histories of the Goblin Wards, and Faerie Tales when she is sure her mother is too distracted to call her out for her "idleness."

Thursday, January 5, 2023

The Lazy Cockatrice Area-4: The Kitchen

The Lazy Cockatrice (Hex 0203)

Area-4: The Kitchen 


The Kithen of the Lazy Cocktrice includes mny shelves of neatly organized ingrediants in clay jars, barrels, and bins maintained with neurotic precision. A coal brazier under a huge cauldron, and an iron-topped wood stove both go constantly, and the windows are usually kept open to keep the temperature managable.

Iris Ardin, Gerald Ardin's wife is the mistress of the kitchen. A woman with a gift for organization, she keeps a slate and chalk in her apron with an ever-changing to-do list current. She has bounldess energy, and seems to be unable to sit still. Her speech is fast, and she doesn't care to converse with anyone except to instruct the staff.  In fact, the moment she sits down in the evening she tends to fall fast asleep.

What Iris Wants

  • To have the Inn run as smootthly as possible.
  • To make sure both her familt and the guests have a full belly.
  • To feel like she has used each day well.

What Iris Doesn't Want

  • To sit still
  • To chit-chat idly
  • To waste time on indecision

What Else?

  • Iris secretly keeps a shrime ot Serra, the goddes of house and hearth in the family catacombs. She often makes offerings to it in the middle of the night. She thinks the gods still have something to offer Man.
  • Iris wants to see her daughters married to men with ambition. She keeps a careful eye on young male patrons who seem to have it together.
  • Iris is a born leader, but aside from raising her children, has never had much chance to put it to the test.
Iris is assisted by her younger daughter Flora (Age 13), who is a terrible cook, but an excellent baker of cookies, cakes, breaad, and pastry. this has created a happy division of labor in the kitchen, but ocasionally erupts inot a battle wen Iris insists Flora learn to cook traditional meat and vegetable dishes.

Wednesday, January 4, 2023

The Lazy Cockatrice Area-5: The Brewery

 

The Lazy Cockatrice (Hex 0203)

Area-5: The Brewery 

Connected to the common room by huge double doors, the Brewery has a high ceiling with hoists hanging from it and iron-grated ventilation windows. There used to be rooms above the Brewery,  but guests sometimes got ill from fumes when brewing is in progress. They have since torn out the floors of those rooms and turned it into a storage gantry.

A hatch in the floor connects to the beer cellar below. Barrels can be lifted by the hoist and set down right at the doors to the bar.

Older barrels are left against the outside walls of the Brewery to collect rainwater.

Gerald Ardin's younger son, Alan Ardin (age 14) spends most of his time here obsessively trying to refine family recipes. He has a monomanaical obsession with brewing and fine beers, and encyclopedic knowledge of Gallain brews in particular. Gerald and Alan have a deep bond over beer brewing and work together to make contest beers every Summer for the brewers' competition in Alliri.

The red ale ("Cockatrice's Comb"), spiced wheat beer ("Cock-feather"), and herbal porter ("Petrified Porter") are all excellent.  The "Stone Egg Stout" still needs some work .

Tuesday, January 3, 2023

The Lazy Cockatrice Area-3: The Common Room

 The Lazy Cockatrice (Hex 0203)

Area-3: The Common Room

The Common room of The Lazy Cockatrice is a warm inviting area with a dozen tables and seating for 41 people. Some or the tables have trays for dice games, and several decks of battered playing cards sit on the counter. The hearth at the North end of the room is never allowed to go out.

The Inn's daily takings and some petty cash are kept in a locked box under the bar. Almo, Gerald, and Magda (Area 5) all have keys. It is usually 4d10+40 spcu (sp) and 2d20 +20 sil (gp). Some of the wines and spirits on the shelves are valuable, roll 1d10 for the number of rare stock items on the shelf and 3d6 each for their value in sil (gp).

Sunday, January 1, 2023

The Lazy Cockatrice Area-1: The Compound

 The Lazy Cockatrice (Hex 0203)

Area-1: The Compound

The area around The Lazy Cockatrice is surrounded by a 18' stone wall that dates back to the 4th Goblin war. It was built out of local stone in just a few days. A team of mortal masons and laborers started the process after the Inn suffered several Goblin raids. A Buchwan Faerie living in the basement helped with the labor at night, getting it the wall up in only two weeks.

Trees are cleared for 30' around the wall, and further when possible. 

A - Fortified Gate: A man-at-arms named Dell guards the gate at night from a platform above the gate.

B - Wagon Arch: The wooden gate that usually  closes off this arch was destroyed a week ago by a monster attack. For now, two old stone bollards from the days before the wall was built bear a heavy chain strung with bells. Dell watches it very carefully.


C - Gardens: The Inn grows much of its produce in these two fields. Barley, hops, wheat, turnips, carrots, leeks, and gourds all grow here.


D - Mushroom Patch: When the buchwan that once protected the Inn and helped to build the wall went maf and became a boggart, he was killed by the Innkeeper's son and buried with much mourning in the corner of the compound. Since then a variety of mushrooms and toadstool have always grown here no matter the weather.

These can be gathered from magical focus material, alchemical reagents, and food.

E - Randin's Caravan: This Caravan belongs to the minstrel Randin and his son Jaq, both will be detailed in Area 3. The Caravan contains an assortment of musical instruments,  a bin of coal, 57sil (gp), and a few books of lore and music.

F - Wagon: This Wagon belongs to Nace, a merchant who is hauling perishables up to Alliri. He will be detailed in Area 3.


Deathtrap Lite Mechanics 

Dell Holder


HD 2 Arm +1 Dam 1d8 ×1 CLOSE or 1d8 x1 FAR 

Mor: +2 AL +1; Stength+1;

Close Combat: Expert; Ranged Combat: Expert 

Survival: Trained Wear Armor: Trained Intimidation: Trained


My family has served the Ardins since the Goblin Wars. They take good care of us. They are kin. I will be damned if anyone troubles 'em.


Dell wears a shirt of ring mail, and handles a recurve hunting bow with skill, and keeos a pike handy. He hunts on his days off and sells the meat to the Inn to supplement his wages. He carries a handbell to use in raising the alarm.

OSR Mechanics 

Dell Holder: AC 6; HD 2; Atk: Pike (1d8) or longbow (1d8) ThAC0: 19; SV: F2; Mov: 120' (30'); AL: C; ML: 9; Int 12; XP: 20

Tzwa Invasion

When the Tzwa Invasion occurs,  Dell was one of the only credible threats to the invaders, and is butchered by a Tzwa Bloodletter.