Thursday 1 June 2023

Fortress of Doors, Week 4

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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