Showing posts with label molds spores and fungi. Show all posts
Showing posts with label molds spores and fungi. Show all posts

Wednesday, September 16, 2015

New Monster: Herder, Elder

As convulsions shook Rathgar, Nimble tossed a vial of oil down toward the mushrooms, and jumped toward Rathgar. Feris waited for the oil to splash before lighting it up with a bolt of flame. The initial burst of heat and flame helped to clear the air as Nimble wrapped himself around Rathgar. Allianora, holding the rope tight, yanked hard, pulling Nimble and Rathgar back from the pit.

The mushrooms clambered over the rubble, dirt, and flames, tendrils grasping upward. Feris loosed bolt after bolt of energy down into the mass, blasting them back. One of the larger mushrooms pushed past the others, knocking into Feris as it reached the passage expelling a cloud of spores. Rathgar and Nimble, pulled by Allianora, slam hard into it's spongy body, knocking it back down into the hole.

"And that's when things got really weird." Feris explained over his tankard. "I started seeing things... I could taste the red of the mushroom cap, and I could hear the smoke in the air..."

"Thankfully Allianora stayed clear headed while the rest of us choked on those spores." Rathgar raised his mug.

Nimble raised his in salute as well. "To our savior! Not many worse fates than being turned into food for mushrooms!"


Herder, Elder
Armor Class: 6
Hit Dice: 3+1** (M)
Move: 90' (30')
Attacks: Slam
Damage: 2d4+1+Special
No. Appearing: 1d3 (2d3)
Save As: F5
Morale: 12
Treasure Type: J, L
Intelligence: 2
Alignment: Neutral
XP Value: 100

Really old herders eventually grow into aged berzerkers that charge recklessly toward anything that isn't a part of their own garden. They usually stand between 7-8 feet tall at full extension with large red caps.

Anyone struck by the elder herder must make a saving throw vs poison or become confused (as the 4th level wizard spell). If the initial save is passed, no further saves will be required for the encounter. If the save is failed, increase the duration of the effect by 2d6 rounds for every additional successful hit against the target.

Wednesday, August 26, 2015

New Monster: Herder, Spore

Rathgar shuffled carefully away from the hole as several pellets impacted the wall on either side of him, bursting open and releasing a caustic greenish cloud that swirled around him. His eyes watered, and his nose burned as he tried to hold his breath, but the sensation in his nose was too much, and he sneezed, and then began to immediately cough. His companions hesitated at the edge of the cloud, pulling their cloaks around their faces.

Gasping for breath, Rathgar continued to cough, desperately trying to clear his lungs.

"Keep moving!" Allianora yelled. "I'll heal you when you're out of the cloud!"

Rathgar just continued to cough as more pellets exploded around him. The green mist began to cover everything with a fine and sticky powder. The color offset the blood that he began to cough up onto his balled fist.



Herder, Spore
Armor Class:7
Hit Dice: 2** (M)
Move: 90' (30')
Attacks: Spore Blast
Damage: Special
No. Appearing: 1d3 (2d3)
Save As: F3
Morale: 12
Treasure Type: J, L
Intelligence: 2
Alignment: Neutral
XP Value:30

Spore herders are a specialized species of aggressive and territorial ambulatory mushrooms standing between 4' and 5' tall. The top of their vine covered central stalk is covered with multiple smaller colorful mushroom caps. While mostly unintelligent, they do an admirable job of growing and expanding their gardens of giant mushrooms. Any intruders to their gardens are slain as quickly as possible, and used as fertilizer. Cat-sized creatures and smaller are ignored. When still they are indistinguishable from the other giant mushrooms in their gardens.

In combat, spore herders blast out a concentrated ball of spores that explodes on impact, creating a 5' cloud that persists for 1d4 rounds. Anyone in or passing through the cloud must make a saving throw vs poison or suffer from uncontrollable coughing (unable to take any action plus 1d3 damage/round until a successful saving throw is made). While still in the cloud, the save is made at -2. When killed, the spore herders they release one final blast of spores, creating a 10' cloud around them.

Terrain: Caverns, Dungeons

Wednesday, August 19, 2015

New Monster: Herders

“Okay, the corridor’s floor is half collapsed just ahead, opening into a cave full of giant mushrooms. We can get around it, but I don’t know how stable it’ll be. Plus, there was something moving down there, and it looked like there was some sort of path winding through the mushrooms.” Nimble informed his companions.

“Did you get any hint as to what was moving?”

“No, but I also didn’t spend a whole lot of time hanging out at the edge with the torch burning either.”

"Fair enough."

The companions crept forward down the corridor, keeping as silent as possible. As they approached the opening into the cavern below, the party spread out. Nimble went across the ledge first, looking briefly down into the mushroom garden below as he crossed. Allianora went next, followed by Feris. As Rathgar crossed, a stone came loose, and bounced noisily down into the cavern. Everyone held their breath... The entire garden began to shake as several toadstool shapes picked themselves off the ground and lumbered toward the rock, vine-like appendages swinging from their central stalks.



Herder
Armor Class:7
Hit Dice: 2* (M)
Move: 90' (30')
Attacks: Vine
Damage: 1d4+poison
No. Appearing: 1d6 (2d6)
Save As: F3
Morale: 12
Treasure Type: J, L
Intelligence: 2
Alignment: Neutral
XP Value: 25

Herders are aggressive and territorial ambulatory mushrooms standing between 4' and 5' tall. Their central stalk supports a small cap and numerous vine-like appendages of varying sizes. While mostly unintelligent, they do an admirable job of tending to and protecting their gardens of giant mushrooms.

Anyone struck by one of their vines must make a saving throw vs poison or suffer from gut-wrenching cramps and nausea (-2 to attack rolls, saving throws, and AC) for 2d12 hours. Any intruders to their gardens are slain as quickly as possible, and used as fertilizer. Cat-sized creatures and smaller are ignored. When still they are indistinguishable from the other giant mushrooms in their gardens.
Terrain: Caverns, Dungeons



Based on the creatures from Grimrock

Friday, December 16, 2011

Déjà vu! Magic Mushrooms


"Hey human... grab a seat.  See those eggs over there?  Why don't you fry them up, they go great with mushrooms."

Nimble froze.  His foot oozed slowly into the soggy moss.  Turning his head slightly he saw a couple of eggs and a frying pan next to a small stack of firewood.  Just a little bit away was a patch of brownish spotted mushrooms.  Nimble felt himself relax and stepped over to the frying pan, and pulled the flint and steel from his pocket.  A mushroom omelet and a soft bit of moss sounded perfect.

Just as he bent down a small vial arched overhead, landing amidst the mushrooms, and setting them alight.  Screaming echoed through the swamp as Rathgar grabbed Nimble from behind and jerked him away from the conflagration.

Magic Mushroom
Magical Plant
Armour Class: 10
Hit Dice: 1+
Move: 0
Attacks: 1 (special)
Damage: Special
No. Appearing: 1
Save As: M1
Morale: 11
Treasure Type:  C
Alignment: Neutral
XP Value:  25

Each patch of Magic Mushrooms is a single entity with a powerful charm ability. Any intelligent creature that comes within range will be encouraged to consume a portion of the mushroom patch. While both tasty and nutritious, the mushrooms are highly poisonous. Anyone consuming even a single mushroom, and failing a saving throw versus poison will fall into a deep sleep after 2d6 minutes from which they will be unable to wake themselves. The victims of this poison, presuming their bodies are left unmolested are covered in the spores of the creature, and will be killed after approximately 24 hours, and over the course of about a week their body will be entirely consumed. Larger (and thus more experienced) Magic Mushroom patches will often have their victim lay the trap for the next victim.



Magic Mushrooms was originally published 1/27/10 and is my entry for The Deja Vu Blogfest.

Wednesday, March 23, 2011

Dungeon Fungus

"Do you smell that?" Nimble asked.

Everyone paused on the hillside path and sniffed the air. "What is that?" Allianora asked in disgust.

"You don't know?" Nimble laughed.

"Whatever it is, it's rank." Rathgar said, wrinkling his nose.

"It's kind of cloying." Feris said. "Not in a good way, but it makes you want to sniff it more." He then demonstrated by taking another deep sniff.

"Let's get a little closer, and I'll show you what it is."

A short while later they were crouching at the edge of a clearing. The red light
of the setting sun washed over the field. Laughing, dancing orcs cavorted around a bonfire. Greenish smoke billowed from the fire. "That's what you smell." Nimble pointed toward the fire.

"But what is it?" Feris asked.

"Dungeon Fungus" Nimble answered. "It's a drug. But better than that, these orcs will be down for the count in probably an hour, maybe two. Plus... "Nimble paused dramatically "they know where there's a dungeon around here. A deep one if they've got enough Dungeon Mold to burn like that."



Dungeon Fungus is a bio-luminescent giant mushroom. the largest specimens stand taller than a man with caps broad enough for 3 to lay comfortably upon it. It only ever grows in locations that are frequented by oozes, and have bodies to feed upon. Ingestion of the fungus will cause the ingestor to make a save vs poison or be violently ill for 3d10 rounds (no actions but 1/4 move, -4 penalty to AC). Burning the fungus will produce an intoxicating effect on all those who breathe the fumes. Anyone under the effects of the fungus' smoke will be much more likely to regard others as a friend (+2 to the reaction roll) unless they do something particularly harsh. After 1d4 hours the drug will cause anyone under its influence to fall into a deep sleep.



Inspired by result #4 from Dungeons and Digressions d20 Table of Odd Orcs