Wednesday, May 13, 2026

Lair of the Lamb - Play Report - Two Runs

A while ago, I ran Lair of the Lamb for my girlfriend. She was unlucky and died very quickly with no other freed characters to act as backup. So, impromptu, we decided to play again from the top, adding in a slight time loop feel. Unfortunately, we had to call it quits before the second run really wrapped up.
 
RUN #1
 
The Herbalist wakes up, burlap pressing against her face, cuts her self free, and finds herself in a pitch black room, in some kind of basin, with other groaning, human forms in sacks. She creeps over to the wall, then, as she hears some huge snuffling creature approaching, hides back among the sacks. Unfortunately, the creature goes straight for her basin. She is showered in blood as it messily bites into one of the wriggling sacks. She tries to quietly flee, but catches its attention. It begins to slowly lumber after her while she follows the wall out of the room, into a corridor, down it, than down another corridor—pursuing a glimmer of light. In the landing, she quickly examines the chest that smells of tar, realizes she can't open it, briefly considers taking it with her, then dashes down the south corridor smacking her parched lips together. She can hear the creature in the distance. She passes a closet and comes out into a room with a fish-statue holding tumblers, a lever, a recessed door, and a milky puddle. She tries sipping from the puddle but burns her lips—acid! Then, the creatures bulk fills the corridor above her. Frantically, she pulls the lever. There is an awful grinding noise, then psssht a shower of acid falls upon her. She collapses to the ground, her skin boiling off, and we fade to black as the blurry form of the creature moves into frame.
 
RUN #2
 
The Herbalist jerks awake, burlap pressing against her face and the phantom pain of her boiling skin rapidly fading. She cuts herself free and quickly scrambles over to the wall and presses herself against it. Moments later, she hears the bulk of the creature squeezing itself into the room. She slips out into the corridor and ignores the strangled scream and crunching noises behind her. She creeps south, following the scent of vinegar, and finds two doors—one locked. The other, unlocked door leads into a room. Groping around, she finds two stone troughs: one half-full with vinegar, the other dry and smelling of stale milk. She also finds an empty bottle, which she fills with vinegar. After pouring a few drops into the dry trough and nothing happening, she creeps back out and up the corridor. Then, following the light, she enters the landing. She takes the south corridor to the fish-statue room and tries pouring some vinegar into the milky acid pool, but nothing happens. Then she tries the closet and finds a broom, hammer, and gong. At first she goes to take the broom, but thinks better, and instead grabs the torch from beside the landing's metal doors. With this, she follows a horrid stench eastward and comes out into a large room with a fetid pit at its center. She skirts it, heading towards a door in the south wall, and hears a faint voice asking if anyone is there from the depths of the pit. The Herbalist ignores the voice and slips into the room south. It is heaped with hundreds of bone pellets, from which glisten fragments of metal and scraps of cloth. She exits, creeping again around the pit's rim, and heads east into a room with an elaborate crab mural. Then south, into a room with a sagging sealing held up with a pole. Carefully, she passes through, and into the room to the south, which has a corridor west, a door east, and a huge crack on the south wall—splitting a mural of a city in two—from which a breeze is blowing...