- 1 gallon water
- 1 and 1/2 cups kosher salt
- 1/4 cup honey
- 2 quarts water; or, 1 qt water and 1 qt apple cider
- 1/4 cup packaged whole mulling spices; or, 1 tbsp whole cloves, 1 tbsp allspice berries, 1 large cinnamon stick
- 1/4 tsp salt
- 1/2 cup butter
- 1 cup brown sugar (tip: some folks prefer another half or even whole cup)
- 2 cups rum
- prepared whipped cream as desired
- 1 cup sour cream
- 1 cup crumbled blue cheese
- 1/2 cup mayonnaise
- 1 tsp minced garlic
- 2 tablespoons buttermilk
- juice of 1/2 lemon
- kosher salt and freshly ground pepper
| *.pyc |
- 1/4 c. soy sauce
- 1/4 c. sake
- 1/4 c. mirin
- 3/4 cup dashi
- 1 tbsp thinly sliced fresh ginger
- 1 tsp minced fresh garlic
- 1 tbsp chopped scallion
- 1-2 lbs. fish
- combine soy sauce, sake, mirin, honey, and dashi in a wide skillet and bring to a boil
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This is adapted from a recipe I found on the Internet, which in turn claimed to be a recipe from Cooks Illustrated.
- 2 lb chuck roast or other braising cut
- 1 tbsp (or more) of kosher salt
- 2 tbsp butter, bacon fat, or olive oil
- 2 medium onions, sliced
- 1 large carrot, sliced (around 1 cup)
The Old Monster Shop is a pre-Time of Troubles Forgotten Realms campaign using Dungeon World instead of AD&D 2nd Edition.
You are each one of the many Children of Helm, orphans raised at Helm's Hold southeast of Neverwinter. The monastery is all you've known, but you're now the age where you must enter the world and live by your own means. But before your life is truly your own, you must make a final oblation to Helm, in service to the Hold. You will travel to the City of Splendors, Waterdeep, and gain the trust of an evil monster-peddler there named Feldyn. What you will do with his trust, and when, is a secret that Watcher Dumal Erard has not yet shared.
But Dumal is like a father to you, a parent in lieu of those you lost, and you trust him completely. His instructions, and his plan for gaining Feldyn's trust, are simple, but will be hazardous. Because Feldyn only retains people he knows and trusts, you will start by selling him young monsters and monst
Role-Playing: A Game of Five Repeated Parts
- The game begins (or is continued) with the game-master narrating what the players' characters see, hear, smell, and feel happening in the fictional world around them. This will often include conflict, and should always provide opportunities for adventure.
- The players then speak as their characters, both to one another and to the fictional world's inhabitants, who are given a voice by the game-master.
- Discussion eventually leads to action. The players describe how their characters act, and what they do.
- Dice are thrown to determine the outcome of actions that don't have an obvious or requisite result according the fictional situation.
- The game-master and the players work together to develop the outcome, using consequences and complications that make the story more interesting and add to the adventure. The game continues with a return to Part 1, as the game-master narrates this outcome, until the story and the adventure end.