I am trying to work on evocative writing for the next module I am writing. I wanted to ask for feedback for a sample of my work, to get a sense of what I should focus on. Below a re sample 4 room from one of the levels.
G9: Dread Tailor
Three wooden dummies sport half-finished royal garments. Bolts of splendid fabric are laid on a table alongside tailor’s tools.
Two suits of armor in Teutonic tabards flank a room-wide staircase leading up.
Warped oak stairs lead to the second floor.
A foreboding iron cage with a worn out winch and foldable door.
G9: Dread Tailor
Three wooden dummies sport half-finished royal garments. Bolts of splendid fabric are laid on a table alongside tailor’s tools.
- Everything tries to kill you in this room. The ambush starts when the characters enter the room.
- A cloud of needles flies towards the characters. Save vs breath or take 1D6 damage.
- The dummies come to life and attack by ramming the characters. Game statistics like Wood Golem.
- The crimson red bolt comes to life and tries to wrap itself around a character to strangle them. Game statistics like Strangle Weed.
- There are 10 more bolts of cloth, inanimate. Each is worth 200gp and counts as an item.
Two suits of armor in Teutonic tabards flank a room-wide staircase leading up.
- The armors attack anyone who approaches the staircase or attacks them. They proudly declare in old German that they will purge the pagan scum of the face of the earth. If the purged don’t seem to understand, they considerately switch to Latin.
- The stairs creak loudly under the weight of the characters. If the boards are removed, they reveal an empty cavity under the staircase with yet another suit of plate armor +2.
- Unless the animated armors are stored under the stairs after defeating them, they reassemble and will be present again the next time the party visits the room.
Warped oak stairs lead to the second floor.
- The stairs are a single, massive mimic. It waits until the party is on the steps to glue them on and then attack them.
A foreboding iron cage with a worn out winch and foldable door.
- Every time the party uses the elevator, make an encounter check. If an encounter succeeds, the elevator locks itself, trapping the party inside until the monster arrives. Make sure the party discovers this by first foreshadowing the monster and only make it arrive when the PCs try to open the elevator’s door.
- Additionally, every time the party uses the elevator there is 1-in-6 chance that rope holding the cage breaks mid-run and zooms to the bottom. Everyone inside must make a saving throw vs paralysis. On failure they take 2D6 HP damage, on success half. The elevator operates successfully afterwards, as if nothing happened.