The circular, naturally hewn chamber is roughly twenty feet in diameter. Its walls are smooth and slick with moisture, providing nutrients to the numerous patches of lichen that cling to the porous limestone. The floor is slightly convex, collecting a shallow pool of freshly filtered water; however, proximity to the piles of dead bodies ensures the pool is unfit to drink from.
Taking stock of the situation, you find that you have your gear, but not your companions. Searching the area, you discern that they are not in the piles—which is a good thing, you tell yourself.
You exit the cadaver room, a fistful of glowing fugus to light your way. The chamber beyond is much larger, its walls built in cyclopean-style limestone masonry. The floor is paved in similarly tight-fitting, albeit smaller, flagstones that pitch and roll in uneven waves as water, vegetation, and time have played havoc on the structural integrity of this place. Great wisps of cobwebs hang from the ceilings and corners as a carpet of phosphorescent fungi covers nearly everything, save the numerous footpaths and gathering areas of the tusked behemoths that dwell here.
Perhaps two dozen of the monsters that attacked the merfolk tower infest the hall. Nests and burrows have been situated haphazardly around the wide chamber, fashioned of from all sorts of refuse: beach wood, old and spoiled tapestries, chunks of ruined masonry, and of course layers of packed lichen. Piles of rubbish, bones, and guano lie scattered about, piles in which several smaller versions of the creatures play.
At intervals, sections of exposed masonry have been rubbed clean of the fungi, instead plastered with sheets of sickly white ecdysis.
The creatures lumber about, hissing and snapping at each other and their young. Occasionally, you also hear human—or perhaps merfolk—cries of pain and/or terror.
Do you:
- Investigate the area
- Search for the source of the cries
- Continue watching the creatures
- Something else/Other