Wednesday, January 15, 2025

Hellraiser #1

I've been obsessed with Clive Barker's Hellraiser since I saw the first film back in the 80s, after getting my grandmother to rent it from the local grocery store. Truth be told, the first time I watched it I had to take it in two parts; it freaked me out so much that I had to stop the tape and continue the next day! After finishing it, though, I couldn't get it out of my head and I was soon on the trail of tracking down a copy of The Hellbound Heart...and all of Barker's other fiction.

To my amazement, one day (circa 1989) at the comic shop I saw a copy of Clive Barker's Hellraiser #1 on the new release wall. This was an anthology comic published by Epic, Marvel's "serious" imprint. The comic was deluxe for the era: perfect bound, thick paper, and chock full of painted art. I was in love.

I've managed to get a full collection of the Epic Hellraiser comics over the years, and now it's time to re-read them and give a full reevaluation. Are they a worthy addition to the "Hellraiser Mythos"? Or were they a cash-in that will ring hollow now that my days of youthful enthusiasm are at an end? Here's what the first issue summoned forth:



Erik Saltzgaber, John Bolton, Bill Oakley

"The Canons of Pain"

Things kick off with an extremely strong start with "The Canons of Pain." I am a sucker for Hellraiser stories with a historical gloss, and "The Canons of Pain" takes place during the Crusades. Our virtuous knight brings a Lament Configuration back from the Holy Land, but that's not the only burden he carries--it's clear that in this story the puzzle box is a metaphor for his war-induced post-traumatic stress. I also love the gimmick in play--once the puzzle is solved and the Cenobite is summoned, the medieval characters try their damnedest to fit its existence into their Catholic framework of demons, hell, and the justice of God. Overall, it's a banger of an opening story and I adore that you can still see the canvas grain in the art, just beautiful texture.


Sholly Fisch, Dan Spiegle, Carrie Spiegle, Sherilyn van Valkenburgh

"Dead Man's Hand"

"The Canons of Pain" isn't the only historical drag the first issue of Hellraiser has to offer: "Dead Man's Hand" gives us a slice of the Wild West. It's a classic premise--a stranger comes to town, looking to play some high-stakes poker, with a man's soul on the line. The stranger antes up a Lament Configuration, which everyone thinks is the big prize. It's not, of course. When his intended victim emerges as the winner of the card game, he gets the real prize--the stranger takes the box with him and rides out of town. It's a slight story, especially after the vicious tangle of the first tale, but it's a fun diversion nonetheless. 


Jan Strnad, Bernie Wrightson, Bill Wray, Michael Heisler

"The Warm Red"

"The Warm Red" is a story that has really stuck with me over the years; it's easily my favorite of the tales in the first issue. A manipulative real estate mogul gets a tip that some ailing farmland is going to be virtually priceless once Disney moves in and makes a new theme park nearby, so she swoops in ahead of the other vultures to buy the place off the dimwitted yokel who owns it. She not above using sex to blind him to the swindle, and one of the things I love about this story is that they resisted the temptation to make her a typical "sexy comic woman" of pneumatic proportions and instead portray her as older, oddly angular, but still seductive and real.

Of course, little does our swindler know that the dimwitted yokel has been cast from the Ed Gein mold--he's a sadist who was tortured at the hands of his pious mother, the perfect recipe for a beast to fall into the hands of a Cenobite. The Cenobite in this story is worth mentioning; his name is Face, due to the mask of skin stapled over the blood and muscle of his head, and this won't be his only appearance over the comic's run. 

Our yokel turns the tables on the businesswoman, drugging her into unconsciousness so her can cut her up and give her over to Hell's dominion.

When she awakes, mostly nude and tied spread-eagled to a gore-soaked mattress, the pain is about to begin. But remember, she's a wheeler and dealer--she makes Face an offer that feels like a true bargain. As she explains to the Cenobite, yon yokel only feeds a trickle of souls to Leviathan--and just think how the yield could be increased if someone savvy were at the helm! And so, our yokel and our manipulative femme fatale trade places; at the story's close, he's the one strapped down, fearfully awaiting the cruel application of the knife.


Ted McKeever, "Dance of the Fetus"

"Dance of the Fetus" is a mostly wordless story about a woman who has summoned a demon seemingly to give her the strength to commit suicide. Ted McKeever's idiosyncratic art style is a great fit for the themes of the piece; it's moody, glum, and frankly depressive. Once the demon slips inside the woman, he discovers a spanner in the works--the woman is pregnant. It is, apparently, against regulations for Hell to claim an innocent in the bargain, so the fetus is taken outside of the woman's body, where it floats up into the firmament to become a star. This is a great piece of comic work, but I have one caveat with it: it just doesn't feel like a Hellraiser story! And that's what makes it interesting within the context of the first issue--you can see how the team involved is feeling out the territory, finding the limits of what a comic called Clive Barker's Hellraiser can do without becoming alienated from itself.

Monday, January 13, 2025

The Karthax Mountains

In my opinion, mountains in a Gothic Fantasy setting are for putting isolated and hidden secrets in. Here's the overview of the Karthax Mountains before we zoom in on some specific locations.


The Karthax Mountains

Foreboding Mountains Hiding Terrible Secrets

The Karthax Mountains are an immense, fang-like range that divides Krevborna. The mountains possess a sublime and terrifying aspect; the unrelenting thunderstorms that rage amid the peaks fill their beholders with awe and fear. Their highest elevations, particularly in the frigid north, are capped with snow and frost. The mountain winds howl with an anguished voice. 

The Karthax Mountains have earned a sinister reputation. Legendary monsters, such as dragons and giants, are known to make their lairs in mountainous caves. Though they are desolate and perilous, the Karthax Mountains are also home to isolated groups who have adapted to life in the savage summits. Rugged tribes of human barbarians and cauldronborn eke out their existences by hunting for game and fishing the oft-frozen lakes found in the mountains; famed for their use of giant goats as steeds, these tribes are as inclined to kill those who trespass on their lands as they are to help those who become lost among the mountains. 

Hallmarks

The following elements and aesthetic notes define the Karthax Mountains:

    • Many have remarked that the most fearsome of the mountain peaks resemble monstrous fangs.

    • Tribes of fearsome human and cauldronborn hunters live in isolation among the sublimely beautiful mountain peaks.

    • A school of black magic known as the Malcovat is hidden at the northern extremity of the mountain range.

    • The snow elves hold an ancient and foreboding tower and the hidden fortress-cities of the dwarves are located in the ranges of the Karthax Mountains.

    • Travelers report hearing the ominous sound of a tolling bell while journeying through the Karthax Mountains.

Tuesday, January 7, 2025

Vanessa Laurant

The Judas Sea’s most powerful villain is Vanessa Laurant, a pirate captain who serves a primordial abomination. 


Vanessa Laurant 

Vanessa Laurant is the most dreaded pirate captains operating on the Judas Sea. Captain Laurant is justly feared; not only is she a vicious combatant with a reputation for relentless and remorseless bloodshed, it is also well-known that her command of voodoo is without equal—fully half of the crew of her ship, the Dawnrazor, are zombie sailors under her control. 

Vanessa Laurant is not content with her role as the Pirate Queen of the Judas Sea. Theft upon the high seas enables her true calling—she searches for the whereabouts of a fabled weapon known as the Brineblade: a legendary blade empowered by Scylla, the monstrous Lady of the Drowned. Once the Brineblade is in her hand, Vanessa Laurant plans on waging an even more vicious war of terror against the sailors, fishermen, and merchants who rely upon the sea for their livelihoods as a way of offering Scylla a rich banquet of fear to feast upon. 

    • Appearance: Horrific scars crisscross her face and body, though her long red hair is strikingly beautiful. 

    • Personality: She relishes causing terror.

    • Motive: She wants rule the seas in Scylla’s name.

    • Flaw: She cannot get over a grudge or perceived slight.

Sunday, January 5, 2025

2024 Year in Review and the Year to Come

Looking back at 2024, looking ahead to 2025.

On the Gaming Front

By far, the unchallenged high point was finishing the Krevborna campaign that started last year. To paraphrase Arch Merrill, the "Poet Laureate of Upstate New York," it feels like "we will never see its like again." That was easily the more fun and exciting campaign I've ever been part of and I suspect it will remain something I remember fondly for the rest of my days. If you want to read the recaps from it, go here and scroll down to the posts for Lachryma Rising.

On the other hand, we started a new Krevborna campaign that had massive peaks of great times (a jailbreak! a tiki inspired infiltration adventure! a ball inspired by Dante's Inferno!) and some very low points that left me feeling down about the whole thing. However, you can learn valuable things from when a game isn't going well, so I definitely have some necessary changes in mind for the next Krevborna game I start.

Of course, we may get back to this campaign but it remains to be seen whether it has already truly ended or is just on hiatus. That's entirely dependent on how I feel about it in the future and if the players retain any enthusiasm for it after we take a break to play other people's games. We got to a decent stopping point for the campaign so I'm good either way.

Aside from the Krevborna campaigns, I ran some great one-shots in 2024. I really enjoyed the Euro-Gothic Hellraiser-themed Call of Cthulhu game we played in October, I playtested my mysterious AG3NTS of C0NTR0L game to good effect, and the vampire truck stop adventure for PLANET MOTHERFUCKER fucked.

I've already got a couple fun ideas cooking for games to come once I'm back in the GM seat, but I think I want to explore both shorter arcs and different settings in 2025. Right now my list includes a Warhammer hexcrawl in Lustria, something I'm calling Krevborna High (Dark Shadows Gothic soap opera meets Stephen Graham Jones's Angel of Indian Lake trilogy), and another thing I can't even really mention or it would spoil the experience for the players. Aside from those, I'm sure PLANET MOTHERFUCKER will get some play and hey maybe this is the year I run Deadlands again.


On the Podcast Front

Bad Books for Bad People chugged along. With only eight episodes in 2024 we didn't quite hit our once-a-month target, but there was real-life stuff that came up and, hey man, we do the podcast for free with no sponsors so the audience gets what they get. Still, I think our Sudden Death episode is one of the best we've ever produced.


On the Writing Front

2024 was the year I got back into writing fiction in a serious way. I went from completing one story in 2023 to completing seven stories--one of which is novella length!--over the course of the year. And I know you're supposed to sit down and be humble but I'm going to be honest with you: some of these stories are really, really fuckin' good. So good, in fact, that I'll probably try to find a way to get them in front of readers this year. I made it look easy in 2024. I think some people were shook by that, but that's between them and the draft they'll never finish or whatever.

I'm going to try to expand that novella into a novel-length project in 2025. I've never written a novel before, so we'll see.

In terms of game writing, I pumped out three good-ass supplements for PLANET MOTHERFUCKER this year: DEMONOID PHENOMENON, BLACK SUNSHINE, and DEAD GIRL SUPERSTAR. The problem is...that very few people saw them. PMF is a niche game, but I think I need to figure out how to help it find its audience that isn't Drivetrurpg because the game is languishing behind the "adult content" saloon doors. 

There's one more PMF supplement coming, by the way, because I don't really care about popularity or the line going up. It's tentatively titled PUSSY LIQUOR. After that, I'm considering compiling all of them with the core rules into a single book. It's the funniest game you don't own yet. You should buy it and encourage me to have more bad ideas.

I thought I would get a revised Krevborna setting book out in 2024, but it didn't happen. The manuscript is looking good, but there's still a bunch of editing to be done on it. 2025 will probably see its release. And, as always, it will be a free pdf update so if you've already bought the book you're going to be good to go. Again, I'm not in this for the money or the microfame, I'm here to help you have a good time and also make the shit I want to use in my games.


On the Discord Front

My Discord server continued to be a fun place to hang out at. You can join too, it's open invite, just make sure you read the rules and keep it cool. It's slow-paced compared to big servers, which is exactly what I want. It's also non-denominational, so don't show up if you've got a weird axe to grind about a style of gaming, authors who are more popular than you will ever be, etc. Had to clean out a couple fools for being foolish this year, and I'm happy to do it again.

This year I started streaming movies for the folks there alongside running games and shooting the breeze. The Krevborna Film Festival and PLANET MOTHERFUCKER Film Festival were both blasts, and I'll probably run both again in 2025. I love sharing some messed-up movies that people maybe haven't seen before.


On the Movie Front

2024 was a phenomenal year for horror movies, particularly in the theaters. My favorite theatrical releases of the year:

  • Abigail 
  • Beetlejuice Beetlejuice
  • Blink Twice 
  • Furiosa
  • Immaculate
  • Kinds of Kindness
  • Lisa Frankenstein 
  • Longlegs
  • Nosferatu
  • The Substance

On the Reading Front

I managed to hit two reading goals in 2024: read a hundred books and finish re-reading Stephen King's Dark Tower series. Of the books I read over the course of the year, these were my favorites from among the new-to-me pile:

  • Alisa Aerling, Smothermoss
  • Nathan Ballingrud, Crypt of the Moon Spider
  • Monica Brashears, House of Cotton
  • Essie Fox, The Fascination
  • Kate Griffin, Fyneshade
  • Lee Mandelo, The Woods All Black
  • Sara A. Mueller, The Bone Orchard
  • Grady Hendrix, My Best Friend's Exorcism 
  • ML Rio, Graveyard Shift
  • Richard Swan, The Justice of Kings

On the Music Front

We went to see Ministry, Alice Cooper, and Rob Zombie again, which was cool. I also souped up a hand me down guitar so I can jam doom metal at home. Need some dope records? These were the cream of the 2024 crop for me:

  • Ad Infinitum, Abyss
  • Castle Rat, Into the Realm
  • Chat Pile, Cool World
  • Chelsea Wolfe, She Reaches Out to She Reaches Out to She
  • Funeral, Gospel of Bones
  • Knocked Loose, You Won't Go Before You're Supposed To
  • Oxxo Xoox, +
  • Ponte del Diavolo, Fire Blades from the Tomb
  • Ulcerate, Cutting the Throat of God
  • Uncle Acid & the Deadbeats, Nell' Ora Blu
That was the year. Let's see what 2025 will bring.

Wednesday, January 1, 2025

Did You Hear What Eddie Gein Done?

Bad Books for Bad People, Episode 81: Did You Hear What Eddie Gein Done?

Did You Hear What Eddie Gein Done? is a 2021 graphic novel that pairs historical true crime author Harold Schechter and Eric Powell, writer and illustrator of the monster punch-up comic The Goon. Jack and Kate revisit the horrifying true tale of the Butcher of Plainfield–this time, in comic book style.

What impact did this case have on pop culture, and why does it continue to fascinate us? How were the ‘90s a different country, and why did that country smell like grunge? Is the true crime genre Horrible Exploitation or Cool Exploitation? All these questions and more will be explored in this episode of the podcast.

Sunday, December 29, 2024

The Death of Patchwork Jack

Before the holidays, we were able to reach a good stopping point for the current Savage Krevborna campaign. In this episode they found and defeated their quarry, the genius corpse golem known as Patchwork Jack, though this one could have gone either way depending on the dice. We'll see if or when we return to this in the new year, but if we don't I'm at least satisfied we got to a little moment of closure on it one way or another.


Characters

Panthalassa, a necromancer who summons primordial creatures

Daytona, a dhampir gunslinger fresh from Hell (again)

Garazi, a beautiful young witch with a bird familiar

Willard Corn, a man of mysterious circumstances

Heck, a revenant seeking vengeance on witch hunters

Khamaat, a newly awakened mummy


Events

When we last left the party, they were unlocking a large, metal-plated door with a key they had obtained in a lower level of the complex. Beyond the door was a cage elevator big enough to move equipment--or cadavers--from level to level. They noticed that the elevator shaft proceeded both up and down. They decided to first use the elevator to ascend the shaft. The ride terminated at the top of a low mountain peak, with an rocky overhang to shelter the elevator from the snowfall. From the deep wheel ruts tracing up the path through the snow to this area, they guessed that something had been transported into the complex via the elevator recently. 

The group then decided to try their luck descending into the shaft. The elevator moved down the shaft for a very long time, taking them much deeper into the complex than they had previously ventured. The short corridor leading from where the elevator came to rest joined an octagonal room decorated with statues of Vlaak surgeon-priests, each of which held sharp obsidian surgical implements of alien design. There was an iron-bound door behind head statue. Willard noticed that there were scratch marks leading to the easternmost door, so they approached and opened that one. 

The corridor leading from that room ended in a stone door carved with the face of a Vlaakish queen that was slightly ajar. Peering beyond it, they could see a large chamber with pillars carved into the likenesses of misshapen monsters supporting the vaulted ceiling. Inside, three of Patchwork Jack's corpse golems stood guard by an eldritch metal throne. These golems differed from the ones they had previously encountered in one respect: gas masks had been sewn in place where their faces should have been. 

Deciding that they wanted no part of that action for the moment, the group retreated back to the octagonal room to try the other doors. This was, in fact, a tactical mistake on their part that would leave them in bad shape for the confrontation to come because when Willard approached a door that did not have scratches in front of it--which were proof that the door they entered before was seeing regular use--he triggered the statues to wildly swing their obsidian blades, which wounded several members of the party quite badly. 

Their lesson learned, they returned to the octagonal room and opened fire on the corpse golems from the doorway. This may also have been a strategic error, as Daytona's gunshots simply caused the golems to seek cover behind the throne and the group quickly learned that the creatures were highly resistant to any long-range sorceries they might hurl their way. The only solution was to charge them and fight it out hand-to-hand. Which they did, and handily won.

(Well, technically they could have parlayed with the corpse golems because they belonged to a faction that wanted to be free of Patchwork Jack, but they didn't explore that angle; thus, violence.)

After a bit of further exploration, and tangling with a few more corpse golems, they discovered a chasm down which a waterfall cascaded into an underground lake below. There was a chain ladder fastened to the side of the chasm, going into the dark. As they climbed down the swaying chain ladder, Daytona received a vision about Garazi--but did not divulge its contents to the rest of the group. 

At the bottom of the chain ladder, the group found themselves on the far shore of the underground lake. There was an island at the center of the lake, and on that island was a small fortress over which electricity was arcing chaotically--an eerie repetition of Viktoria Frankenstein's island chateau at the center of Loch Riven. The shore had a small dock; the boats at the dock were strange, advanced technology, but Serafina was able to get one working so that they could head to the island.

Once docked on the island, Patchwork Jack and his compatriots--a man in an exoskeleton of steel and six corpse golems--emerged from the fortress to meet them. Checking his pocket watch, Patchwork Jack announced that he had expected their arrival ten minutes earlier--no matter, though, he was happy to send them to their graves NOW. 

The first round of this long battle did not go in the characters' favor. Panthalassa initially found herself unable to summon dinosaur aid. Heck found Patchwork Jack to be more than a match for his previously unassailable undead vigor--Patchwork Jack grabbed him by the face, threw him onto his back, and began pummeling him with steam-hammer fists. Worse, when Heck let himself slip into a berserk rage, Patchwork Jack followed suit with a murderous rage of his own! 

Beaten and bruised by the first exchange of blows, things appeared dire for the party when a demonic gate erupted from the ground, its portal filled with fire. However, this gate was help on the way, as their ally Nightsong emerged from it and immediately cast a spell that knit and cauterized their wounds, giving them the wherewithal to keep fighting and turn the tide. Panthalassa was finally able to summon her raptors, which tore into the corpse golems, and even a massive herbivore--though that was quickly put down by a blow from Patchwork Jack. Nightong threw down her Judas coin, exclaiming "Now you dance with me" to a corpse golem that was about to rend Khamaat in two--there was a flash of bright light and the smell of brimstone as Nightsong and the golem vanished to duke it out in Hell's arena. Serafina was able to sneak up on the man in the exoskeleton suit and assassinate him from behind. Heck was finally able to land some blows in return against Patchwork Jack, and Daytona was able to finish him off with a bullet to the head.

When they regrouped, Nightsong announced that she hadn't just come to aid them in their time of need--she had business with them as well. She told them that, in her capacity as Hell's Herald, she was entrusted with the duty of recruiting a team capable of pulling off a job that just might end the Hellwar before it spilled out onto the Mortal Realm in earnest. She had considered many options, but decided that this group of ragtag misfits might be the best candidates for the job. As such, she asked them to sign a black book and become satanic agents in return for a boon to be bestowed upon the completion of their task. 

Garazi was the first to sign the book, and she signed in blood. Everyone signed the book save for Willard and Khamaat, who are either suspicious of what is being offered or repulsed by the idea of getting a rich favor from a Dark Power.

In the end, the group decided to part ways for the time being. Panthalassa would accompany Serafina and Nightsong to retrieve Viktoria from her safe haven. After that, Pathalassa would set sail aboard the Dawnrazor with Thomasina to find Pendleton. Nightsong told Garazi that she should return to Hemlock Hollow and spend time with her family because "it might be some time before you are able to see them again." Ominous and cryptic

She also suggested that Heck accompany her and perhaps take the opportunity to get to know Ivara Graymalk better. Daytona would return to Lachryma and to Catarina--and also send the Widow and Viktoria's creations home. Khamaat was charged with keeping a finial safe--it would be needed in the task ahead. Also ominous and cryptic. And as for Willard...well, we assume he will keep looking for this three-legged dog in the interim.

Tuesday, December 17, 2024

A History of Horrible Experiments

The hunt for Patchwork Jack continues! This session brought some horrific revelations about the site they had been lured into by their quarry and the mystery of Willard Corn has also deepened. 


Characters

Panthalassa, a necromancer who summons primordial creatures

Daytona, a dhampir gunslinger fresh from Hell (again)

Garazi, a beautiful young witch with a bird familiar

Willard Corn, a man of mysterious circumstances

Heck, a revenant seeking vengeance on witch hunters

Khamaat, a newly awakened mummy


Events

When we last left our heroes, they were descending a spiral staircase down into the depths where they could hear a strange metallic buzzing. The sound was coming from a swarm of bio-mechanical bats, which surrounded the group and made them fight for their lives on the staircase. Judicious use of fiery blasts and necrotic bolts knocked the mechanical bats--which had been spying on them on behalf of Patchwork Jack--out of the air. 

While exploring this new level of the complex, they discovered a corpse that Khamaat determined had been exsanguinated via medical means. Additionally, many areas on this level of the complex proved to either be flooded or to have a fast-rushing stream bisecting the caverns they were trudging through. 

Garazi summoned Txori and sent the bird to scout one of the larger caverns. The cave was lit by phosphorescent fungi and was filled with over twenty Vlaak sarcophagi that were leaned against the walls. Willard was able to read the runes carved onto the stone sarcophagi; the runes indicated that the dead were "Doctor-Priests" of some fashion. 

Garazi sent her familiar into another cave--this one stinking of feral animal. Txori was able to relay that the cavern was inhabited by two ratman, each of whom was bearing an eldritch firearm fitted with a glowing green stone, before she was blasted into nothingness. (Don't worry, she can be re-summoned in ten days, good as new.) As the group stormed into the cave, one of the ratmen released a giant rat to attack them. Panthalassa responded by summoning a raptor, which took down the giant rat as it attacked Willard. Once the ratmen were dispatched, the group was able to determine that the eldritch weapons were now useless because they were powered by the life forces of their wielders. 

Heck volunteered to wade into a chamber filled with massive fungi since he is immune to poison. He found two ancient Vlaak corpses that had been covered in a carpet of fungal matter. He was able to obtain strange medical instruments (which he gave to Khamaat) and an alien sword (that was given to Willard). Since Heck was now covered in potentially deadly spores, the group made way so he could give them a wide berth and clean himself off in one of the cavern streams before returning to the party.  

Disappointingly,  neither Panthalassa nor Serafina could pick the lock of a large, metal-plated door that had the name Dahom-Ka inscribed in runes above it. They would need to find a key to open that door. There was also much dithering in the sarcophagi room over whether they should open one of the three final resting places of the Lord Doctors within the chamber. Ultimately, they decided to leave things alone in that room. 

However, on one wall they did find a relief carving of...Willard Corn and a three-legged dog?! The words accompanying the depiction indicated that they are dangerous escaped "experiments." 

Once a staircase was located, they descended to the next level. This set of stairs spit them out near a waterfall created by the rushing streams above. In a nearby room, they found barrels filled with human body parts preserved in formaldehyde for further experimentation. The floor in the room beyond the chamber smelled of vinegar and looked strangely wet. When Heck threw a piece of leather into the room, a translucent pseudopod extended and caught it; the leather sizzled in its acidic grasp! The group was soon fighting an unnatural ooze. 

Once the ooze was dealt with, they discovered another room that had been clearly been used for either surgery or butchery--or a combination of both. There were cleavers and anesthesia masks next to a scarred operating table. Other interesting surgical item was recovered from a flooded room. Panthalassa used her cephalopod familiar Happy to scout the room. After determining that there was a Vlaak skeleton and a floating sack in the water, Khamaat--also immune to poison and disease--waded in to retrieve whatever was in the bag. The item was a broken mechanical glove meant to assist during surgery. 

They also encountered a strange mollusk that was posing as a stalagmite, but they decided to avoid that monster. However, they did explore a series of rooms with broken white tiles on the floor that seemed to be some sort of hospital ward. Panthalassa picked the lock on one of the rooms and they discovered that there was a key jammed into a crack in one of the walls. In fact, Daytona had had a vision of a crazed, wild-eyed man hiding the key in that crack back in the past when this site was an operating medical facility. 

The key was a fit for the lock on the door on the previous level that they could not open. Now they are ready to find out what lies beyond the door.