Friday, 12 May 2023

Fortress of Doors, Week 1

Strong Quake vibes on this level.

 

1:  Gates

  • A pair portcullises, each shaped like a cyclopean hand, left facing outward, right facing inward. There are gaps between the fingers, wide enough to stick an arm through, which allow someone to peek through – into the gloomy stone hall within, or the ruined city outside.

  • (?) Arrow slits in the gatehouse overlook the space between the portcullises.

  • (?) The fingers lock into pits carved in the stone floor.

  • (?) Each portcullis is of titanic weight and strength, cast in solid bronze encased in verdigris.

  • (!) The gates open periodically to admit or release a patrol of ghouls.

  • (!) 2 ghoul sentries in the gatehouse.


2:  Gatehouse

  • Stone stairs rise to firing platforms overlooking the street and the space between portcullises.

  • (!) A pair of ghoul sentries lurks in the dark.

  • (?) A pair vast wheels of solid bronze, each joined to a portcullis hand by chains and gears. It may take some effort, but the portcullis can be raised.


3: Mustering Hall

  • An empty hall with a floor of polished marble. Lit by natural light from high, narrow windows, near the 60’ high vaulted ceiling.

  • Doors to the East and West, framed in grotesque mouths carved from marble. One door is blue stone, one crimson.

  • (?) Both doors are locked.

  • (?) Behind the blue door, sounds of grinding metal and hammers.

  • (?) Behind the red, animal growls and gnawing.


4: Great Stair

  • A great stretch of polished marble. A staircase without stairs, at a 45 degree incline. Marble bannisters run either side.

  • (?) The individual marble panels have tiny gaps every foot or so.

  • (!) The wheel in the control room flips these panels so that they become stairs.


5: Blue Hall

  • A long, winding corridor. Dim light from flickering lamps.


6: Machinery Room

  • Loud grinding and hammering sounds. Flickering lamps. Smell of grease and something awful. Heat like a furnace.

  • Massive furnace and complicated machinery involving trip hammers and presses.

  • (!) Lair of the ogre smith, and giant pale naked thing with a black metal mask. Too busy working to bother with intruders, unless they make a nuisance or interrupt the work.


7: Red Hall

  • A long, winding corridor. Dim light from flickering lamps.

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