Room Descriptions!

Room 2
This room contains two holding sells, caged within were a pair of what looked like ceramic lions. Several work tables are arranged around the edges with one large one in the center of the room. Notes on things called 'Effigy' litter the center table.

Encounter
The lions are Effigy animals, and will attack when the group enters the room, shattering their cages.

Strength: 4 (5), Dexterity: 4 (3), Stamina: 3 (4)
Attacks: Claw: Str +1 Lethal, Bite: Str +1 Lethal
Notes: The numbers represent leopards, panthers, jaguars, cougars and other "smaller" big cats. In parantheses are tigers and lions.
Health Levels: OK OK OK OK -1 -2 -2 -4 Destroyed
Rewards
1 Scroll, teaches Effigy 1
Standard rolls for Tass and additional loot

Room 3
This room contains a meditation space. A water feature, and a decayed bench for sitting as well as a decayed mat.

Rewards:
Standard rolls found discarded around the room.

Room 5:
Room

Encounter: Encounter

Rewards:
Rewards

Room 19:
This room contains several autopsy tables, on them are several bodies... of black spiral dancers. They don't seem to be decayed at all, though they all exhibit burns, clearly how Amadeus killed them. As the group moves into the room they notice that there is an empty table. Just as they put it together they're attacked by a black spiral dancer. But it's been trapped here in stasis for decades, and it is wounded, though now that it's out of the stasis field it's healing.

Encounter: 1 Black Spiral Dancer, 2 agg damage, and 2 lethal damage on it.

Rewards:'
Standard Rolls and a Fang Dagger with White Howler markings on it. Definitely a rarity.

Room 23
This room contains a single table, with a series of runes on its surface. The walls are filled with various lockers and cabinets. Everything is magically warded and locked. The table seems to be an access control. Sadly most of the cabinets and lockers are open, having never been filled.

To open the remaining lockers the players must determine which rune sequence controls each of the three remaining cabinets. At the front of the table there is a series of five rune sockets. Removing runes from the table and placing them in the proper sequence in the slots will unlock the corresponding locker.

The problem is that each door has it's sequence on the inside, not the outside. A way for Amadeus to protect his things as he had a perfect memory. What's more is that there are no patterns in the sequence layouts. So it is quite a task to sort out which possible sequences are missing from the doors that are already open. This requires four successes total on a difficulty 9 int+enigmas roll.

Rewards Just tass, at first. Once the lockers are open, they produce normal rewards as befitting the number of players in the party.

Room 28:
Room

Encounter: Encounter

Rewards:
Rewards

Room 44
The chamber is shrouded in a strange fog when the players enter. There is the scent of blood on the air, and a violin begins to play as they enter deeper in. The room has two sarcophagi with broken lids at the center of the room, a desk off to the side with an ancient journal, and sigils which have been carved into the floor. Steam fills the room from a pipe a Thrall slashed, obscuring much from sight and causing a constant hissing sound.
Encounter: The encounter for this room centers around two Earthbound Thralls that Starke was able to capture. They were created by a Rabisu Earthbound with a high Thought Urge, making them as horrific as the creations of the most demented Tzimisce.
1) The first Thrall is one that is essentially two merged together in an Earthbound parody of Siamese twins. Each has one arm and leg twisting together into the other’s in a tangle of fused bone, blood and flesh. They move as one, with a frightening coordination and speed, as they swing rusted swords that still maintain an unnaturally sharp edge.
Stats: X
2) The other thrall is a twisted jester, with its rib cage splayed out, with bones sheathed in jagged steel. Where it’s comrade is raw combat, it’s much more skilled at getting into the heads of opponents and debuffing. Due to the spikes on its body, Brawl attacks are at +1 difficulty. On a fail or botch, the attackers takes 2 lethal damage.
Stats: X
3) If necessary based on group numbers, the encounter can be padded out with twisted war hounds.
Stats:
Rewards

Room 56
X
Rewards
Room 59:
Room

Encounter: Encounter

Rewards:
Rewards

Room 61
X
Rewards

Room 65
X
Rewards

Room 73:
Room

Encounter: Encounter

Rewards:
Rewards

Room 75
X
Rewards

Room 111:
Room

Encounter: Encounter

Rewards:
Rewards

Room 30
Along with the bowel and the tass torch the room contains a circular sigil on the floor with a matching one on the ceiling. Various writings that are mostly incomprehensible cover the walls.

(roll to identify) – 1-2 = a bacterization of the zodiac with characters representing forms of death.
3-4 (the symbols align to the forms of death held by each organization in the underworld)

6 inner Runes
• Iron Legion, The Iron Legion is comprised of the victims of Age.
• The Skeletal Legion is comprised of those taken by Disease
• Grim Legion is comprised of the victims of Violence
• The Penitent Legion is comprised of the victims of Madness
• The Emerald Legion is comprised of those victims of Happenstance
• The Silent Legion is comprised of those victims of Despair

13 outer Runes
• Chanteurs
• Harbingers
• Oracles
• Sandmen
• Haunters
• Monitor
• Spooks
• Proctors
• Puppeteers
• Mnemoi
• Solicitors
• Alchemists
• Specters
5+ - believed to be a necromantic or other mystical form for binding specters to a location.
Successful Investigation of the room will lead to to 13 corpses boarded up in a wall the corpse are covered in necromatic runes.
Giving the corpses proper burial prayers and burning them will release the binding allowing the wraith to pass on (any that are not dead at this point).
It also solves the room with a + to experience.
If this room is solved with the release of the corpses please annotate that for room 48 as there will be less Mad Wraith in there.\\

Encounter
As many as appropriate for the party no less than 3 no more than 12
http://www.shadowsoverthesouth.net/wiki/index.php?n=Site.MadWraith

Rewards
1 book wraith binding research notes (Justification lore of spirit up to 2)
Standard rolls for Tass and additional loot

Room 48
Medical tables and cages fill this room as well as a few torture racks. Tools litter the room as well as dried blood.

Inspection of the corpses will show that they all dies from various causes likely assisted by magic.
Close inspection with knowledge of room 30 or a spirit lore roll will note that each corpse was killed according to the 6 inner runes styles of death.
Encounter
Numbers appropriate to the party. (not if room 30 was solved completely this room will have less mad Wraith)
http://www.shadowsoverthesouth.net/wiki/index.php?n=Site.GenericZombie
http://www.shadowsoverthesouth.net/wiki/index.php?n=Site.MadWraith

Rewards
Book with justification lore of Spirit up to 2, and medical up to 1.
Standard rolls for Tass and additional loot

Room 58
Each door leading into this room are barred as if to keep something in and what can best be describes as caution tape has been placed over them. The room once entered is a long relatively slender room covered in rust and ash it is scarcely adorned and looks more like a small temple with an alter to one end and a large cage to the other. The cage door has been broken open and there are signs of a struggle.
Investigation shows a mix of black magic and voodoo items upon the alter. This room was abandoned as failed when the subject managed to break free and attack.

Encounter (High level encounter)
http://www.shadowsoverthesouth.net/wiki/index.php?n=Site.Mourner

Rewards
3x Standard rolls for Tass and additional loot (should be weighted to be higher as this is a higher level encounter)

Room 60
This room is dark even once the Tass torch is lit it seems to have a darkness about it. Upon inspection of the walls everything is a type of grey and color has been devoid of all the objects here. (this is phased into the shadowlands so if wraith are present they are standing now with the party even if not manifested.) There are various tables with chunks of stone on them as well as a small crudely sketch map.


The Stone's are parts of the labrinth
The map is a small section of the labrinth with a few notes

Encounter
# to fit the party http://www.shadowsoverthesouth.net/wiki/index.php?n=Site.Specter50

Rewards
The map of the small section of the labrinth and notes allows for spec of labrinth if taking spirit 4 or higher - note this is not justification for the lore spirit but just for the specialty.\\ Standard rolls for Tass and additional loot

Room 93
This room is dark much like room 60. Though this is a darkness is also very cold. The room has odd blood symbols drawn about it and it would seem the act of cannibalism may have been practiced here.
Those sensitive to corruption (Wraith, Reborn etc.) Feel corruption here.

Anyone who had been to Valhalla knows its like that which was on Odin’s throne.

Encounter
# to fit the party http://www.shadowsoverthesouth.net/wiki/index.php?n=Site.SpawnOfCorruption

Rewards
Experiencing the feeling of corruption Apophis? Wyrm? Oblivion? Something different?
Standard rolls for Tass and additional loot.