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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