Karla Ortiz |
22: Green Door
Door of solid green granite, in the likeness of a smiling infant face.
(!) Door has two locks, one in each eye, which must be turned simultaneously. Otherwise, the floor splits in two, dropping anyone standing over cloaca: pit trap, 10’ down onto the bed of nails.
23: Green Room
Lit by high, dirty windows. A large room of green stone, ruined furniture heaped against one wall.
(?) One door leads to a lift that runs up to the gardens. The lift is a metal cage with a brass control lever.
24: Disarming Hall
Long dark hall with scattered nails, broken weapons, and old helmets piled against one side. Lit by cool lamps.
(!) There is a pressure plate in the middle of the room that activates the powerful magnets in the wall and rings the great alarm bell in the sorcerer’s turret, once.
(!) The magnets will pin any iron against the wall, including people wearing iron armour. They deactivate after 10 minutes.
(??) A the flagstones in the centre of the room seem slightly lower than the rest.
25: Hideous Shrine
A great hall with ruined tables and chairs piled against every wall. In the centre, a blasphemous sculpture of bone and skin, rising 3 metres into the air, seared with runes and radiating disquiet, in the shape of a bizarre insect.
A blackened brazier on a tripod stands before it.
(!) The shrine is inert – for now – but sentient and malevolent. It hungers for human hearts. This room is a potent site for rituals.
26: Courtroom
Vast and echoing cone, narrowing toward the top, some 300’ above. Dappled light falls from high scattered windows onto dead trees. On a raised dais in the centre of the floor: the executioner’s block, blackened with ancient bloodstains, holding a giant beheading axe.
Viewing balconies scattered high across the cone. These connect via doors to higher levels. The imperial box stands highest, weather in marble flowers and held up by cyclopean goddesses.
(!) The shrike demon brood lairs in the viewing balconies.
27: Hall of Nails
A featureless corridor, with long iron nails scattered across the floor.
(!) Dart traps that continuously shoot darts while they are activated by pressing down the panels in the centre of the floor. The darts shoot from both ends of the hall.
(??) Central section of flagstones (~20’) is slightly depressed.
28: Library Tower
(!) Lair of the sorcerer. A deathless scribe from before the fall who fancies herself an uebermensch.
insect magic: dissolves, swarms, feasts. Staff of swarming.
wants: occult secrets, especially from higher in the tower.
needs: flesh for the ghouls and the shrine.
fears: the sentinels and demons that guard the other levels. Has explored a little, but turned back.
Lit by high narrow windows. Books are simply heaped on the ground, on broken furniture, spilling every which way.
(?) The sorcerer’s bed, a great four-poster with billowy gauze curtains stained with bloody hand prints.
(??) Books of all kinds, mostly in poor condition. You might find the book you need. Or half of it.
(??) The sorcerer’s stash, a locked chest under a pile of books. Contains her actual spellbook and a fistful of silver.
29: Bell Tower
Deserted ruin, empty aside from the bell that hangs from the 30’ high ceiling: 10’ wide, solid brass, covered in snarling faces.
(?) Mechanical hammers are poised to strike.
(?) The bell can be heard throughout the city.
30: Wall of Faces
Wall carved with grotesque faces in expressions of pain, rage, and fear.
(??) A very fine seam in the wall, the size and shape of a door.
(??) One face has a twist handle in its gaping mouth. Opens the secret door in the wall.
31: Control Room
Various levers, marked with ancient runes.
(?) Two control the sluice gates that release water from the gardens to the city. One rings the bell.
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