Room 59: Hidden Way Up
Sunken into the wall carefully concealed behind crooked cracks. Natural life has thankfully come back to this part of the dungeon. Grass grows throughout the dirt. Crickets and worms hop and worm throughout the ground.
Room 59: Hidden Way Up
Sunken into the wall carefully concealed behind crooked cracks. Natural life has thankfully come back to this part of the dungeon. Grass grows throughout the dirt. Crickets and worms hop and worm throughout the ground.
It slides back and forth along the cave walls, floor and ceilings. Inch by inch and metre by metre it wears down the loose gravel, softens the rigid slate. Worms, crickets beetles and fungi all fall victim in turn. The slime grows larger as it dissolves and digests.
It eats away at any friction within the environment. As it does so it speeds up. Picking up the pace it rolls over prey from the slowest to the fastest. It grows larger and larger as it vacuums up all. The acid ooze reaches a horrifying state. Wicking away at the walls until they shimmer like gilded glass.
It becomes a pink toxic blur along the caves. The acidity accelerating with speed. The slime punches holes through slate walls. Devours minerals and gems. No longer in any control the noxious pink pudding pounds throughout the hollow walls.
Finally as it reaches a critical speed it erupts in a violent explosion. Bright pink goo hurtles around pockmarking the environment.
Clicking, clattering chitin creates cacophonies throughout the caves. Chirps and croaks burst out and bounce around corners. Stealth never an option while the horrible skittering comes ever closer. Bursting around the corner with long leaps. Odd angled ear shaped wings swoop and soar out.
Seven insect faces unfold and face the surrounding environment. Pincers snip and snap in agitation. A massive tail tipped with twin hooks unfurls from the beasts back. Shaking and jittering it raises high, high above brushing the cave roof.
Leaping forward again it strikes down pinning prey to the slate stone. Additional heads defend the main body biting and clashing against weapons while the tail rips and tears the meat apart.
Room 58: Hidden Way Down
A hidden tucked away room. A sturdy ladder sits in the middle ascending into a carved hole.
South: The secret door has cut off any noise from the outside.
Room 57: Delving Geode
A massive geode squats within the middle of the room. Utterly huge and dominating it almost seems to grow as the party approaches. Glowing hairline fractures pulse through a series of colours. Slight taps and ticks can be heard from within.
West: Faint cracks and pops can be heard from the west. Up the passageway the ground is littered with small powered bones.
Billions of blinding bursting blood caps. Ozone smelling oozed leaking tainted oxygen oxidizing metal. Helmets rot to ruin within its presence. Breastplates bend and buckle, breaking from the abuse. Gauntlets form giant goop gaps. Orange and brown rubs off staining all cloth.
Swords shatter in sheaths. Arrow heads are annihilated. The mushroom man lumbers forward large tumour sacks excreting clouds of weapon waste. The clouds expand over the area, a huge amber cloud that melts away protection and offensive. The great equalizer.
Deep sentient races keep and coral these fungi as shock troops. Waves sent forward to the enemy line. Smuggled into armories and stowed away into stock piles.
Jovial, jubilant and joyful. Leaping and hopping. Prancing and Dancing. Moving and shaking. A silver tongued bandit. A cunning trickster. A dashing rogue. With faint fuzz upon the top lip and a knowing glint in the eye. Hailing from parts unknown, dashing through the cities, settlements and villages.
Dressed in over bearing glass, tones and beads. A ravishing magpie whose warbles can melt even the iciest of hearts. A world of charisma, charm and confidence stewed at the right temperature and pushed into mortal form. An almost supernatural amount of persuasion.
Woman swoon at his approach. Men admire and respect him. Children screech, clap and cheer at his passing. He earns the towns trust with his glib off the hand attitude. Before stealing every single item not nailed down and vanishing before the cock crows.
Room 56: Bone Cave
A larger room with swirls of minerals along the walls. A clump of bones unpacks itself and knots together. The horrid calcium contraption screeches before sprinting at the party.
North: The shimmering of an unknown liquid source comes from the north. Demonic faces have been carved within the walls.
South: The stairs decend down into a deeper part of the cave system.
East: A horrid animal stench comes from the east. The floor around the makeshift door is stained with gore.
White blossoming bones like overripe barnacles.Gigantic knotted knuckles knead flesh and muscle. Cruelly callused cranium containing minimum grey matter. Over ripe jutting jaw, flat chisel tombstone teeth. Long dangling dominating arms ending in huge hands. Crusty cracked fetid fingernails forcibly flex through skin. Bone after bone repeating upon the body.
It drags the fists through the caves. Stone flecks, gashes and gouges rip into the hands bit by bit. Nostrils flare as it takes in the scent. Eyes go wide as the bone behemoth tumbles through the carved halls. The overly wide mouth opens to reveal rows of giant flat teeth. Digits extend as calcium deposits empty, extra knuckles pop into place. Arms and legs extend, the body pushes outwards.
The once human rapidly becomes a being of repeating bone.
Room 55: Demon Fountain
An off the path room that sticks out with the normal cave environment. Liquid light sloshes around within the fountain. Glimmering, glittering lights play off the waters and bounce upon the walls.
North: A massive door with leering demon faces stands to the north. Silence is all that comes from behind them.
South: Odd snaps and moans can be heard from the south. Fragments of bones can be found upon the floor.
Room 54: Odd escape
A secret door to a madman's laboratory. Who he is and what he is doing remains unknown for the moment. The outside world holds the promise of a more natural order of things.
North: Back down into the caves the smell of chemicals and rusted iron pushes into the nostrils.
Skin soured and blackened. A midnight shadow courses criss-cross spiderweb style through veins. Pockets drilled deep into the flesh hold cubicles for different inks. From deep peacock feather green to iron beryl blue. The bone quill quietly dips into the dye holes, slow circles slosh the ink onto the tip.
The ink pours into the body again and tunnels pump the putrid black through. The quill finishes scratching and pushes in for another colour. Every hue, tinge and tone collects onto the page. The sharpened point prods into the victim again and again.
Silent sobbing and choked back tears slowly break the silence.
Long loud moans rip through the air, drawing out of tired stretched lungs they bounce off cavernous walls and echo into the darkness. Parties dull lights in panic and prepare for whatever lurks within the ink blackness. They feel the effects long before it comes into view. Vision blurs, eyes water and nostrils are scorched. The scream punches through the shadows, sloshing over the walls and tumbling into ear drums.
Sweat beads drip from heads as the party becomes paralyzed with fear. A glowing series of colours start to illuminate the carved rock walls. The sound of weighted footsteps stomps onto the slate stone floor. Down the corridor the victim comes into view.
Once human, distended sacks now cover the body. Crude biomass containers messily grafted onto the flesh. The stomach pregnant with a thick clear glowing substance. The jaw has been stretched impossibly wide. Teeth rotted away by acids, gums filled with raw blisters and burns. The skin has long stretch marks that show the burnt muscle underneath. A living mobile chemical repository.
It wails and thrashes as it comes closer. Liquid tears run blood streaks down the face peeling and sizzling away skin. It rambles and mumbles, begging for anyone to end the misery.
Room 53: Meat Jail
The back up bio reserve of a mad scientist, part stock room and part jail. Jars of body parts and chemicals line the walls. Chemical tanks and hooks hold different species and specimens for further experiments. Occasionally a moan will escape from a poor soul
West: A long intersection leads off to the west. The faint occasional sound of muttering and moaning can be heard.
Room 52: Butcher's Workshop
A horrible butcher house of an operating room. The smell of bleach makes the head spin and eyes water. Rusted instruments lie in discarded piles. Bundles of bloody bandages are piled in heaps.
South: A carved entrance can be found behind a chemical cupboard. It leads into stairway up through a sulfur pit and into the outside world.
North: The air is still and dark from the north opening up in a split intersection.
Pulled apart and sown together, needle and thread into skin and flesh. Muscle meat hooked taut, ripped in and molded. Living sown artistry, the rind the perfect tapestry. Digit connected to digit, knot to knot and bone to bone.
Forced symmetry. Rib cages intertwine and interlock. Femurs fold and fuse together. Spines loop and twist upon each other. Nerves connect and brain stems become one. Four eyes open and sixteen fingers flex. Twin grey matter grouped together.
The horror shudders awake, screaming and moaning it should not be. Patchwork connected arms toss aside tables and medical instruments. It roars and runs off into the maze of cavernous tunnels.
The hooded figure looks for more fresh meat.
For the past one hundred and sixty one days I have sat down at my computer or on my phone and have banged out a blog entry. Regardless of an event, date or time I have made sure to complete it and get it up. From my birthday to Christmas to spending nearly a night in the hospital I made sure to get my entries done and dusted.
It's a constant in my life that helps me mentally focus and gives me a sense of achievement and satisfaction every single day. It also helps me with my GM'ing as I will always use the creatures within my games. Lastly it connects me to many of the people within the TTRPG universe. I strongly suggest every single reader to start up a daily project. It doesn't have to be on a blog you could write it in a book, paint it or randomly roll it up. Consistency is key the subject isn't the point.
In saying that you could dedicate it to a certain specific focus within the TTRPG landscape. I love monsters and creatures. I love the fluff, art splashes and the stats. I love all of it. So I decided to write one a day for an entire year.
Starting off was hard. Finding your own writing voice isn't often something that comes easily or quickly and I'm still learning. But I really do enjoy my work. And I hope you all do as well.
I encourage you to use my creatures within your games. Set them loose into your world and scare your players.
Room 51: Cave Intersection
An intersection within the carved cavern. The air is still and the darkness seems to try and suffocate any light source within it.
South: The smell of chemicals is like a physical barrier from the south. It stings the eyes and burns the nostrils. The ground is slick with a rainbow oil sheen.
West: A horrid stench comes from the west, like wet dog and horse dung. Occasionally roars and grunts can be heard from the west.
Blackened beads on strings beat a raw rapid rhythm against the breast. Curled, crooked hands like claws clasp once holy instruments. Soiled frocks now burned charred bone black. Withered limbs that had energy and vigor are desiccated husks. The body drawn in upon itself, tainted and in the throws of corruption.
The unholy hour is upon us and the moon above peeks down into the mine shaft opening. The hellish clergy gathers and raises the frauds symbol high. Casting the false gods grace deep down into the mines pit.
One by one they shake hands and depart into the depths. Each with a specific goal or agenda in mind they look to corrupt the ground around them. All former priests, all once men of honour and just virtue.
The ancient dead never stay truly down. Long life limbs moldering and rotting. Sharpened skeleton hands scythe through the air. Calcium digits click and clack upon the ancient stone floors. Rusted, ancient dust covered weapons swing down upon the living. Eons old armour more stone than metal holds on by threads, the last holding on for dear hope.
Empty eye sockets glow a with twin alabaster pin pricks. With jerky motions they stride from standing sarcophagi. Spider webs and powder their blood. A monstrous jealousy and hatred of the living their bread and wine.
The cacophony of cartilage swarms the adventurers. An undead, inhuman frothing fury like a suicidal wave. As each is struck down the trapped soul erupts in a violent all consuming explosion. A last ditch effort to regain some small glimmer of honour.
The hooded figure leans over his desk, twists his hands and curls his fingers. Staring deep into the orb he plucks at the souls of the trapped warriors. Skeletons puppets to his bidding.
Room 50: Warriors Burial Grounds
A carved crypt to ancient warriors of old. Darkness reigns supreme here. The walls, floor and roof all seem to carry the sense of eyes watching. Thick, white mushrooms grow along the corners as seven foot tall sarcophagi lights the walls.
South: Rattling and scuttling can be heard from the south. The mushrooms take on more of a sinister look growing deeper and darker.
North: The light from the entrance doesn't penetrate into the room. Old runes are carved into the door frame.
East: Occasionally primitive grunts and screaming can distantly be heard from the east. Faded red paint has been slathered on the walls.
Far underground the Deep Dwarves construct and build. Creating all manner of odd contraptions and creations, gadgets and gizmos. Whirring sockets and lubed bolts, everything ticking, purring and clicking into precise place. A well oiled machine that creates well oiled machines.
When the Deep Dwarves go out to acquire organic materials for research they make sure to bring a trove of different inventions. The flasher drone is one such robotic menace.
Outfitted with crystal technology the Flasher Drone emits a blinding flash from twin crystal chunks embedded within the arms. The Deep Dwarves send them out in front of the advance scouting unit. They clank and clack along until rune sensors detect non dwarven life forms.
The light beams flash fast and strobe like while a remote alarm is emitted. The Deep Dwarves speed over to capture the prey.
Room 49: Abandoned Camp Fire
A small cave opening that splits off from the tight tunnel. This cozy room looks to have shared multiple residents along the way. The remains of a small campfire are nestled away in the corner of the room. An old pile of leathers and rags sits beside it.
Deep dwarves delve far deep into dark ways. They infuse all creations with the magic of deep chaos. Brass is beaten down and bent into shape. Iron ironed out, isolated and introduced to magic. Sizzling silver strewn into haywire veins. Jewels and gems grafted into gears.
The wild breath of life lifts the beast to its feet. It snorts and snarls, deep rainbow clouds bloom out of the metal nostrils. Ruby eyes blaze bloody. The hoof strikes sparks off the ground. The mineral metal beast roars in blood thirsty defiance.
The deep dwarves press numbers onto the metal hide. Brass slag drips off pooling onto the ground, hissing and spitting. Herded into the stone pen with its brethren.
Room 48: Tight Turnway
A tight tunnel connects the Tundra Goblins to the Troglobilis. The tunnel is often used as an ambush point or a way to test traps.
East: Tribal drums, chanting and bellowing can be heard from the east. Strange smells and wafting concoctions often seep from the east.
North: A small opening is found halfway through the tunnel leading to the north. The faint smell of old charcoal comes from the hole. A small picture of a pickaxe has been carved into the wall.
Giant amongst the small, the beady eye glares out from below. A mass of scars crisscross across the body. Having lived a long life amongst the hell of pressed bodies, screeches and screams. Having killed, back stabbed, betrayed and become the worst of the worst.
Over the years you have collected and stolen as much scrap armour as possible. Somehow, someway a god of luck or ill fortune has blessed you with a magical weapon.
You have made your way to the top of the Tundra goblin totem pole, the worst in the territory. The nastiest, evilest little bastard to exist within these parts.
The cream of the crop, the worst goblin.
Room 47: Ogre Home
A massive cavern that smells like a butchers block gone rotten. A barnyard full of unwashed animals and a towns public latrine. A deep booming can be heard from within as the local inhabitant goes about its business.
East: Animal skull and furs are pinned to the stone wall. Common graffiti reads "Raiders" upon the wall. Torchlight flickers fitfully off the walls deep within the passageway.
North: A small trickle of sunlight comes from the north. The air becomes fresh and free flowing as the roof opens into the sky.
South: A sign post much like one would find outside a tavern has been stapled up on the cave wall. It depicts a salt covered mug.
Room 46: Tundra Goblin Bonfire
The Tundra Goblins main gathering spot. A massive bonfire roars in the centre of the room. Ten Tundra Goblins are dancing, drinking and breaking anything within sight. Two of them have somehow found blackpowder and are currently tossing handfuls of it into the fire. A rather large goblin is sitting and conversing with an elderly tattooed goblin.
East: The wall has a small cave opening, it is heavily stained and reeks. The goblins looked to have used it as a waste disposal.
North: A small cave opening opens into a massive hole. The goblins frequently use as waste disposal pit or a point of access.
Stalking through sodden pine forests. Long knobbly legs stretch out and stride. Bulbous head bobs up and down sharply snapping back and forth eyes wide.
The long beak opens and the wet, slippery tongue unfurls. It suddenly strikes into flowers piercing the floral flesh. The eyes roll up into the head, utter bliss.
Packs of Pine Peckers push through human perimeters. Rushing towards crops. This giant flock of foul fowl home in on any nectar available. Any biological bio product they will bully anyone out of.
The wild men of Saltheim will often tame and use Pine Peckers as mounts. A pack of nectar in front of the mount has them at high speeds.
Room 45: Crystal Guard Room
Another small cavern room. A massive flashing crystal stands tall within the centre of the room. It slowly hums, whines and then pops flashing a bright white light in fast flashes that blind the eyes.
South: Constant ticking movement can be heard. Clumps of minerals dot the passage way in.
North: Screeching, screaming, hooting and hollering comes from the north. Bangs, flashes and breaking furniture echoes across the cavern.
Odd, creeping creep crawling through festering fungus. Ruin rot reeking, diseased and disgusting. Putrid, pulsating pests. Squeaking and screeching, pushing through the foul debris. The swarm swarms through every crack and crevice, every nook and cranny they crawl.
They move in a furry tide. Bodies pulsating with manic mushrooms. Odd growths create fungi gills. The mice meld together held in place by a spore blanket.
Vomiting, spasming tides of mushroom mush. Twitching and bleeding, constantly growing and melding. The cancerous tide pushes forward.
Room 44: Old Campfire (Goblin lavatory)
A small room once used as a rest spot within the caverns. Long abandoned and looked over by most, the goblins have turned it into a makeshift lavatory. Could be used as a rest stop in a pinch.
Rising along rivers, creeping along creeks. Swimming in seas and wading in waterways. Both jelly like limbs take long steps on the waters depths. A tube body slowly swirling ribbon like throughout the waters. Arms ending in suckers, twitching and flexing. Feeling the waters currents, testing the habitats taste.
A surge of movement the grippers grasp prey. The long twisting tube mouth swils down. Latching on it slowly rotates within the creature, drilling deep into the body. It pulverises and pulses, pushing its head deep into the wound.
The mouth begins to vaccum up the meat puree. Rolling and turning, churning and slurping it gulps down gizzards and gills.
Room 43: Tundra Goblin Mushroom Farm
A room filled with fungi currently being collected by Tundra Goblin Fungi Farmers. All three of them have loose fitting scarfs wrapped around their necks. Fungi stained flint daggers at the ready for would be mushroom thieves.
Tree trunk arms with cable thick muscles. Giant scarred forearms that end in hands as large as dinner plates. Sausage like fingers with curled, carved knuckles that flex and crack. Longer than average limbs bend the body over like a squat gorilla. A broad back and broader chest, massive swollen pecs that flex and pulse with each movement.
Barrel thick thighs that stomp through the ground crushing everything underneath. Massive mail shod boots cracked and thick. Ancient mail from times long forgotten an antique kept in pristine condition by the owner. The greatest of the dwarf craftsman, every link, chain and scrap of leather a work of interlocking art.
In his hand the the legendary maul Thunder Fall. Handle carved from the last of the treant kings. The head a cracked ebony affair, silver and gold streaks combine it together. A tear from the earth goddess herself. Forged in the last fires of Khar'Durn imbued with his kings hearts blood. The maul that struck down the orc god Marg'guar.
He has attained godhood amongst his kind. Has righted every wrong. Settled every grudge and debt.
Room 42: Grand Crystal Cave
A massive stone cavern with a giant multicoloured flashing crystal. Several Tundra goblins sit on the ground in a trance, eyes transfixed on the pulsating gem. A faint crackling warmth emits from the crystal and the constant sound of rushing wind can be heard.
East: Constant clicking can be heard from the east. The smell of blood is fresh in the air.
Giant stone steps stomp through the tundra. Giant long limbs cut from the grounds crust. Long chisels cut away circles from stone flesh. Rings run ragged circles over forearms, runes dance over calves. Interlocking lines cover limbs. The great carved stone men step out into the air.
Long buried away from prying hands and shifting eyes, put deep below in the depths. The slow waking army, the grounds people lay in wait for the day to rise. Ancient men built golems in their image, infused them will memories.
How to hunt. How to create. How to build. How to survive. Odd camps crudely constructed dot the landscape, stone men slowly go to work. Hunting animals in mock fashion, taking the kill and mimicking the feast.
The ancestors are long gone and buried but the creation strides on.
Blubbering and gulping, clawing and gripping. Savage fury swims through the salt waters. Clawed hands pulling, webbed feet hard kicking and sword nose swaying. Trash tridents strike true, flotsam floaters fly forward in the sea froth.
Deep magic curses and manic mutations have mutilated the maritime of Saltheim. Gross, ungodly fishmen of the deep, with knobbly, bent odd angled limbs. Limp liquid eyes more slush that perception.
Lake lurkers and creek creeps. Every scale a selection of shades and hues. A mass of gills, webbed appendages and unblinking eyes. The horror of the smell washes over all. They creep up from the depths, walking along shore lines. With coral hooks and sea shell weighted nets all are dragged into the slave pits.
Room 41: Fire Centipede Feast
A
smaller room rich with mineral veins. Fire Centipedes are scuttling through the room ripping into the Tundra Goblin Corpses. Large seams of geodes and gems are all over the room.
East: A small hole can be found behind a fake ruby crystal clump. Looking through the players can see a well furnished room complete with chair, camping gear and a periscope.
West: A repeating ringing sound can be heard from the west. Rainbow hues flash through the walls opening throwing light into the room.
The crust covered clam at the bottom of the cold salt creek. An immense beast, the size of a table. Growths, lumps and bumps run across the hull, cracks and chips appear along the opening. Old and ancient great grooves creates by salt grains gripping along gaps. The shell thick and dense a deep royal purple giving way to a fiery red.
Bubbles burst as the locked lips open, pink and white flesh peeks out from underneath. A long muscle tongue lurks within. The lid continues to open, wider and wider. An immense pearl the size of an ogres fist rests within the flesh folds. Squirming out from under the muscle, four long cable thick appendages. They pull themselves out of the thick protection that was provided. Creating a set of horrible limbs they push themselves upright.
The giant clam now mobile breaches from the creek, it wades through the waters. Muscle arms and legs bending, shrinking and growing in constant engorging movements. The pearl acting as a brain starts to absorb all around it copying and mimicking everything from the surrounding environment. Clam man villages and towns have started to become a common sight within Saltheim.
Room 40: Tundra Goblin Mine Entrance
A smaller room rich with mineral veins. Tundra goblins are currently hard at work mining or screeching at each other. Large salt deposits make up most of the walls. Primitive picks can be found around the floors.
Room 39: Troglobilis Shaman Outlook
A large cave room divided into two layers by a ramp. A massive tent has been erected at the top of the tent, odd flashing lights, sounds and smell erupt from it. A bulbous mutated elderly Troglobilis sits upon the top screeching and chanting. A pack of mutants and feral trilobilis respond in kind.
Deep bellow it clacks and cracks, salty submerged saline soaked behemoth breaks the waters. It snaps and snarls a mass of mandibles in the maw. Huge pincers pin prey and pulverize muscle and bone. Limbs severed by serrated natural saws.
Boats yanked down, ships shipwrecked. Houses pulled in and under. Villages violated and vandalised Towns turned to tidal waste. Cities churned into chum, flotsam floats above the waves. Humanity becomes a victim to nature.
It breaches over the waters again and again. Skulls and bones become armour for the beast, wreckage a shield. The claws covered with the cobblestone crash down. Larger and larger it grows, more debris add to the hide.
Room 38: Troglobilis Chiefs Camp
South: Behind the stone throne a massive slab of salt and slate rests against the wall. The wall around the slab is slightly damp. (A secret passageway lays beyond the salt slate slab.)
Mustard yellow to aggressive ochre the sulfur fields bloom in retched explosions. Long brimstone fields stain the alabaster country side. Grounds cracked with bright sunflower coloured strips. Men and beast work the sulfur fields risking life and limb.
From bleach to gunpowder to disinfectant to holy rites. All crave the noxious yellow jewel. The ground creaks and cracks, bursting forward mass explosions scaled and strip all around. Necrotic magic resides deep beneath. As men perish from the fumes the sulfur takes control.
Bodies reanimate in shambling parody of life, a wave of bright yellow death. Rotten egg rolls over the wind in eye watering waves. Mortals retch and run as the putrid pile surges forward.
Lemon crystal crusted corpses crash into towns and cities.
Room 37: Troglobilis Byway
South: The smell of blood is heavy from this room. Something has been dragged from the south past the bone trap and through this room to the east. The sound of bones occasionally tapping together comes from the south.
East: Bone tapping can also be heard coming from the east. A massive mammoth skull has been lifted and hangs above the entrance to the east.
Room 36: Troglobilis Guard Hut
South: The smell of fungus and mold is almost unbearable from the south, the makeshift door has a series of holes notched out.
Massive shaggy beasts stomping through countrysides. Ropes of reeking hair, course and thick. Snuffling and shuffling around a broad thick nose. Long tusks trash trees and break barricades. Opal and orange eyes aglow with barely checked anger. Chalk white chisel teeth chomping and grinding, like rows of white tombstones grating together.
Troglobilis have tried to tame them, usually ending in brutal blood shed. Tundra Goblins use them as a rite of passage, leaping onto them and seeing how long they can stay on. This usually ends in the goblin becoming a thin paste. The men of Saltheim have found ways to use them. Hork stampedes will level forests, pummel the ground and destroy habitats.
Never fully tamed but the temper is exploited.
Room 35: Troglobilis Den
North: The smell of sweat is potent from this room. Painted red skulls have been hung from the ceiling as a warning.
South: The smell of sweat and blood is heavy from the south. The makeshift door has been smashed open and something has been dragged through the ground.
Pink and purple skin pulsates in patterns. Large eyes leer in loops, full figure eights. Unblinking eye contact draws the victim in. A timid...