The door and trap hall, or the labyrinth?
8: Stone Stair
- A broad flight of stairs, reaching down 20’ into the East quarter from the North. Dry and silent.
9: Bridge
- A decrepit bridge of bone held together with loops of brass wire, spanning a dark and echoing space. A faint draught of damp air from below(?) 40’ above the sump.
- (?) The bridge grinds and creaks when disturbed.
- (!) The bridge is safe if people pass one at a time, but excessive loads may cause a collapse.
10: Carved Room
- A cavernous beehive room, stone walls and floor carved with winged people. A blackened metal door blocks one wall; a blood-blackened altar stone against the other. 6 great red urns cluster around the altar.
- (?) The urns are sealed with wax, stamped with runes of command.
- (!) Breaking the urns or desecrating the altar wakes the sword-wielding skeletons within.
- (?!) The door is unlocked. However, it is one-way: it opens outward, with resistance, and will close on its own. There is no handle on the other side.
11: Maze
- Desolate tangle of identical winding pathways.
- (!) Danger of fear and disorientation in the suffocating dark.
12: Sealed Room
- Heavy metal doors, barred from the outside by a bronze rod with a snarling mouth on either end.
- A plain stone tholos ringed by skeletons in foetal position. Bronze wire once bound their hands and feet. Beside each is a ruined bronze tool: mallet, pick, chisel, etc.
- A narrow stair leads down to the South Quarter.
13: Tomb with a View
- A tholos tomb overlooking the great chamber, identical to #6.
- (?) The skeleton wears imperishable robes of gold thread and spider silk, and holds a curved dagger with gold inlay, enamel, and pattern-welded bladed. Each is worth 100 coins.
14: Hall of Coins
- A broad passage of gleaming limestone. The floor is smooth and inclines steeply to the south. A mass of uncanny stone faces glares from the walls and ceiling.
- Halfway down, a scatter of copper coins.
- (!) The floor is polished and slippery. Characters who run or fall must save or slide down the hall, over the edge and 10’ down into the poison jar room in the South Quarter.
- (!) A large pressure plate (slightly depressed stone spanning almost to the wall) under the coins releases a torrent of coppes from the mouth of the face directly above. Anyone directly under the initial spill must save vs. damage; anyone walking on the copper-strewn path must save or slide down the hall.
- (??) A face directly above the scattered coins has a stone stopper in its yawning mouth.
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