Mansion of Maleficence by Per Jorner - Introduction - Rules - Start - Sections

24

Walking down the passage you find only more of the same: random letters, meticulous charts, rough sketches, all of it fit inside a network of broken and continuous lines, circles, junctures and angles dotted with symbols and designations. Is there some meaning to it all, or is it just random? You cannot tell. Suddenly you spot something lying on the floor a little bit ahead. You stoop to pick it up and discover that it's a thin brush, its hairs stiff and clogged with dry pigment. As you look at it, there is a loud slam from behind! You run back to the door and tug at it, but it's no use - the door which was just now banging freely cannot be budged a hair's breadth. A short while later, you have indeed confirmed that there is no other way out. You will be doomed to live out the rest of your days in the Summoning Room, where spirits and worse things appear, rising up from the unholy geometries or coalescing in the air as divined by some pattern of lines on the wall. They are not harmful to you - except that they whisper in your ear of things you would rather not know about, and there is no refuge to be found in this bare room. You will undoubtedly go crazy, die of thirst or perhaps kill yourself by running head first into the wall. But in either case you will first have put your eyes out with the sharp end of the brush just to keep the visions away. Your adventure, unsurprisingly, ends here.