Tuesday, 23 May 2023

Fortress of Doors, Week 3

 

Veli Nyström


15: Kitchens

  • Warm light leaks from a high and greasy window. An industrial-scale kitchen, with black ovens, stained benches, crumbling herbs hanging from walls, every kind of pot, pan, knife, and spoon. Stone basin fed by a thick pipe with a brass tap handle.
  • (?) Tap water is clean and cool.
  • (??) Metal grate in the floor leads to the cloaca crawlspace. Corroded and brittle.​​​​​
  • (??) Dumb waiter chute leads up scores of feet into darkness, to the banquet hall on level 3. The waiter itself is gone. Chute is stone, maybe 2 feet across, and goes straight up.


16: Cloaca: Crawlspace

  • The sewer pipes are dark and crawl-height only. Narrow enough that turning back is difficult. Mostly dry, but reek of blood and filth.
  • Many small pipes lead in from various places.
  • (!) Occasional skittering bonerats. They may swarm , especially if nest is threatened.


17: Cloaca: Exit Shaft

  • Long crawlspace, mostly 45 degree slope. Just wet enough to be slippery.
  • Joins to the city sewer.


18: Cloaca: Bonerat Lair

  • (!) a collapsed section of pipe, dug out into an egg nursery for a swam of eyeless, hairless, pale, clicking bonerats. Rats will swarm from the sewers to defend eggs or grab an easy meal. They eat pretty much anything.


19: Cloaca: Pit Trap

  • 10’ pit, floor bursting with the points of long rusty nails.
  • (?) The roof of the pit has a tangible seam that can be pried open with a tool, but will close on its own unless held. Connects to the outside of the green door.


20: Spore Hive

  • (!) Lair of the sponge-like, fleshy nest of the spore hive. Kill with fire only.
  • (!) Air thick with spore haze that spreads to nearby areas.
  • (!) Disturb hive = bad time. Rapid spore deployment, assault of confusion -> madness -> direct control.
  • (?) An exposed bit of pipe leaks water into a puddle below. Healing grubs swim in the puddle.
  • (?) Water, d6: 1 = tastes bad, but OK; 2 = saline; 3 = entheogens (trip); 4 = toxins (poisoned); 5 = virus (disease); 6 = clean.


21: Ghoul Barracks

  • (!) Filthy lair of the ghoul army. Broken bunks, blackened central firepit, scraps of blankets, rusted weapons, tiny black insects, evil smell. The ghouls sleep piled together like corpses.
  • (??) Brass keyring with two keys hangs from a nail at the back of the room. These open the blue and crimson doors. Keys are colour-coded with stones in their bases.



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