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<blockquote data-quote="gorice" data-source="post: 9019843" data-attributes="member: 7032863"><p>Aaaah I'm so late! In my defence, I wasn't in great health this week. Feeling much better now, and happy to explore this new level.</p><p></p><p><strong>Level +1: The House of Doors</strong></p><p>Ambient threat: patrols of heavily armed ghouls from the bowels of the fortress.</p><p></p><p>1: Gates</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">(?) Arrow slits in the gatehouse overlook the space between the portcullises.</li> <li data-xf-list-type="ul">(?) The fingers lock into pits carved in the stone floor.</li> <li data-xf-list-type="ul">(?) Each portcullis is of titanic weight and strength, cast in solid bronze encased in verdigris.</li> <li data-xf-list-type="ul">(!) The gates open periodically to admit or release a patrol of ghouls.</li> <li data-xf-list-type="ul">(!) 2 ghoul sentries in the gatehouse.</li> </ul><p></p><p>2: Gatehouse</p><ul> <li data-xf-list-type="ul">Stone stairs rise to firing platforms overlooking the street and the space between portcullises.</li> <li data-xf-list-type="ul">(!) A pair of ghoul sentries lurks in the dark.</li> <li data-xf-list-type="ul">(?) 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.</li> </ul><p></p><p>3: Mustering Hall</p><ul> <li data-xf-list-type="ul">An empty hall with a floor of polished marble. Lit by natural light from high, narrow windows, near the 60’ high vaulted ceiling.</li> <li data-xf-list-type="ul">Doors to the East and West, framed in grotesque mouths carved from marble. One door is blue stone, one crimson.</li> <li data-xf-list-type="ul">(?) Both doors are locked.</li> <li data-xf-list-type="ul">(?) Behind the blue door, sounds of grinding metal and hammers.</li> <li data-xf-list-type="ul">(?) Behind the red, animal growls and gnawing.</li> </ul><p></p><p>4: Great Stair</p><ul> <li data-xf-list-type="ul">A great stretch of polished marble. A staircase without stairs, at a 45 degree incline. Marble bannisters run either side.</li> <li data-xf-list-type="ul">(?) The individual marble panels have tiny gaps every foot or so.</li> <li data-xf-list-type="ul">(!) The wheel in the control room flips these panels so that they become stairs.</li> </ul><p></p><p>5: Blue Hall</p><ul> <li data-xf-list-type="ul">A long, winding corridor. Dim light from flickering lamps.</li> </ul><p></p><p>6: Machinery Room</p><ul> <li data-xf-list-type="ul">Loud grinding and hammering sounds. Flickering lamps. Smell of grease and something awful. Heat like a furnace.</li> <li data-xf-list-type="ul">Massive furnace and complicated machinery involving trip hammers and presses.</li> <li data-xf-list-type="ul">(!) 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.</li> </ul><p></p><p>7: Red Hall</p><ul> <li data-xf-list-type="ul">A long, winding corridor. Dim light from flickering lamps.</li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 9019843, member: 7032863"] Aaaah I'm so late! In my defence, I wasn't in great health this week. Feeling much better now, and happy to explore this new level. [B]Level +1: The House of Doors[/B] Ambient threat: patrols of heavily armed ghouls from the bowels of the fortress. 1: Gates [LIST] [*]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. [/LIST] 2: Gatehouse [LIST] [*]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. [/LIST] 3: Mustering Hall [LIST] [*]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. [/LIST] 4: Great Stair [LIST] [*]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. [/LIST] 5: Blue Hall [LIST] [*]A long, winding corridor. Dim light from flickering lamps. [/LIST] 6: Machinery Room [LIST] [*]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. [/LIST] 7: Red Hall [LIST] [*]A long, winding corridor. Dim light from flickering lamps. [/LIST] [/QUOTE]
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