Zeno's Corridor: No matter how far down it you run, you can't seem to get to the end! Getting through without starving would be tough enough WITHOUT the 2nd-circle demon who, being made of light, can pass through them freely to try to burn trespassers to death.Ī labyrinth whose walls seem to re-arrange themselves at random, occasionally crushing anyone between them. (Or be a Zenith, etc.)Ī complex maze with invisible adamantine walls. If you don't want to be rushed by all of them as you run through, you have to chant a specific hymn to ward them off. (The safe way to open it is by hitting some of the bas-reliefs in a specific mathematical order-Lore + Int to guess it, IF someone has enough Larceny or Investigation to figure out the door's trick.)Ī great chamber, haunted by the angry ghosts of every foe slain by the castle's master. Hopefully, the characters will be so paranoid about the statues that they won't know that using the big handle causes the door to fall forward and crush them. The area in front of the door has pieces of bone-shard and flattened armor around it. Two enormous statues, armed with enormous hammers, on either side of a big, elaborately carved vault door. When you get about halfway across, if you're not holding the appropriate 'pass' item, all the blades leap into the air and attack. And it hasn't had a good meal in a long time.Ī long, wide corridor whose walls are lined with sword, daggers, axes and other blades of every size. And a huge Venus-Man-Trap, imported from the Far East. The good 's so badly damaged that it's not as invincible as it should be.Ī greenhouse room full of poppies. A first-age guardian automaton that _should_ greet the Solars with due deference, but is so badly damaged that it can't recognize them and attacks.
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