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<blockquote data-quote="gorice" data-source="post: 9028056" data-attributes="member: 7032863"><p>Once again a couple of days late, but hanging in there. I feel I've been struggling creatively recently, but I'm starting to build some momentum again, which is nice.</p><p></p><p>15: Kitchens</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">(?) Tap water is clean and cool.</li> <li data-xf-list-type="ul">(??) Metal grate in the floor leads to the cloaca crawlspace. Corroded and brittle.</li> <li data-xf-list-type="ul">(??) 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.</li> </ul><p></p><p>16: Cloaca: Crawlspace</p><ul> <li data-xf-list-type="ul">The sewer pipes are dark and crawl-height only. Narrow enough that turning back is difficult. Mostly dry, but reek of blood and filth.</li> <li data-xf-list-type="ul">Many small pipes lead in from various places.</li> <li data-xf-list-type="ul">(!) Occasional skittering bonerats. They may swarm , especially if nest is threatened.</li> </ul><p></p><p>17: Cloaca: Exit Shaft</p><ul> <li data-xf-list-type="ul">Long crawlspace, mostly 45 degree slope. Just wet enough to be slippery.</li> <li data-xf-list-type="ul">Joins to the city sewer.</li> </ul><p></p><p>18: Cloaca: Bonerat Lair</p><ul> <li data-xf-list-type="ul">(!) 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.</li> </ul><p></p><p>19: Cloaca: Pit Trap</p><ul> <li data-xf-list-type="ul">10’ pit, floor bursting with the points of long rusty nails.</li> <li data-xf-list-type="ul">(?) 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.</li> </ul><p></p><p>20: Spore Hive</p><ul> <li data-xf-list-type="ul">(!) Lair of the sponge-like, fleshy nest of the spore hive. Kill with fire only.</li> <li data-xf-list-type="ul">(!) Air thick with spore haze that spreads to nearby areas.</li> <li data-xf-list-type="ul">(!) Disturb hive = bad time. Rapid spore deployment, assault of confusion -> madness -> direct control.</li> <li data-xf-list-type="ul">(?) An exposed bit of pipe leaks water into a puddle below. Healing grubs swim in the puddle.</li> <li data-xf-list-type="ul">(?) Water, d6: 1 = tastes bad, but OK; 2 = saline; 3 = entheogens (trip); 4 = toxins (poisoned); 5 = virus (disease); 6 = clean.</li> </ul><p></p><p>21: Ghoul Barracks</p><ul> <li data-xf-list-type="ul">(!) 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.</li> <li data-xf-list-type="ul">(??) 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.</li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 9028056, member: 7032863"] Once again a couple of days late, but hanging in there. I feel I've been struggling creatively recently, but I'm starting to build some momentum again, which is nice. 15: Kitchens [LIST] [*]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. [/LIST] 16: Cloaca: Crawlspace [LIST] [*]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. [/LIST] 17: Cloaca: Exit Shaft [LIST] [*]Long crawlspace, mostly 45 degree slope. Just wet enough to be slippery. [*]Joins to the city sewer. [/LIST] 18: Cloaca: Bonerat Lair [LIST] [*](!) 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. [/LIST] 19: Cloaca: Pit Trap [LIST] [*]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. [/LIST] 20: Spore Hive [LIST] [*](!) 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. [/LIST] 21: Ghoul Barracks [LIST] [*](!) 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. [/LIST] [/QUOTE]
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