matt_doyle: (Default)
[personal profile] matt_doyle
So.  For a game I'm running, I'm designing a very large, elaborate house for an adventuring party to explore.

Think of it like an Elizabethan Gothic version of Bag End that's been the home of a secretive and slightly incestuous clan of nobles, alchemists and sorcerers for four hundred years.  Before that, it was the badger set of the Faerie Lord of Badgers.

It has over two hundred rooms.

Tell me in the comments what sort of rooms you think should be included, and why.  From the mundane to the esoteric, the fantastic to the horrifying, the straightforward to the baroque.  There's room in there for all of them.

A few ideas, several of which anachronical

Date: 2012-01-30 08:32 am (UTC)
runespoor: 8-year old bruce kneeling in his parents' blood in Crime Alley (down on your knees)
From: [personal profile] runespoor
Library of books never written.

Room for putting things in it that are broken which you hope the future will be able to fix.

Room full of playpen balls.

Bluebeard's secret room.

One or two boudoirs of XVIIIe erotica.

Recording studios and their attending museum.

A truly frightening amount or disposition of children's rooms and nursery, each creepier and more beloved than the last.

The secret attic where one of the family was walled in during several centuries ago, which is now an open secret and the colorful remnant of a barbaric history since long disappeared - not to be confused with the secret attic where another ancestor followed alchemical experiments, which existence is still quietly denied.

Date: 2012-01-30 01:10 pm (UTC)
camwyn: (cranky John)
From: [personal profile] camwyn
The room with the skulls in bell jars with neat little brass badges. No repeats- each skull is from a different species.

The room with the inexplicable number of candles and at least two mirrored walls, with heavy velvet curtains to block the mirrors when they are not needed. Ideally there is a table with either a peculiar object of unspecified provenance or a taller, fatter candle of a different color in the precise center of the room. It may or may not reflect in the mirrors.

The room with the Foucault pendulum and the array of little signs and symbols in the sand it traces its path over, used for divination of a sort difficult to explain to outsiders.

The subterranean greenhouse of things that grow in the light of interesting sources not actually related to the sun.

Date: 2012-01-30 07:00 pm (UTC)
camwyn: Me in a bomber jacket and jeans standing next to a green two-man North Andover Flight Academy helicopter. (Default)
From: [personal profile] camwyn
Oh, and the room with the orreries, only one of which corresponds to the the Copernican model of Earth's solar system. The others may or may not correspond to this system at all, whether terracentric, heliocentric, or otherwise.

Date: 2012-01-30 03:02 pm (UTC)
ailelie: (Default)
From: [personal profile] ailelie
A small room, square, about 4-5 feet by 4-5 feet. A simple light fixture. Large window with blinds, but no curtains. No furniture. No indication whatsoever what the room is or is for. Except for the strange stain slightly off-center on the floor.

---

An old operating theater

---

A warm and inviting room with large, overstuffed pillows, quilted throws, and soothing music coming from no discernible source.

---

The mask room.

---

A room full of painted and pasted-on glow-in-the-dark stars covering the floor, walls, and ceiling with an accurate depiction of the night sky. Completely accurate. A perfect reflection no matter what day of the year it is.

---

A large bedroom with a bed that has been slept-in.

Date: 2012-01-31 12:56 am (UTC)
ailelie: (Default)
From: [personal profile] ailelie
The sunny room that looks completely normal until you consider that the window is on an inside wall.

The hallway with inexplicable gouges at about shoulder-height and several inches deep into the wall.

The room with the purple wooden chair, red balloon, and handwritten sign reading "Sit on me." Pop the balloon. Move the chair. Leave the room and return-- they are back to how they were. Perhaps a smiley face added to the note or balloon.

A laundry room with several industrial-sized washers and dryers.

A smelly curing room with skins stretched out.

A room with a mirrored cabinet from floor to ceiling on three sides of the room. The cabinet is filled with small glass and clay bottles labeled in code. Thanks to the mirrors (you think its the mirrors) the shelves seem to stretch back for forever.

The room with the loom. Everyday you check back, more is woven. Perhaps the pictures forming are a bit too familiar.

The room with a hole in the floor. Drop something and wait for it to hit the ground. And wait. And wait. Try dropping something heavier. Wait. Wait. Wait.

A small dining room with a dumbwaiter that leads down to a large kitchen and up to a luxurious bedroom and, at the very top, a tiny room that seems more like a cage than living quarters. The journal found there is the same strange code as on the bottles in the bottle room.

An old-fashioned photo studio.

The furnace.

A greenroom with a small dining set in the center. Not all of the plants are even slightly familiar.

A room for making paper.

A room where, if you peel the sickly yellow wallpaper, you'd find evidence of a huge explosive fire beneath. Scorched floorboards hidden beneath a rug.

One wall is photographs of mouths. Some might move or speak (and maybe you wonder about what strange alchemy was done with the photography chemicals).

A room with a staircase spiraling in the middle up to the ceiling.

The room with the dollhouse replica of the house.

The underground pool where the water is still and reflective and looks like you could fall for an eternity within it.

The yarn stash room.

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