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Showing posts from March, 2022

Room 46

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  46 - Sun Room The door to the west is Cherry-wood, and is painted blue, the doorknob is brass. The door to the south is Cherry-wood, and is painted blue. The doorknob is brass, and locked. You can see light in the room from each keyhole’s outside. This room is bedazzled with sunlight – it streams through great Gothic windows set in the walls – and sun streams through. The room is plane other than that, though there are two chairs just sitting in the sun. The room is roughly 14X15 feet, each hallways/passage in and out is around 5 feet wide.      

Room 45

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  45 – General Storage This rooms door is oak, closed and locked with an iron doorknob. In the room is along expired sack of flour, five sacks of sugar, a jug of molasses, and around fifty dead rats in a pile of spoiled flour, atop a torn sack. The room is roughly 27X27 feet, each hallways/passage in and out is around 5 feet wide.  

Room 44

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  44 – Appetizer Chamber The three doors into and out of this room are saloon-style, they swing right open. The center of this room is dominated by a Gigantic oak table that slowly spins. It takes up 80% of the room, but is about 3 ½’ up, so you could crawl under it easily. Long ago it was used to keep appetizers moving to waiters who went elsewhere – but now it is just a slowly spinning table. The room is roughly 27X27 feet, each hallways/passage in and out is around 5 feet wide.  

Room 43

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  43 – Bar This room’s doors are saloon-style, they swing right open. The “L” to the east is storage – it is filled with cabinets filled with bottles of alcohol. The room itself is a bar and tables and chairs – Players can make a Search roll for a particular drink, with success indicating they find it, failure just means it isn't there. There are 300 searches allowed in this fashion, each search taking 1d100 minutes/searchers. There is no mixers, water – but there is plenty of glasses and equipment. The bar itself is oak. The room is roughly 24X19 feet, each hallways/passage in and out is around 5 feet wide.  

Room 42

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  42 – Mudroom The two doors into this room are oak, with brass doorknobs – they are unlocked. This room has several hooks and pegs – and a couple hat and coat racks. This room is for coats and hats and boots. It is empty right now. The room is roughly 15X15 feet, each hallways/passage in and out is around 5 feet wide.  

Room 41

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  41 – Godgyfu’s Bedroom There are doors to the north and south, both are wood decorated with grapes and swords, with doorknobs both locked. The room contains a large red bed – red sheets, red pillow, red quilt – everything. The wooden frame is decorated with snakes and towers- and the above canopy is clad in red cloth. There is a large wardrobe filled with various dresses and other clothing – there is a dresser filled with underwear in the top drawer, socks in the second drawer, poisonous snakes in the third drawer, and letters in the fourth. There is a curio cabinet filled with 300 Gp worth of curiosities. There are several large tapestries along the walls, depicting the travels of gorgons across strange landscapes. Godgyfu sleeps here. Chocolate Gorgon HD 7 HP 33 Speed 120’ Armor 15 Morale 9 Attack - +5 Tackle D6 and grapple with STR 18 Special : Save against petrification or be turned into chocolate.

Room 40

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  40 – The Cannery This room’s door is Iron-Banded oak, locked from the outside with an iron doorknob. Inside the room are two shelves along the wall – they are absolutely filled with empty jars and pots, lids and stoppers. There is huge open hole in the floor, blackened and sooty – obviously for cooking – and next to it are several half-person sized pots. Scattered through the room are small bundles of firewood and wire racks – along with wire devices that allow jars to be lowered into the pots when steaming. There are also tools to lift these devices out of the pots. There are several dowel rods, large spoons, a large sand hourglass, a large clepsydra, several smaller pots and pans, towels, knives in blocks, large gloves, several funnels, and a ladle. If the room is searched before the players look around it and disturb the dust – the players will figure out that there used to be tables – there are circles without dust – if they follow tracks and

(Review) Cube World #23: Screaming Lake

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 Name: Cube World #23: Screaming Lake Author: Zak Sabbath What is it: According to Zak, “A very LofFP 17th century one-shot (?) adventure.” The (?) means quite a lot. In the text Zak describes it as “Maybe a one-shot. It’s one of those “investigate for a while in a normal place, then eventually go to a completely weird place with an apocalyptic monster” adventures” It is found on Zak’s Store on his blog, dndwithpornstars, and all these Cube World Modules mentioned later in this review are individually purchasable. *(In the upper right-hand corner, read through, pick what you like, and read how to order.)* Screaming Lake could fit easily into many campaigns, and is very simple and evocative in execution, with the actual conflict very manageable and the directions left fluid based on player actions. There is not much for the DM to memorize, and all the details that are present are concise and follow logically, with the events linearly progressing as the players beco

(Review) Cube World Bestiary and D1000 Treasure Table

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  Name: Cube World Bestiary and D1000 Treasure Table Author: Zak Sabbath What is it: Gigantic book of monsters and treasures for Lamentation of the Flame Princess or other OSR games. It is found on Zak’s Store on his blog, dndwithpornstars, and all the Cube World Modules are individually purchasable*. *(In the upper right-hand corner, read through, pick what you like, and read how to order.)* When you buy a Cube World Supplement, you get a free copy of the Bestiary and d1000 Treasure table that are current to the latest supplement. The best way to describe the bestiary is essentially that it is the LotFP’s Monster Manual+, making it nigh essential for anyone who collects LotFP, and lots of other OSR games. It has ~468 creatures, all fully statted, with lots of additional things – such as a witch generator, Faerie generator, tons of creatures with random qualities for variety, variants of creatures, and of course art and descriptions. For reference, The F

Room 39

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  39 – Jar Storage All thee doors into this room are made of oak with iron doorknobs, all could be locked but are not – they are closed. Th room itself is filled with ceramic and glass jars – preserved in oil and pickled in brine, there is a lot of slowly aging food. Players can make a Search roll for a particular food, with success indicating they find it, failure just means it isn't there. There are 50 searches allowed in this fashion, each search taking 1d100 minutes/searchers. The room is roughly 19X32 feet, each hallways/passage in and out is around 5 feet wide.  

Room 38

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  38 – Wine Storage This room has two ash doors, on to the north and one to the south, they have iron doorknobs, they are locked from the inside. The room is cool, and still – It is filled with wooden racks with diamond lattice, most all of which is filled with wine in green glass bottles. Players can make a Search roll for a particular wine, with success indicating they find it, failure just means it isn't there. There are 135 searches allowed in this fashion, each search taking 1d100 minutes/searchers – All the bottles are labeled. The room is roughly 28X30 feet, each hallways/passage in and out is around 5 feet wide.