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- THE MANSION FOR TEAM SIX. Seeing how I don’t want to kill myself having players travel through each and every hall, I will detail each and every room here. Players are assumed to have a map/memorize the appropriate rooms to know their precise locations.
- First off the mansion is fenced off with a gothic, spiked gate. It can be climbed over if someone were to bother spending the pain and anguish of doing so, but it’d probably be a pain in the ass and is strongly advised against. The mansion is found uphill within a series of more hills that stretch out across a good portion of the eastern part of the island. Stretching through this hill is a long well-paved road that terminates into a dirt driveway at the gate that reaches up to the front porch of the house. This road steers off downhill and eventually into a long series of plains that lead off towards the major city exactly 8 miles away.
- The building itself is a massive three story building with a noticeable balcony spanning across the third floor. The roof has a flattened and fenced top that can be reached through one of the many rooms on the attic – which may as well be counted as a fourth story. A smaller balcony can be seen perched from the left side of the building, and the players can walk around the building in order to head off into the courtyard out back.
- The Courtyard is quite large, and probably the main reason why the estate’s fence is stretched around such a large plot of land. It consists of two massive hedge mazes that are cut into neat squares found taking up a good bit of the left and right half. The mazes are a bit elaborate and would definitely prove troubling to get through the other side without bumping into a few dead ends here and there. In the right maze is a large clearing with a single fountain in the center; supposedly Adelin wants to use this particular portion to capture animals and pen them up for whatever purpose. The left maze has another clearing with the same fountain, with a tiny shack found built against one of the hedge walls. In between the two hedge mazes is a single large fountain depicting The Taskmaster himself sitting cross legged at the top.
- A large greenhouse can be found stretching across the southern end of the courtyard. Here there are various plants such as basic vegetables, carnivorous plants, and a few fantastical plants that the players’d likely never hear of. (Heartleaf, Smoke weed, Blood grass)
- The aforementioned shack contains Adelin’s sleeping quarters, which is essentially a single bedroom with a double bed, complete with a soft feathered mattress and a lamped nightstand at the side. A large cabinet can be found to the left of the room containing all of her clothing. Above her bed is a display holder designed to place a great sword.
- Finally we shall get into the actual mansion!
- 1st Floor rooms
- FOYER – The front entrance of the mansion. A chandelier dangles from the ceiling, illuminating the entire room. Here the floor is entirely covered with a white rug. A stereotypical gold trimmed red carpet is rolled across the entire room from the front entrance to the pair of double doors at the other side. In the left of the room is a large office desk (half a U) complete with a printer/quality computer and office chair. A pair of stairs are at the other end of the room and lead up to a long walkway. The walkway leads off into three other rooms, with three decorative vases laid out on a small built-in table. Beneath the walkway is the aforementioned double doors.
- BALL ROOM – The Ball Room is a surprisingly massive chamber – so enormous that it’s impressive that it could even fit within just the first floor in the first place. Dangling in the center of the room is a massive chandelier capable of casting a light over the entire polished floor.
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