Tag Archives: GameMaster’s Resource

Two New Rounds for the Net Caster (PFRPG)

NetCities of Sundara: Silkgift, available in 5E and Pathfinder versions, introduces the net caster, a weapon used by the City Watch to fire a net at creatures in order to restrain them. Here are two new rounds that can be purchased for the net caster.

Steel Mesh Net Round

Cost: 50 gp; Weight: 6 lbs

The steel mesh net round for a net caster fires a net similar to other rounds, but is made from woven steel. It is stronger than even an archer net round, but is also heavier. A steel mesh net round requires a DC 28 Escape Artist check to escape, has 25 hit points, hardness 8 and requires a Strength check of 30 to burst. These nets can be reloaded into their rounds in the same way as a standard net round, unless they are broken; however, they take 30 minutes to reload. Steel mesh net rounds are rarely used, as they are not significantly stronger than an Archer net round, are more expensive and the increased weight decreases the range increment of a net caster to 10 feet. Their primary use is to make shocker net rounds, detailed below.

Shocker Net Round

Cost: 90 gp; Weight: 7 lbs

The shocker net round for a net caster uses a steel mesh net round as its base but is electrified through the use of a shocker attachment. They have all the other stats of a steel mesh net round, including the decrease in range increment, but when a target is hit by a shocker net round, they must make a DC 10 Fortitude save or be stunned for 1d3+1 rounds from the electricity coursing through the net. Though a shocker net round can be reloaded into their rounds in the same way as a steel mesh net round, unless they are broken, without replenishing the shocker attachment that generates the electricity, they function just like a normal steel mesh net round. Creating the shocker attachment is a DC 25 Craft (alchemy) check) and costs 40 gp (included in the price of a purchased round).

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D10: Descriptions for Fantasy Books

Stack of Books
Some artwork copyright William McAusland, used with permission

Books can commonly be found whilst adventuring, and some of these may be useful or valuable. Though descriptions of a book’s contents are common, descriptions of the book’s physical appearance are less so. Here are ten descriptions for books that can be used.

  1. Bound in black leather, with gilt diamonds inset in a rectangle around the front and back covers, with pure white, gilt-edged pages.
  2. Elegantly carved wooden handles protrude from each end of this parchment scroll that has been tied shut with a red ribbon. The scroll itself is inside a wooden box whose cover lifts open; the cover’s hinges are brass and a small brass clasp keeps it shut.
  3. Elephant ivory has been cut and shaped to make the binding, with jungle scenes scrimshawed into front, back and spine. The slightly yellowed pages are bound in place with cord.
  4. Hammered bronze forms the book’s covers, with many small dimples covering the binding. A large brass locking mechanism keeps the book fastened shut.
  5. Inside a shallow, rectangular wooden box made from oak and fastened with a tiny lock are loose sheets of vellum, which make up the book.
  6. Oilskin has been used to protect this book, tightly wrapped and tied around it. The covers of the book are made from fragranced wood on which a geometric design has been added with marquetry.
  7. Only the spine of the book is visible, for the rest is protected by a case made from thin wood. The case has been covered in a light green fabric and the plain, leatherbound book can be slid out of it.
  8. Red silk covers the book’s thin wooden binding, with delicate embroideries of flowers in gold thread in each corner of the front and back covers.
  9. The roughened book covers are made from grey sharkskin that has been slightly smoothed. The pages have been stitched in with shark gut and a flat piece of sharkskin cord fastens the book shut, held fast by a single shark’s tooth.
  10. Wooden covers have been used as the book’s binding, with random patterns burnt into the wood with a hot iron.

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D10: Numenera Rumours – Draolis

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Beoth in Draolis was struck with an illness which the inhabitants called the “toothless bile.” The illness killed many of the city’s people, and left many more bedridden for some time. No cure has been discovered for the illness, but Aeon Priests constructed a device called the Arch of Illness, which glows when someone afflicted with the disease passes through. There’s a rumour that the arch doesn’t always work correctly, and a worry that some people with the disease may have passed through without it registering.
  2. Castle Sarrat in Draolis has been growing ever since the Horges family moved into it seventy years ago. No-one really knows anything about the process, only that new areas suddenly appear in a matter of moments. It’s rumoured that, in recent months, the rate at which the castle is growing has been accelerating, with new portions being added with great rapidity. Some are concerned that the castle will start to engulf the surrounding lands.
  3. Draolis used to be ruled by a powerful queen whose symbol was a roaring tiger. Her line died out and was replaced by a council of plutocrats who wished to keep power rather than hand it over to another hereditary line. Many of the people wish to return to the previous rulership, as they believe the nation was more glorious back then, and there’s a rumour that the queen’s line hadn’t died out fully, and that there are still descendants who could take the throne, if the people united behind them.
  4. Kordech in Draolis is devoted to the sale, breeding and slaughter of shiul, a valuable source of meat. The cattle, which are popular targets for various predators as well as bandits, are protected at night by wooden palisades erected by those that look after them. It’s rumoured, though, that a number of shiul have recently started disappearing from within the palisades themselves, disappearing with no sign of either them or what might have taken them.
  5. Mayor Marvyr Rann of Qi in Draolis lives in a dirigible out of a fear that if he ever treads on the earth he will sicken and die. It’s rumoured that Rann’s dirigible nearly came to earth recently without the mayor’s approval. Some say that it was sabotaged in an attempt to bring Rann back to the ground. If it’s true that Rann will die if he touches the ground, this was an assassination attempt, and it’s said that the mayor is certainly treating it as such.
  6. Sister Tevera, a priestess of the cult of Nauz, the Stargod, become the mayor of Beoth in Draolis after the previous mayor died. Tevera is continually clashing with the Aeon Priests over handling the toothless bile that afflicts the city, and it’s rumoured that the priests would be glad to see her replaced with someone who would make their job easier. It’s even rumoured that some of the priests might be willing to help Sister Tevera on her way out of the job.
  7. The Fourth Mark in Draolis is a strange construction with a tower like base rising hundreds of feet in the air, topped by a crescent shape. Over the years, many have tried and failed to get through the synth hatch that blocks access to the structure’s head, but there’s a rumour that one of the more recent groups to attempt access never returned. Whether this means that they got through, and were stuck or transported elsewhere, whether they were vapourised or whether they were simply never witnessed leaving isn’t known.
  8. The inhabitants of the city of Qi in Draolis often travel from place to place within the city using dirigibles and balloons, though such devices are rarely used to venture over longer distances, as the vehicles lack the capability. Recently, there have been a number of incidents with the vehicles, accidents within the city where they have crashed or otherwise started to fall from the sky. So far, none of these have been serious, but there’s a concern that such is only a matter of time.
  9. The Marish Clan of Qi in Draolis have their fingers in all sorts of illegal pies, mostly involving goods that have been stolen in some way, but they also conduct murder for hire. There’s a rumour, though, that the clan is looking to expand into other arenas. A few political figures are said to have died recently, seemingly killed by the Marish, and it’s thought that the clan is attempting to become a political power in the city, not just a purely criminal one. Though some see little difference.
  10. The Zhev are the elite peacekeeping force of Qi in Draolis and are flying cylindrical automatons that were created by the Amber Pope. The city’s rulers are able to repair the existing Zhev, but not make new ones, and the city’s area has expanded since the automatons were first created. The rulers are rumoured to be spending a lot of effort into looking for methods to create new Zhev, so that the entirety of Qi falls under their protection once again.

Want some items that could be used as oddities? Check out 100 Xenoarchaeological Finds.

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Encounters for Ironfire: The City of Steel

Ironfire: The City of SteelFour encounters for each of the districts of Ironfire are given here. The encounters will work with the Pathfinder and 5E versions of the supplement.

Stone Pole

  1. Two fighters salute each other as seconds stand by and commence a duel. The duel is over quickly, to the disappointment of the watchers, as one of the combatants was easily wounded by the other.
  2. A boisterous group of mercenaries who appear to be freshly arrived in town are entering the Ashes.
  3. Outside one of the armour sellers in the district, two mercenaries are discussing the merits of different types of armour with the owner, which involves much gesturing as if with weapons.
  4. A group of applicants wanting to join the Scarlet Company are shown inside the Scarlet Chevron by one of the Crimson Sergeants to prove their worth.

The Harbour

  1. One of the Harbour’s defence ships suddenly surges out of dock, seemingly in a hurry to get out into the water.
  2. Outside the Clearinghouse, someone stands on a crate and says they are looking for labourers for the day. There’s a surge as those still waiting for employment push forward.
  3. A gnome that is muttering to himself starts unpacking a crate on the docks. Everyone around him starts to back away and give him a clear berth.
  4. An argument breaks out between one of the custom agents, a ship’s captain and a merchant who owns a cargo brought in on the ship, over whether or said a cargo has been properly inspected.

Middleshade

  1. A new mural is being added to a building by two artists and passers-by stop to take a look at it.
  2. A group has assembled outside the Museum of Artistic Industry and a guide is calling them to attention as they are about to be shown around.
  3. A loud rumbling noise comes from Irons Academy, loud enough that those who can hear it check to see if anything has happened.
  4. A tea shop is setting up a number of tables outside its front door and a few customers are waiting for seats when they are ready.

Ghostborough

  1. A huge gout of steam bursts from one of the vents, causing those nearest it to duck out of the way.
  2. Wagons that are by Oak Gate are being directed back out of the city again, to the warehouses that stand just outside, as the guard is telling the drivers the goods on them are unsuitable for storing in the city.
  3. Two dark shapes are seen down an alley. One looks to be struggling with the other.
  4. A barker is advertising the benefits of the inn and brothel they are promoting to any who pass.

The Dragon Forge

  1. Red-glowing slag hisses out into the canals of the Slag Runs as engineers open the locks for the stuff expelled from the Forge.
  2. A public meeting of the representatives of the city’s districts is being held and spectators are filing into the Castle to watch.
  3. Steam loudly whistles from the outbuildings of Smokefield, as excess is vented into the air.
  4. Slagbreakers head away from the Slag Runs with cartloads of slag that have been broken up.

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D10: Rumours of Dangerous Beasts

Werewolf
Image: Jacob E. Blackmon

Dangerous beasts may lurk in the areas around villages, and characters who ask around may hear various rumours about things that have been seen, heard or found, including signs of violence. They may indicate a dangerous animal is around, or perhaps something worse is lurking.

  1. A few travellers on the road leading through the woods have claimed they’ve seen something big. Those with horses said they were acting spooked.
  2. Did you hear the noises round the cattle pens last night? Sounded like something was trying to get in. The animals sure were spooked.
  3. The Coltons said they heard something large snuffling around their door the other night. Old Man Colton wanted to go out and see what it was but his wife talked him out of it. Claimed they found some large prints in the dirt the next day.
  4. Old Jimmy was found dead in the woods the other day. Something had ripped him clean open, spilling his guts everywhere. Looks like something had been eating them too.
  5. Betrand has had some of his cattle go missing recently. All he’s found afterwards is some blood and a trail leading into the woods. He’s looking for someone to go deal with whatever it is.
  6. Several sheep were found in the hills this morning, their insides torn out. Looks like something with big claws had butchered them, then eaten the best bits.
  7. The dogs have been making a fearful racket the last few nights. Seems there’s something coming close to the village that they can sense. People are a mite concerned.
  8. Someone said they found the head of a cow in the road this morning. The rest of the cow wasn’t there, but there was plenty of blood splashed around.
  9. A few people with barns where they keep livestock have said they’ve found deep scratches in the wood of the doors in the mornings recently, as if something was trying to get in. They’ve strengthened the doors, just in case.
  10. The Hanglins’s chicken run has been torn to shreds. Blood and feathers everywhere and not a chicken left alive.

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D10: Numenera Rumours – Ghan

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Farond, the mayor of Omar in the Sea Kingdom of Ghan, is a tough individual who maintains order in her equally tough town using a suit of ancient armour and its devastating numenera weapons. There’s a rumour, though, that Farond is quietly seeking out people familiar with that sort of armour, as reputedly it’s starting to fail and becoming less effective. Without the armour, Mayor Farond will have much greater difficulty maintaining order.
  2. It’s been said that King Laird, the ruler of the Sea Kingdom of Ghan, hasn’t been seen in public in some time. Some are claiming that the king is very ill; others that he’s actually died and his advisors are ruling in his stead. Most citizens of the Sea Kingdom, whilst loyal to the king, dislike a heavy-handed government and, should the king truly be unable to rule or dead, as long as whoever is doing so in his stead doesn’t alter the current situation, they may well go along with it.
  3. Keford is a lumber town in the Sea Kingdom of Ghan and the lumberjacks of Keford frequently cross into Navarene to harvest wood from the Westwood, as there is no firm border. Navarene does patrol the woods, and sometimes the lumberjacks and soldiers come into conflict. Recently, a number of parties on both sides, lumberjacks and soldiers alike, have disappeared in the woods without a trace. Both Navarene and Ghan seem to think the other is responsible.
  4. King Laird, the ruler of the Sea Kingdom of Ghan, lives in the Coral Palace in the City of Bridges, taking up most of one platform and provides a location for the king’s personal ships to dock. Recently, those close to the palace have said that access to it has been greatly restricted, with outsiders being searched before entering and leaving, and that there has been a substantial increase in the guard presence.
  5. Massive humanoid statues float above the Sea Kingdom of Ghan, ancient war machines that have done nothing but float above the hills, never travelling far from their origin point. They have floated for so long that most don’t pay them much attention any longer. Recently, though, some of the inhabitants of the region have claimed that they have seen signs of activity from some of the machines. Not much, little more than twitches or lights, but they seem to suggest that the war machines are coming back to life somehow.
  6. Omar in the Sea Kingdom of Ghan is a mining town whose miners cut away metal from an ancient structure below the surface, which can then be reforged, though not easily. The metal, known as omaroa or azure steel, is in great demand, but there are rumours that recently supplies have started to become scarcer. It’s been said that the miners have run into trouble, perhaps an ancient defence mechanism that is objecting to the intruders and attacking them.
  7. The City of Bridges is the capital of the Sea Kingdom of Ghan, though truthfully the construction is not in Ghan itself, but stretches out into the sea, a series of metal platforms joined together by a web of bridges. The platforms are constructed from materials from prior world and, until now, have proven perfectly safe. There’s a rumour, though, that some of the material of which the city is constructed has started to rapidly fail. Should this not be stopped, then the city may have to have large parts replaced, or perhaps even abandoned.
  8. The lumber town of Keford in the Sea Kingdom of Ghan is known for the constant, and deafening, noise that can constantly be heard by everyone except, oddly, those that are blind. The sound is deafening enough that those who can hear it find it troublesome, and there are rumours that the sound is both growing louder and that the area in which it can be heard is growing in size.
  9. The Sea Kingdom of Ghan maintains its position primarily through the leverage of its vast merchant fleet. With the ships being merchant ships, they are not an immediate military threat to any other nation, but they could also be converted to naval vessels if need be. The merchant fleet is also a vital part of the economy of the Steadfast; loss of it would cause damage to the trade routes that the other kingdoms depend on. In recent months, losses amongst the merchant fleet have apparently been higher than normal. More vessels are being lost, and lost without a trace, than is usual. It could be that a foreign power is attempting to reduce the fleet’s utility, harming the Sea Kingdom and, perhaps, the other nations of the Steadfast as well.
  10. There are rumours of a chain of islands leagues to the west of the Steadfast, and King Laird of the Sea Kingdom of Ghan is said to be preparing an expedition to head to those islands to discover if they are as rumoured. Some say that the expedition has actually happened, and that the fleet discovered something extremely unusual, perhaps extremely dangerous, and that its discovery is being covered up until a course of action can be decided on.

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D20: Items to Find in a Sofa

SofaSofas are notorious places for accumulating pieces of debris. Should a character ever choose to go poking around inside a sofa, looking for something important, here are various less useful, and sometimes unpleasant, items they could find.

  1. 1d6 loose change
  2. Pen
  3. Unwrapped and sticky sweet
  4. Used tissue
  5. Cheese puff
  6. Leaking battery
  7. Remote control
  8. Crisp packet
  9. Sock
  10. Mouse droppings
  11. Dead spider
  12. Soft and disintegrating biscuit
  13. Dummy
  14. Faded receipt
  15. Hard bread crust
  16. Lego piece
  17. Screw
  18. Peanut
  19. Pill
  20. Plastic figure

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D10: Scroll Cases

Scroll Case
Some artwork copyright William McAusland, used with permission

Scrolls, whether they be scrolls of magic, maps or other writings, are common items to find in a fantasy game. They are also fairly fragile items, so finding them in a scroll case is hardly unusual. Here, then, are ten different scroll cases to find them in.

  1. A pale brown scroll case that has been shaped out of a piece of sandstone. One end cap, also made of sandstone, is removable and fits surprisingly snugly.
  2. An expensive-looking case made from silver with flat-cut semi-precious stones, amethyst that has been carefully pieced together on each endcap, and acid-etched vines on the main body.
  3. Carvings of trees decorate the sides of this mahogany scroll case, with each end cap shaped like branches radiating out from a central point.
  4. Decorating the side of this scroll case made from fired red terracotta are bas reliefs of people kneeling before a figure on a throne and presenting them with offerings.
  5. Dirty rags have been stuffed into the ends of this hollowed out yellowed and cracked bone that is being used as an improvised scroll case.
  6. Scrimshaw of ships at sea hunting whales decorates the side of this scroll case that has been craved from a walrus tusk.
  7. The case is made from brass with rotating sections each of which is has symbols carved into it. To open the case, the correct symbols need to be lined up.
  8. The once highly-polished steel of this scroll case is now marred by scratches, with several dents in the side, though the case itself is still sound.
  9. This case is made from white ceramic that has been painted with cherry trees in blue. Both endcaps are solid blue and the glaze is cracked.
  10. This is a crude scroll case made from greenish glass. It was once clearly a bottle, but the top has been broken off and a plug of wood used to block the open end.

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D10: Numenera Rumours – Navarene

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Bodrov in Navarene is an unusual city, being built on top of a strange rock formation. It resembles a round table with a single leg more than anything. Though the city is extremely defensible, and can house nearly ten times as many people as it currently does, the difficulty of getting supplies to the top has restrained its growth. There’s a rumour that a means of more easily shipping supplies to the city is being investigated, via some sort of ancient mechanism, and that if this is achieved, the city will grow substantially.
  2. Charmonde, the capital of Navarene, is protected by four fortresses, each of which has a powerful and ancient device that can emit a standing field that inflicts pain, and eventually death, on anyone who tries to cross the barrier. The devices have not been used in living memory, but there’s a rumour that recently they’ve started briefly activating all by themselves, without being switched on.
  3. For years, people feared the Westwood, believing it to be the haunt of ghosts and beasts, but the citizens of Navarene have started claiming the forest for their own, cutting down trees, building roads and clearing land for farming. They have met opposition which, until now, has been the creatures called the colovas. However, more recently there have been rumours of something else stirring in the region, and of strange disappearances, leading some to believe the tales of ghosts were not as far-fetched as is now commonly thought.
  4. In the Westwood on Navarene’s coastline is a huge tree known simply as the Emperor of the Green, substantially taller than any other tree and of a different species. Occasionally, some attempt to travel to the tree, but the journey can be dangerous. Recently, the survivors of one party returned, claiming that they couldn’t find the tree. Most think they simply got lost but some wonder how they could have failed to see a tree of the Emperor’s size.
  5. Queen Armalu, the ruler of Navarene, lives in Empiternal House, her palace in the capital city of Charmonde, and has not left there for years. Anyone wishing to visit the queen must pass through a whole series of stringent checks, something that, in combination with other procedures, has apparently allowed the queen for 253 years. Yet there are mutterings that none of that is true. That the elaborate procedures and protections are intended to cover up the truth, and add an air of mystery, that the queen died many years ago and the current Queen Armalu is merely the latest successor.
  6. The Emols, a noble family of Navarene, own a machine called the Dark Smoker that cuts down and processes the trees of the Westwood at a tremendous rate. The Dark Smoker requires constant maintenance to keep it going, both because of how jury-rigged the machine and because of constant attacks by culovas. Recently, though, the Dark Smoker has been suffering from an increasing number of problems, failing with greater regularity, in some cases injuring those working on it. The Emols suspect sabotage.
  7. The Empiternal House in Charmonde, home of Queen Armalu, the ruler of Navarene, is also called the House of a Thousand Slaves, as that is said to be the exact number of slaves that the queen has in the palace. There’s a rumour that this is also the number of slaves that the queen goes through each year, some being simply worn out but many of the others dying, fuel for whatever means the queen uses to extend her life.
  8. The northern portion of Navarene is filled with fortresses south of the Tithe River that are used to defend the border from the Beyond, and are important given that the Amber Pope has declared war on the lands to the north. Queen Armalu has been attempting to get the other eight kingdoms to help subsidise these fortresses, but they are reluctant, fearing that they may be funding a potential invasion of their own realms. It’s even been said that the Amber Pope has been duped by Queen Armalu into declaring war on a non-existent foe, simply to raise funding for her own army.
  9. The Vacant Palace in Bodrov in Navarene was constructed by a now long-dead suitor of Queen Armalu as a place for the queen to retreat to in time of war or calamity. Queen Armalu never leaves her chambers in Empiternal House, and has never set foot in the palace, though the suitor’s estate still maintains it as if the queen could arrive there any day. There’s a rumour that the estate also hides a secret in the palace, one that the suitor never shared with anyone else, something that could perhaps interest the queen, were she to find out the truth.
  10. There’s a ruin in Navarene whose mirror image can be seen in the sky, though there are some differences. For one, the image is always in winter, no matter what the season, and for another, the inhabitants don’t seem quite human. There’s a rumour that recently the ruin itself has started to take on some of the characteristics of the mirror image. Snow has been seen on the ruin outside of winter and some claim to have spied some of the inhabitants of the mirror image in the ruin on the ground as well.

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D10: Walls to Find in a Dungeon

Skeleton by a Wall
Some artwork copyright William McAusland, used with permission

Dungeons need walls, to separate the ceiling from the floor, and this list has 10 different walls that can be added. These could be used as a source of potential curiosities or hazards, or perhaps as potential adventure hooks. Alternatively, they may simply be used as walls to flesh out an otherwise uninteresting room and, perhaps, pose a puzzle that lacks a true answer.

  1. A huge fossil of what looks to be an ammonite sticks slightly out of the wall, the rock cut back slightly to partially expose the fossil, and the exposed surfaces highly polished.
  2. Curved tiles made from terracotta cover the wall, forming a wavy pattern. Each tile has a small face moulded into it, and each face is identifiable as being an individual.
  3. The wall appears to be made of circles of glass, in alternating blues and browns. Each circle is approximately 3″ in diameter, and is slightly indented. They have been fixed together with mortar and, if more closely examined, it can be seen that the circles are the bases of glass bottles.
  4. The wall is formed from trilithons, which have the openings beneath the stones filled up with roughly shaped stones. These stones, on inspection, look to be menhirs that have been cut into pieces.
  5. One-inch-wide strips of copper run vertically and horizontally, forming a woven wall of copper strips.
  6. What look like louvred slats of wood running horizontally form the wall. The slats are unusually hard, and prove to be stone if investigated. They cannot be moved from their current position, but a slight draft comes from the gaps between the slats.
  7. The wall is made from what look to be thick, black tentacles. The tentacles interlock tightly, but whenever anything living approaches them, they shift and writhe.
  8. Three-foot square blocks of stone form the wall. Although each block is tightly fitted, they are made from different materials; granite, marble, sandstone and limestone, and with different types and colours of each individual stone.
  9. Rusty iron bars have been vertically mounted, driven into the floor and ceiling, and roughly welded together.
  10. Bodies of many different creatures have been used to make the wall. The bodies have been stacked and fitted together, then coated with some sort of thick, clear varnish to preserve them. Those bodies that have faces all appear to be screaming.

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