Stables (#6/31; #65/365)
"This large sun-lit cavern has several exits, all signposted with 'Tan-Kha's Tavern', and a sandy floor. There is a musty smell in the air, and much of the cavern has been subdivided into wooden-walled pens; from at least one comes the snorts and motion of a large animal. A Goblin is dozing on a low stool, next to one of the stalls, snoring loudly and oblivious to the world at large."
Contents: These are the stables for Tan-Kha's Tavern, overseen by the Goblin stable-boy Iknab. For 1GP Iknab (if woken up gently), will stable and feed any riding steeds or beasts that the Heroes have. Iknab is also lonely and has lots of problems. He is currently madly in love with one of Tan-Kha's daughters (Har-Tan), who doesn't know; the other daughter (Al-Tan) is madly in love with him (and is teaching him how to read via a written copy of the play 'Orcs and Orcability'). Tan-Kha and his wife Len-Tor both know, and are taking Iknab on their next visit to Dust Town to apprentice him to a Goblin warsmith or ironsmith, and find a new stable-boy.
Iknab has a straw-filled nook next to one of the stable pens where he sleeps, there is nothing here other than some clothes and a leather bag with 2-12SP, and a copper tin containing a single strand of hair.
To determine the creatures currently stabled here, the Director could either decide based on the tavern's current patrons, or roll several times on the table below.
1. Giant Lizard (Caarth only; usually 2-7 kept stabled here)
2-3. Camel (Desert Nomads and Sand Stalkers; usually 2-7 are here)
4-5. Horse (Trappers, Desert Nomads and Desert Elves; usually 2-7 are here, plus 1-6 accompanying Mules)
6. Desert Bison (as per Water Buffalo; always 1, which belongs to Tan-Kha and his family (and is named 'Dessie'); another 2-7 may belong to Black Elf wayfarers or Dwarf and Goblin prospectors)
Stats:
Iknab, GOBLIN stable-boy. SKILL 6, STAMINA 6, Whip and Shortsword, Leather Cuirass. Has 1-6GP in tips, and, stuffed into his backpocket, is a battered copy-script of the play Orcs and Orcability, with many pages heavily underlined, annotated, and dog-eared.
Kitchen (#7/31; #66/365)
"This small cramped poorly-ventilated chamber is abuz with activity. Fires burn under spit-roasting meat and several cooking pots containing bubbling stews, there is a steady drip from a couple of large barrels of liquor, and flies buzz everywhere among the clouds of steam and smoke. A small spindly humanoid in a bloodstained apron with a white hat on a a large head stares at you with wild eyes. 'Well, what do you lot want here? Can't you see I'm busy! it yells."
Contents: This is the kitchen for Tan-Kha's Tavern, and the cook is a CHERVAH known as Skraybar Dooong Zubiel. Skraybar is grossly overworked, but just happy to have a place to stay and hide-out, as they are fleeing creditors from the city of Pellod. Skraybar has addictions to both gambling and smoking Purple Lotus, and the Rogues' Guild of Pellod would very much like to know of his whereabouts. Hence, he generally stays in the kitchen, away from the customers and anyone that may recognize him, and sleeps under a table whenever business is quieter.
The kitchen also contains much in the way of drink and foodstuffs, including:
- 1 lead-lined barrel of Orc Ale
- 1 barrel of Pellod's Pride Ale
- 1 barrel of Holdgut's Special Blue (half-full)
- 1-6 bottles of Grundel's Speshul Ree-zerv
- 2-12 bottles of Seaman's Grog
- 1-6 jars of Lizard Eyeballs
- 1-6 jars of Dung Beetles (non-pickled)
- 2-12 clay pots of rats' gizzards
- 1-6 jars of cooking mushrooms
- 1 dead Aardwolf, barbecueing on a spit (worth 2-7 provisions)
- 1 dead Rock Grub, barbecueing on a spit (worth 2-7 provisions)
- 1 tightly-sealed water tank containing 3-18 juvenile BLOODWORMS (SKILL 4, STAMINA 3-18, Attacks 3-18). These form the 'redworm' lattice for one of the tavern's signature dishes, and will attack anyone opening the tank.
Stats:
Skraybar Dooong Zubiel, CHERVAH cook (see Return to the Pit, pp. 44-45). SKILL 5, STAMINA 5, Cleaver or Throwing Dagger, No armour. Skraybar has 1-6GP, a smoking pipe and a pouch containing one last bunch of dried Purple Lotus flowers (see The Titan Herbal, p. 54).Latrine (#8/31; #67/365)
"This is a small room of near indescribable stench and filth. There is a hole in the floor from which the smell appears to be emanating, while the walls are covered in crude graffiti in at least five languages. A ratskin is nailed to the wall, next to the hole."
Contents: This is the latrine for the Tavern, the Fighting Pit and any monster in the immediate vicinity. Anyone searching this room, or touching the ratskin on the wall, automatically catches the disease Baddu-Belly (see Citadel of Chaos, p. 25), otherwise anyone spending any time in here has a 1-in-6 chance of catching Baddu-Belly every five minutes.
Anyone fighting here, perhaps because they have encountered a Wandering Monster, must do so at a -2 penalty to their Attack Strength due to the smell, unless they are wearing nose plugs or nose filters.
Orcs, Gnolls and Goblins are immune to all the effects of this room.
On a roll of 1 on 1d6, the latrine is in use. Roll for who:
1-4. Patron of the Tavern or the Fighting Pit (roll on the patron table above).
5. Sand Stalker guard
6. Caarth guard
No comments:
Post a Comment