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<blockquote data-quote="gorice" data-source="post: 9025517" data-attributes="member: 7032863"><p>According to legend, <em>Doom</em> was initially inspired by a tabletop campaign. I mention this because it seems I'm going full circle and referencing a lot of 'boomer shooters' in this floor of grimy halls and coloured doors and shuffling grotesques.</p><p></p><p>Anyway, I'm slowly catching up.</p><p></p><p>8: Cool Rooms: Wolf Door</p><ul> <li data-xf-list-type="ul">A stone door carved in the shape of a snarling, wolf-like face bars the way.</li> <li data-xf-list-type="ul">(?) Door is locked.</li> <li data-xf-list-type="ul">(?) There is an iron handle within the jaws that can be grasped by reaching in. It can be twisted to the left or right, making an audible click with each rotation.</li> <li data-xf-list-type="ul">(!) One full rotation left, followed by one rotation right, unlocks the door. Two full rotations in either direction cause a blade to drop onto the wrist of whoever is grasping the handle.</li> </ul><p></p><p>9: Cool Rooms: Storage</p><ul> <li data-xf-list-type="ul">These stone rooms are oddly cold and smell like blood. Visibility is poor.</li> <li data-xf-list-type="ul">A frigid maze of shelves piled with pottery, meathooks holding dubious sides of meat, and creeping mist. Illuminated by glass wall fixtures that glow dim and cool but give off no heat.</li> <li data-xf-list-type="ul">(?) Sour wine; old grains; pickled meats.</li> </ul><p></p><p>10: Cool Rooms: Butcher’s Lair</p><ul> <li data-xf-list-type="ul">(!) Lair of the butcher, an ogre-demon with meathook and cleaver, mouth stained with viscera. The butcher demands fresh meat, and isn’t picky about where it comes from.</li> <li data-xf-list-type="ul">A bloody work table, piles of knives, and an awful sleeping pallet. There is also a grimy trough with a tap.</li> <li data-xf-list-type="ul">(?) The tap works and the water is clean.</li> <li data-xf-list-type="ul">(??) A metal grate in the floor bars the way to the cloaca.</li> </ul><p></p><p>11: Ghoul Refectory</p><ul> <li data-xf-list-type="ul">(!) 2d6 ghouls gnawing on bones in a scene of carnage. Their helmets and weapons are piled against one wall.</li> </ul><p></p><p>12: Midden Chute</p><ul> <li data-xf-list-type="ul">Lit by tiny high windows. Smells like burnt hair.</li> <li data-xf-list-type="ul">A room smeared with old blood and detritus – fragments of bone and pottery and glass and hair. A blackened, square hole in the floor, 2’ across, shoots almost straight down into darkness.</li> <li data-xf-list-type="ul">(!) This chute ends up in the hall of leavings in the midden.</li> </ul><p></p><p>13: Armoury: Brass Door</p><ul> <li data-xf-list-type="ul">A thick door of solid brass, cast with the shape of a grinning skull in relief.</li> <li data-xf-list-type="ul">(?) Keyhole in the nasal hole.</li> <li data-xf-list-type="ul">(!) Difficult to pick. Failed attempts trigger a hail of adder-venom needles from tiny holes in the door.</li> <li data-xf-list-type="ul">(??) Pin-sized holes all over the door’s surface.</li> </ul><p></p><p>14: Armoury: Weapons</p><ul> <li data-xf-list-type="ul">Rows and rows of weapons and helmets in various states of repair.</li> <li data-xf-list-type="ul">(??) Any common weapon you’re looking for is probably here.</li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 9025517, member: 7032863"] According to legend, [I]Doom[/I] was initially inspired by a tabletop campaign. I mention this because it seems I'm going full circle and referencing a lot of 'boomer shooters' in this floor of grimy halls and coloured doors and shuffling grotesques. Anyway, I'm slowly catching up. 8: Cool Rooms: Wolf Door [LIST] [*]A stone door carved in the shape of a snarling, wolf-like face bars the way. [*](?) Door is locked. [*](?) There is an iron handle within the jaws that can be grasped by reaching in. It can be twisted to the left or right, making an audible click with each rotation. [*](!) One full rotation left, followed by one rotation right, unlocks the door. Two full rotations in either direction cause a blade to drop onto the wrist of whoever is grasping the handle. [/LIST] 9: Cool Rooms: Storage [LIST] [*]These stone rooms are oddly cold and smell like blood. Visibility is poor. [*]A frigid maze of shelves piled with pottery, meathooks holding dubious sides of meat, and creeping mist. Illuminated by glass wall fixtures that glow dim and cool but give off no heat. [*](?) Sour wine; old grains; pickled meats. [/LIST] 10: Cool Rooms: Butcher’s Lair [LIST] [*](!) Lair of the butcher, an ogre-demon with meathook and cleaver, mouth stained with viscera. The butcher demands fresh meat, and isn’t picky about where it comes from. [*]A bloody work table, piles of knives, and an awful sleeping pallet. There is also a grimy trough with a tap. [*](?) The tap works and the water is clean. [*](??) A metal grate in the floor bars the way to the cloaca. [/LIST] 11: Ghoul Refectory [LIST] [*](!) 2d6 ghouls gnawing on bones in a scene of carnage. Their helmets and weapons are piled against one wall. [/LIST] 12: Midden Chute [LIST] [*]Lit by tiny high windows. Smells like burnt hair. [*]A room smeared with old blood and detritus – fragments of bone and pottery and glass and hair. A blackened, square hole in the floor, 2’ across, shoots almost straight down into darkness. [*](!) This chute ends up in the hall of leavings in the midden. [/LIST] 13: Armoury: Brass Door [LIST] [*]A thick door of solid brass, cast with the shape of a grinning skull in relief. [*](?) Keyhole in the nasal hole. [*](!) Difficult to pick. Failed attempts trigger a hail of adder-venom needles from tiny holes in the door. [*](??) Pin-sized holes all over the door’s surface. [/LIST] 14: Armoury: Weapons [LIST] [*]Rows and rows of weapons and helmets in various states of repair. [*](??) Any common weapon you’re looking for is probably here. [/LIST] [/QUOTE]
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