Gob stoppers! the perfect sweet for well, mmm, stopping gobs of course!

And for all those not familiar with British slangery, gob also translates as mouth, kisser, moosh, cakehole, or indeed the rapacious, slavering, fanged maws of a 7 headed monstrosity!

thinking quickly, you wrip open the gob stoppers and stuff one into each of the monster's gaping, fanged gobs. It begins to enthusiastically suck on them, obviously pretty pleased at the general taste of sugar, food colouring and boiled processed sweeties.

Congratulations you have pacified the savage beast of savageness, however on the basis that something with green slimy scales probably has pretty fast acting saliva, you put a bit of a spurt on across the monsters' laire.

If your writing these item thingies down, you might want to delete the gobstoppers, sinse the packit is now empty and you really don't see much use for an empty plastic gob stopper wrapper, so you chuck it onto the floor.

usually littering is a bad thing and should always be avoided, however in this case the room is so full of old bones and generalized muck and detritus anyway it probably doesn't matter.

the laire itself is fairly uninteresting, a dull stone room who's floor is covered with lots of gnawed bones, and old wrags, as well as some really pungent smelling monster doings. There is however a second door right across from the one you came in by, which makes where you go pretty obvious.

After leaving the Laire (and the unpleasant sound of seven hiddious heads sucking away at a hole bunch of gob stoppers), behind you, you find yourself in a long passageway.

Once again we're talking stone, though this stone for those who are interested is a more even, obviously metamorphic variety sinse it has a generally smooth volcanic glassy surface as opposed to the ignious rock which made up the previous rooms.

Stil, it's pretty stony, so you progress along to the end and find yourself at a junction of two corridors.

though you have absolutely no sense of direction whatsoever, you decide for the sake of arguement to call the one in front of you north, the one to your right east and the one to your left west. There's no particularly logical reason for this, your sense of direction (especially when transported to a magical dungeon), is pretty lousy, but hay, it helps to distinguish them and makes you feel a bit more like those intrepid adventurer type of people.

Not wanting to ridiculously blunder into anything else, you have a good look down all three corridors.

The corridor seems to sloep up going from west to east, so the western passage appears to be going downwards while the eastern passage seems to be going upwards. You can here some watery type splashing sounds coming from a very long way down the western passage too, as if it ends up somewhere very wet and slimy.

The north passage doesn't seem to be going anywhere special, though you can here some hammering sounds coming from it, and by hammering we're actually talking the sound of a hammer hitting something stony, not just a more literary way of talking about a generally percussive boom boom boom!

Choices choices!

 

west and water would be wonderful!

that hammering sounds interesting, lets go north.

my future lies east.

The horrible dungeons of dreadful doom.

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