Mordiv's Fun House (3)

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There are other pages that use the name "Mordiv's Fun House." Follow the link for more details.


Mordiv's Fun House
Event Hollow Eve Festival 425
# of Rooms 6
Store Type Game, Drink shops, Toy shops
This store only accepts Dokoras

[Mordiv's Fun House, Peculiar Parlor]
Bold stripes decorate the entire room, their alternating colors vibrant and glossy thanks to several oil lamps. A scarlet-draped counter is positioned with a matching bookcase along one wall, while a table sits beneath the painting hung upon another.
You also see a featureless mannequin and a door.
Obvious exits: none.


[Mordiv's Fun House, Hidden Horrors]
This area feels much cooler than the parlor, due in part to having both lower elevation and a bare steel floor. The only available light is shed by a few sputtering candles scattered atop the gloomwood counter in the far corner, behind which stands a tall, heavily bearded man. Upon one wall, a large, purple-tinged door is barely visible, its silhouette betrayed only by faint writing along its edges.
You also see a chalkboard, an open crate, a large display case and a dark passage.
Obvious exits: none.


You look at several markings on the scoreboard until you find the one that shows your scores.

----------------------
|     Scoreboard     |
----------------------
| Break-a-Leg:  None |
| Sling-Shot:   None |
| Fling:        None |
----------------------

[Mordiv's Fun House, Shadowy Secrets]
Its walls ensconced in heavy shadows that remain untouched by the dim pinpoints of light emanating from the single, pierced iron lantern, this room has an unused feel that is encouraged by a dusty smell clinging to the area.
You also see a dark passage.
Obvious exits: south.


[Mordiv's Fun House, Shadowy Secrets]
Largely blocked off from the room to the north by a jumble of boxes, this space feels rather cramped. Candles upon tall wrought iron holders provide just enough visibility to navigate the main path, but the flickering light seems to only deepen the shadows amongst the assorted props and dividing panels stored here.
Obvious exits: north, east.


[Mordiv's Fun House, Shadowy Secrets]
The path through this area is narrowly restricted by large stone carvings set against the walls. Faces both fanciful and realistic are represented within the tableau, their visages contorted into every imaginable expression. A faint dampness pervades the space and beads of condensation reflect the dim candlelight, giving every surface an uneven sheen.
You also see a hole in the wall.
Obvious exits: west.


[Mordiv's Fun House, All's Well That Ends Well]
Circular and very narrow, this space is more accurately described as a shaft than a room. Each stone lining the walls is carved into an exaggerated, grinning face. Phosphorescent plant-like growths cling to them in odd patches, bringing to mind some sort of garish makeup. A pungent scent lingers beneath the dominant damp vegetative smell, faint but ever-present.
You also see a hole in the wall and a lichen-coated ladder leading to an access hatch in the ceiling.
Obvious exits: none.