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Labyrinth Clock Tower

Layout

A 200' tall tower, whose outside is covered in stonework ruffles. The top of its four faces display enormous clocks showing different times. Green fog surrounds its upper floors. The bottom floor has a single huge open doorway. The tower's inside is crammed at all angles with rubble and monstrous-sized clock machinery. Most of the machinery is still, and some of it is scorched.

The tower's inner walls are covered in big clunky gears and bulky rafters. The gearwork extends upward, through multiple open trapdoors in the ceiling, through four floors all the way to the top. Characters with no armor, carrying less than 20 pounds, do not have to make skill checks to move from point A to point B. Exceptions include slimed handholds and fighting while climbing.

Falling
The floors are 28' apart. Characters who fall in the interior of the tower may be stopped after 16 feet by an obstacle, taking 3d6p damage, or 2d6p damage with a jump check.
1: Hunk of fallen brick floor see-sawing on a rafter
2: Brass I-Beam
3: Sheet metal woven by gravity into a net
4: A huge horizontal spinning gear
5: An oversized clock hand
6: Nothing; fall 16 more feet.

1F

Vestibule
The vestibule is a smooth stone floor area that is open to the rest of the places on the first floor.
A giant poisonous toad is hopping about, sometimes behind fallen girders and sometimes behind parts of the other areas. It is initially unaware but will quickly notice non-sneakers.
Two staircases up
In addition to the climbable walls, there are two big (15' stairs) staircases leading upward. One is along the west wall and the other is along the east.
Climbing the west staircase without a scrutiny check will jam a gear with a levered stair. This will cause a second gear to fall from the ceiling. The gear attacks at +6 and does 2d4p+3 bashing damage. The trap victim rolls a d12p for defense unless they have a good reason to use a d20p.
Climbing the east staircase without a scrutiny check will fling a battle axe out of the ceiling, catapulted down the midline of the staircase. The axe attacks at +1 and deals 6d3p hacking damage.
Enormous Iron Coccoon
A cornet-shaped iron coccoon which is 12' high and about 20'x10' of floorspace. It has two round doors at either end, which are made of portcullis plugged with wattle-daub.
There are some rugs and crates inside the coccoon. A wounded man is lying on a hammock. His most obvious injury is a slice on the top of his head. A bit of his skull is exposed, and is chipped. He is dressed in a ratty gambeson. A longsword is on a nearby crate.
The wounded man's name is Maldi. If his presence in the coccoon is questioned, he says he was a captive of the people in the midden. He claims to be a guard from the keep working directly under the captain.
It is true that he did kill the wizard, who really did have them all enslaved. The other three were also captives, but they tried to kill Maldi for being a killer, so he killed them. But he won't want to reveal this, and will say they were bandits who collaborated to make him their slave.
The sword and gambeson were looted off the deserter Peano. Maldi's true job was fixing potholes.
Maldi has 7 3-point wounds and 2 6-point wounds (missing 23 total). He has 2HP remaining.
Garderobe
A rounded closet under the east stair, sealed with a wooden door. The sounds of apelike hooting and rattling sabers emanate from within.
Inside there are five stone toilets in the floor; they are piped to a small exit port in the tower's backyard.
There are d4p sea monkeys camped in the garderobe. These are killer apes who use sabers, and are blue.
Midden
A midden 18' around, of fermented black dirt. It smells like healthy soil.
There are four fresh bodies piled on top of it. All of them have gash and bruise wounds from shovel trauma.
A flimsy man in a cream-colored robe with red trim. He was the wizard Durnid. As all Hurrklings, his body has a 1 in 20 chance of having his book.
A small woman in a colorful worsted dress. She was a rich sheep farmer named Henni.
A man in leather coveralls and a blue cloak that was treated with seal fat. He was a fish cleaner named Yannik.
A man in old green breeches and a vomit-stained tunic. He was a deserter called Peano.
The corpses are of people slain by Maldi (guy resting in the coccoon). The wizard had them enslaved so Maldi killed the wizard, then the other three tried to kill Maldi for killing the wizard.
Abandoned shop
A dust-covered and derelict shop stall with no occupant. It is sized like a concession stand.
It has a tattered pale-orange awning, an open counter and stools for a front wall, and a door in the back of it.
Loot
Hanging inside the west wall is a portrait of a portly fellow in bright clothes with a woolen cap (w 125sp).
Under the counter is the following pots and flasks:
 black ceramic pot with 4lbs paprika (w 240sp)
 gray ceramic pot with 3lbs wormwood (w 200sp) [tastes like sage]
 1lb glass flask clove oil (w 320sp)
 1lb glass flask crushed fennel (w 250sp)
Trap
(revealed with a walking stick or an easy scrutiny check)
Inside the stall, human-sized and larger characters will have their leg crash through weak bricks in the floor, into a 2' dirt pit, which has a family of vipers.
The bumbler may extract their leg in a single second using a jumping check, or with help from another character.
Well of fate
A cistern of clean water, embedded in the stonework.
Casually sitting on the rim of the well is a silvered weapon +3 (suiting pc party).
Drinking from the well of fate has various possible effects.
1 - nothing
2 - age d6p years
3 - stop aging for d6p years
4 - youthen d6p years

2F

Big spinning gear carousel
A horizontal brass gear that weighs tons. It is 20' across and has hundreds of teeth. It is slowly rotating. There is a 5' wheel in the gear's center of sharp teeth.
A contiguous gear outside this carousel has an attached horizontal bardiche blade with a 10' reach. It is set to chop targets 5'1" and taller. It moves quickly enough to complete a revolution each time the carousel does.
Huge internal clock hand
This is a big internal clock hand that rotates from one area to another. It makes a complete revolution every two minutes.
9 scowls (hob2) are perched in this area. They will attack when someone is 6' into walking across the giant hand, or whenever they feel like.
Statue garden
A big 100' room with windows outside. There's a doorway here out to the bone plateau.
The floor has some platforms and some varied carpeting; some of it is red velveteen and other parts are purple felt, and so on.
About 80 statues are in here. Most of them are stone or clay. A few are metal and a couple are carved from wood. There is a variety of poses and physiques.
Two obvious statues in here (with quite different texture and lifelike poses) are an ebony statuette of a falcon (w 150sp) and a silver statue of a bluejay; 2x scale (w 280sp).
The monster-summoning bell may be found here if the room is combed. Otherwise it will be stumbled into on a roll of 7 or less on a d20.
Details for the statues are abstracted by the material & subject tables below.
Material
1: magnetite
2: alder
3: gabbro
4: quartz
5: diorite
6: brass
7: swamp maple
8: sandstone
9: peridotite
10: mica
11: andesite
12: basalt
13: rhyolite
14: light clay
15: granite
16: chert
17: schist
18: jasper
19: dark clay
20: copper
Subject
1: bovine
2: elf
3: dwarf
4: gnome
5: leprechaun
6: minotaur
7: dog
8: cat
9: mule
10: spider
11: lizard
12: hog
13: lamb
14: swan
15: vulture
16: pelican
17: osprey
18: alligator
19: tortoise
20: bear
4 Clock gnomes are lurking behind the statues. They are armed with heavy crossbows and military picks.
Obsidian museum
A grand room with its entrance open in the northeast. It has five internal sections separated by half-walls.
The five museum sections follow.
raw obsidian
Lumps of raw obsidian. Some are squarish, others roundish. Some are in felt display shelves and others are on the ground and some are in ornate cabinets.
Atop one cabinet rests a jet & onyx opera mask shaped like a bat (w 365sp).
obsidian gems as furniture decorations
Wooden thrones, cabinets, and coffee tables studded with obsidian, cut into a variety of shapes and sizes.
Some are arranged around a coffee table, where a black-bronze statuette of a medusa (w 285sp) is standing.
obsidian gems as utensil decorations
Racks and pedestals holding obsidian-handled stationery and cutlery.
obsidian gems as toy decorations
A dingy room with small animal figurines and dolls wearing obsidian jewellery. They are sitting on wooden toy boxes.
obsidian sculptures
Sculptures, most under 3' tall, of curlicues, ribbons, and regular geometric shapes.
One is a one-eyed squid with a very small purple corrundum (w 250sp) for an eye.
obsidian tools
Hanging wall displays, which cradle various obsidian knives, arrowheads, spears, and macahuitls.
Scurrying around the museum are five troglodytes with maces (2d8p).

3F

Gear closet
This room has a west door to the corridor and a north door to the reception room.
It is small closet full of moving brass gears the size of wagon wheels.
There is a blue gas fire in a niche in the wall. When the north door is opened there is a 3-in-6 chance that fire will spew from the niche into the entirety of the closet (physical save vs d20+6; 2d4p no DR).
Reception room
In this room is a rectangular desk made of a solid cut of rock. On either side are statues of slender people with no facial details. The statues are each four and a half feet tall.
A ceramic mug of healing potion is open on the rock desk.
In two corners of the room are miniature statues of gnomes made of oily metal. The miniature statues are looking toward the center of the room from each corner.
On the wall is a faded painting of a lotus.
Council chamber
This room is taken up by a long banquet table, with about forty cushioned chairs.
An oversized fireplace in the wall contains an entire log. A corrosive slime lurks in the chimney.
There is a black bear skin on the floor (w 50sp)
A round, golden chandelier (w ~800sp) is suspended from the ceiling. The chandelier holds eleven thick beeswax candles, which are unlit.
The room is also covered in small white feathers and piles of birdshit. Pigeons, seagulls, and pelicans are flapping and walking around all over everything.
Big cage
A pitted iron cage, cantilevered out of the tower's wall, hanging openly over the clockwork. It is rectangular. Its dimensions are 10ft x 15ft.
It has no doors and also no ceiling.
Inside the big cage is a closed wooden box, containing old calendars (possibly worth 300SP).

4F

attic
Room with a clean stone-tiled floor and a conical ceiling. There are four round doorways that go outside to rickety scaffolding.
If a party is poking around up here a 225lb brass gear will fall from the ceiling, attacking at +6 and dealing 2d6p. If it scores a shield hit it will pin the target.
Up here there's some dusty cloth: 1 bolt of samite & 1 bolt of satin, as well as a spool of blue ribbon and a spool of green ribbon (w 63sp)
Hanging up is a tapestry of an old white woman in a red robe with a golden crown. she is standing among a royal court. (w 330sp)
trendy loft
There is a wool couch here. It is resting on a pile of jiggling green slime. The bottom of the couch has melted into the slime.
There is an easel here which is holding a dagger and a black canvas.
A large clay pot is in the middle of the floor. It is full of gravel.
Hanging on the wall is a crossed longsword & warhammer:
    longsword, blade inlaid with golden filigree (w 250sp)
    warhammer decorated with reliefs of black anvils (w 250sp)
huge furnace
A steel box about 40' square. It is mostly eaten-through by water and clay-filled dirt and big roots.
A "moat" of vipers is around the inside of this box, and some rats and ferrets are lurking around baby trees.
The dryad is here (re-skinned harpy).
auditorium
A roomy auditorium with a stage and no seats. There is a raised wooden stage which is covered in ivy. The room is overgrown with young multicolored trees and overlong grass tendrils.
There was carpeting but it is dirtcovered and full of mudballs and grease stains.
A non-sessile treant is in here.
The Marionette of Rondiel is stage left. The treant will permit a peaceful party to take it and leave.