![]() ![]() Crude images of beasts, intellect devourers, and humanoids are painted on the walls. Hundreds – perhaps thousands – of gnawed bones, both human and animal, carpet the floor of this chamber. Grimlocks will chase characters fleeing here to try and trap them. Climbing down requires a DC 20 Climb check. Falling in is probably a bad idea…Ī seemingly bottomless chasm interrupts the tunnel here.Īcrobatics DC 20 to leap across here fall damage is 10d6. Adhered to the banks of the pool are vast quantities of small, round eggs in mucilaginous sacs, reminiscent of frogspawn.ĭozens of Intellect Devourer larvae – Ustilagors – lurk in the pool. Fungi riddle the cave walls, filling the air with their pungent smell.Ī huge pool of greenish, slimy liquid dominates this cavern within the murky depths you can glimpse small, brain-like creatures swimming, propelling themselves with their tentacles in a way that reminds you of jellyfish. A hunched, eyeless humanoid, its skin a mottled grey, its hands clawed, stoops and drinks from the pool. Perception DC 20 to hear chewing sounds from behind the corpse-pile, where two Grimlocks eat.Ī pool of murky water fills most of this large cavern within you can glimpse blind cave fish and other creatures, stunted albino things. The gruesome sight provokes a Sanity check (0/1d4+1). This is where the Alienists dump bodies they’re no longer using (those they don’t keep in the larder, anyway), keeping their servants well-fed. ![]() The floor is slick with half-coagulated blood. All of the corpses have had their skulls shattered. A huge heap of half-eaten corpses is pied at the center of the cave, filling the air with the sound of buzzing flies and rustling maggots. What sounds like the bleating of a goat echoes down the tunnel in the middle.Ī vile stink fills your nostrils in this cavern, the reek of rotting flesh making your stomach roil. One tunnel reeks especially strongly of rotten flesh, and another smells of mould. Three passages lead from this round cave. The Alienists flee to the tunnels if all else fails – if the inmates are set free, for example, or the asylum set on fire, or if they are simply driven back through the basement.Īn incessant dropping sound fills the air here, along with the rancid stench of carrion. Fortunately, lights don’t alert the Grimlocks that lurk in the tunnels to the characters’ presence, but any Intellect Devourers in the tunnels will see an approaching torch or lantern. Anyone with anything less than Darkvision will require a light.
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