
A shallow cave opens at the base of a rocky rise, half-concealed by dense underbrush and claw-scraped trees. Bones litter the clearing — cracked, gnawed, and scattered with grim purpose. The earth is torn and churned, a testament to the violent fury that guards this place. A foul stench lingers in the air: musk, rot, and old blood.
In summer, the lair is humid and buzzing with insects, the surrounding ferns tall and thick, making every approach a nerve-wracking risk. In winter, snow crusts the ground, revealing a trail of crimson slashes through the white — Tuskgutter still roams, and the cold has not dulled his hunger.
Tracks circle the area. Some are human. Most… do not leave.
Tuskgutter’s Lair offers Dungeon Masters a tense, primal setting for a brutal showdown, tracking scene, or legendary monster encounter. Whether your players come as hunters or prey, one thing is certain:
The beast is real. And it remembers who trespassed last.