Rooms in Innsbocca
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- A Bathroom - Your bath is a discouraging relique with ancient marble bowl, tin tub, with faint electric light, and musty wooded paneling around all the plumbing fixtures. The fixtures have not been used in years and are covered in filth.
- A Bathroom - As you push the door open you realize the roof has long ago given way over what was once a marble bath. It is completely flooded and brackish water floats in every basin.
- A Bedroom - This looks to be one of the guest rooms where the master of this house might allow an acquaintance to spend the evening. The decor does not look as if it were cheap by any means, but certainly very neutral and without any taste in one direction or another. The tattered wastes of a down comforter lie all around the bed, its mattress torn to shreds. The dresser still seems intact for the most part, but filthy from the dirty feet of rodents scurrying about on it.
- A Closet - This large, walk in closet was made to hold coats for large numbers of guests during social functions. This was a place the butler could keep most of his serving tools and extra linens, and maybe the occasional nip of brandy when the master had his back turned. Now the shelves and racks which would have held the coats has long since fallen into ruin, a crumbling mass of splintered, rotted wood falling in on itself.
- A Dark Alley - Hoping to escape the hideous shuffling mob that awaited you in the other direction you duck into an even darker alleyway. Before you can recover your wits a scream echoes... E-yaahhhh! ... Yheaaaaaa!
- A Dark Crevice - There is nothing to be seen but dirt and solid stone. Move along!
- A Dark Hallway - The floor creaks beneath the carpet as your feet sink in with each step. It is somewhat unnerving to be in such total darkness that your light only shines as far as your outstretched arm. It gives you an uneasy sensation that anyone could be ahead or behind, watching and waiting for the perfect moment to assault you, to stab you in your back. For that matter, anyone could now be downstairs in the main hall, listening as your steps creak down this old hall.
- A Dark Hallway - Stepping into this room you are blessed with a blast of fresh air coming from a barred hole high above. The monks that scurry about don't seem to notice you, and go about their business. In the center of this enormous room stands a large fountain .
- A Deserted Hallway - The hallway is dark, dusty and dismal. A wet moldy odor seems to hang heavy in the air, invading the very foundation of the place. All the doors to the rooms are closed.
- A Guard Room - This is a large dark dirty room surrounded by even dirtier jail cells. Water drips from the ceiling pooling on the floor in fairly large puddles. A locked chest is attached to the west wall. There is something written on the wall.
- A Hallway - You continue down the hallway, and not much changes. There are still glowing orbs illuminating your way, and the walls seem to be getting smoother. There are two doors at the end of this hallway. One is made of admantite to the north, and one has crossed swords on it to the east.
- A Stone Path - To the north you see a field of stones that seems to be suspended in mid-air. A solitary torch flickers high above them casting an eerie glow about the room. There is something scribbled in the dirt.
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - (5) A small pebble almost makes you fall off the rock. You have just entered a PK ROOM! BEWARE! You slip and fall into the darkness below. OUCH!!!! A Suspended Rock You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You peek west and see, A Suspended Rock You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Suspended Rock - You are standing on a rock suspended in midair. It may fall at any moment. Move quickly!
- A Tumbled Down Mansion - Before you is what is left of a once grand mansion. It's gabled turrets lean precariously to one side and there is a large gaping hole in the roof. Oddly there seems to be a light coming from within. The door the north has a strange handle on it.
- A View of the Ocean - Crawling out of the bushes you find yourself on a bluff overlooking the Ocean. The moonlit waters between the reef and the shore are far from empty. They are alive with a teeming horde of shapes swimming inward toward the town and even at this vast distance you can tell that the bobbing heads and flailing arms are alien and aberrant in a way scarcely to be expressed or consciously formulated.
- A small life raft - The small unstable raft tosses you from side to side making you feel very sick. There are a pair of oars laying on the floor and you can see the oarlocks attached to each side of the raft. Through the pouring rain you can vaguely make out an old village.
- An Old Fishing Boat - There isn't much noteworthy about the boat except it's age and state of disrepair. It's a wonder it's still afloat. There is an odd emblem engraved above the cabin door.
- Before the House - Before you stands what remains of a once magnificient Victorian era Manse. It is in a sad state of disrepair. Water seeps through gaping holes in the roof and strange plants seem to be growing in every visible patch of ground.
- Beside the train tracks - The rails are rusty but mainly intact, and more than half the ties have rotted away. In the distance you can see a covered bridge.
- Firm Footing - SAFE SAFE SAFE AT LAST...or are you? You see stone beneath your feet and only the faintest glimmer of unnatural light.
- Horror - What you see --- or fancied you saw- was a disturbing suggestion of undulant motion far to the west a suggestion which made you conclude that a very large horde must be pouring out of the city after you. The distance between the hoard and you is great and you can distinguish nothing in detail.
- Hotel Di Innsbocca - Despite what you've been told about this place you pay your dollar and sign the hotel register, let the clerk take your valise, and followed the sour, solitary attendant up three creaking flights of stairs past dusty corridors which seems wholly devoid of life.
- In the bushes - Crouched in the bushes of this sandy cleft you feel reasonably safe. The fishy odor has returned as the hoard gets closer.
- Into the Hoard - The moonlight beams down upon the faces of horribly mishapen folk (for the lack of a better word). Horrible croaking voices exchange low sounds that certainly are not English. They begin to shuffle and flop towards you.
- On the porch - The age of the house is apparent as it's floorboards creak and moan against your weight. All the doors and shutters are warped or hanging askew. It doesn't seem to be occupied.
- Outside the Bridge - You are glad to see moonlight again as you emerge from that macabre tunnel. The old tracks cross the street below at a grade, and at once veer off into a region increasingly rural. The fishy odor seems to be not as heavy.
- Pesci Avenue - A very thin sprinkling of repellent-looking youngish people now became visible on the sidewalks - lone individuals, in silent knots of two or three. On one side of the street stands a tall, cupola topped building with peeling yellow paint and with a half-effaced sign proclaiming it to be the Hotel di Innsbocca.
- Pesci Avenue - Donner rips apart the fabric of time and space Before the House Before you stands what remains of a once magnificient Victorian era Manse. It is in a sad state of disrepair. Water seeps through gaping holes in the roof and strange plants seem to be growing in every visible patch of ground.
- Room 428 - You are in a dank room with two windows and bare, cheap furnishings, overlooking a dingy court-yard otherwise hemmed in by low, deserted brick blocks, and commanding a view of decrepit westward-stretching roofs with a marshy countryside beyond. There is no lock on the door and only a single lightbulb hangs in the middle of the room casting a dim light upon the dirty surroundings.
- Shadow's - Even the shadow's run for cover on this God forsaken night. You look for something to keep the hoard away. Can you fight or should you run away? The seconds move like hours but the morning never comes.
- Steep Stairs - You stumble down the dark stairs, inching your way along the slime covered surface. You can see nothing but you can hear an odd sound that seems to be getting louder.
- The Basement - The basement or cellar has filled with water that reaches your waist. There are gruesome remnants of past prisoners nailed to the walls.
- The Billards Room - An old billiards table still rests upright in the southwest corner of the room, its surface torn to shreds by some vermin. A dicing table has fallen into wooden clumps after having its legs all rot out from beneath it. A dart board lays against the wall on the floor, askew and broken in the center most probably by its fall from the wall where it must have hung.
- The Cellar - The damp darkness of the underground cellar envelopes you as you make that last step into this awful place. An overwhelming feeling of terror permeates the entire room. Shining your light does not do anything to give you a clue as to what lies in any of the directions you may travel in. All you can see is the dirt wall on the west side with solid wooden support beams running up the walls to the ceiling, holding this old home up.
- The Cellar Stairs - You stand just inside the entrance to the cellar, your head still above ground, your lower body inside the darkness of the cellar. The smell that wafts out from the area below is strong with mold, mildew, and the scent of blood. It must be told that many an adventurer has turned from this cellar in fear, without humiliation or any feelings of inadequacies - this is not a pleasant place.
- The Church Basement - The door to the church basement is open, revealing a rectangle of blackness inside. Something moves in the corner... With a pounding heart you realize that the town has modified the ritual church. The Pastor clad in peculiar vestments is wearing a bizarre tiara on his head.
- The Church Basement - The door to the church basement is open, revealing a rectangle of blackness inside. Something moves in the corner... With a pounding heart you realize that the town has modified the ritual church. The Pastor clad in peculiar vestments is wearing a bizarre tiara on his head.
- The Church of Innsbocca - The building is rather squat, made of stone much later dated than the rest of the village. It is built in a clumsy Gothic fashion and has a disproportionately high basement with shuttered windows. There is a symbol engraved in the stone over the door.
- The Covered Bridge - The vast, barnlike length of the old bridge gleam spectrally in the moonlight, you can see that the ties are safe for at least a few feet within. SUDDENLY you are almost knocked down by the cloud of bats that flap by you!
- The Foyer - For a moment you hold your breath... A nauseous fishy odour fills the room. SUDDENLY a loud knocking reverbrates from the ceiling above. Could something or someone actually still live in this horrible place?
- The Foyer - Water is pouring through the hole in the roof and has risen well above your ankles on the floor. The whole house is in ruins but strange noises seem to come from a stairway leading into the basement.
- The Galley of the Shipwreck - You realize with horror that your friends are gone. All that remains are tattered pieces of clothing and personal effects floating upon the oil coated water. The ship is sinking and you realize you must leave before the sea claims you as well.
- The Kitchen - Once a bustling center of activity, this room is now barren and rank. It does however have a solid roof and appears to be dry. There are several doors leading to unknown areas that are tightly closed.
- The Leap of Faith - The rock behind you falls with a sudden crash!!! To the north you "think" you see a wooden handrail.
- The Marsh - The marshy region begins very abruptly, with the single track on a low, grassy embankment where the weedy growth is somewhat thinner. Then came a sort of island of higher ground, where the tracks passed through a shallow open cut choked with bushes and brambles.
- The Old Fishing Boat - You barely make the leap across the cold water onto the slippery planks of the fishing boat. The Fisherman has not moved and seems not surprised at your grief. He turns the boat around and heads back to Innsbocca.
- The Road to Innsbocca - A damnable fishy odor hangs heavy in the air and you began to hear shocking guttural murmurs from a hitherto silent direction. There is another sound, too - a kind of wholesale, colossal flopping or pattering which somehow calls up images of the most detestable sort.
- The Shipwrecked Yacht - As you step onto the yacht you hear a woman's screams. Agonizing screams of pure pain. They are coming from the galley below. The ship's mast has been snapped by the strong wind and the tiny inflatable boat attached to the helm flaps helplessly in the breeze. There is a small brass plaque attached above the galley door.
- The Staircase - Many treads have long been reduced to splinters or have rotted through from constant water flowing down them. Almost like an obscene waterfall. Watch your step.
- The Village of Innsbocca - The wharf is deserted. It's masonry crumbling slowly into the black cold waters of the sea. There are perilous gaps in the flooring that will require a risky jump. Unfortunately, the Priest is gone and there are no signs of your friend.
- The Village of Innsbocca - A heavy wave washes you out of your small boat dashing you against loose masonry of a bygone wharf. There is another fishing boat attached to the dock. A man clad in black rain gear stand at it's helm staring at you.