THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Deep Dark Oozes
Along with the sub-human Grimlocks and Ghouls, there’s also
a frightening collection of various dangerous slimes, oozes, molds, and killer
mushrooms in the Deep Dark. These
strange substances are some sort alchemical creation gone wild. Perhaps the Catastrophe altered them. There’s probably some magical knowledge to be
gained from them if properly studied, though none of them can survive outside
of the Deep Dark environment.
Green Slime
This flesh-eating slime covers damp surfaces all over the
Deep Dark. It automatically dissolves
wood and organic items touching it in 2 rds.
Non-magical metal items are corroded on 3 rds. In either case, it must be scraped or washed
off immediately to avoid ruining the item.
On exposed flesh, it does 1d6 damage each rd until scraped or washed
off. Anything that deals cold or fire
damage, sunlight, or a remove disease spell destroys a patch of green
slime. It does not harm stone.
Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with
a cloud of poisonous spores. All within 10 feet of the mold must make a DC 12
Fort Save or take 1d6 damage. Those failing will need to make a DC 18 Fort Save
next rd or fall unconscious for 1 turn. Fire destroys Yellow Mold, and sunlight
renders it dormant. It is also found in
damp areas.
Brown Mold
Brown Mold feeds on warmth, drawing heat from anything
around it. It normally comes in patches 5 feet in diameter, and the temperature
is always cold in a 30-foot radius around it. Living creatures within 5 feet of
it take 3d6 points of cold damage. Fire brought within 5 feet of brown mold
causes it to instantly double in size. Cold damage, such as from a cone of
cold, instantly destroys it.
Grimlocks (immune to the cold) may be storing fresh bodies
here, waiting to thaw them for later consumption.
Phosphorescent Fungus
This strange underground fungus grows in clumps that look
almost like stunted shrubbery. It can be cultivated for food and light. It
gives off a soft violet glow that illuminates underground caverns and passages
as well as a candle does. Rare patches of fungus illuminate as well as a torch
does. Picked fungus will glow for up to
six hours.
Violet Fungus (Giant Mushroom)
HD 2+6, Hp 15, AC
13 (Natural)
Fort +6, Ref –1, Will +0
Melee: 4 attacks/rd Tentacles +3 to
hit 1d6+2 + Poison Spore Cloud DC 12
Fort Sv or Die. Immediate effect is 0 hp
and unconsciousness. Death occurs in 1 +
Con Bonus days.
There are patches
of large mushrooms in the Deep Dark.
Humanoids and humans alike find them to be delicacies. (Even the strictly carnivore Humanoids will garnish
meals with mushrooms, if they can.) The
patches of giant mutated mushrooms in the Deep Dark can fetch high prices in
the outside world. Unfortunately, mixed
in with these mushrooms are some dangerous mutations.
Violet Fungus
mushrooms protect themselves with tentacles that spray poison spores on
would-be harvesters. They are
differently colored than almost any other mushroom, as long as you’ve got
enough light to see by. If killed, the
mushroom (toadstool) is still poisonous.
There are assassins who can brew Violet Fungus into potent poison
applications.
Shrieker (Giant Mushroom)
HD 2+2, Hp 11, AC 8
(Natural)
Fort +4, Ref —, Will –4
Melee: None
Ranged: If passing within 5’, DC 18 Stealth check
or Shriek 1d3 rds DC 12 Fort Sv or stunned during Shriek. It may shriek once per turn.
The only other
mushroom that has the same color as Violet Fungus are the Shriekers. Their defense mechanism only stuns
victims. Unfortunately, this will almost
certainly draw Ghouls, Grimlocks, and any other hungry creature in the
area. For this reason, Shriekers may
have treasure and gear lying around them.
Gray Ooze
HD 3 (d10), Hp 15,
AC 10* (magic weapons strike as normal, wooden weapons dissolve on contact,
metal weapons break on a 1 in 4 upon contact)
Fort +6, Ref –4,
Will –4
Melee: Slam +3 to hit 1d6+1 + DC 12 Ref Sv or -1 to worn non-magical Armor
(1d6 acid damage if not wearing armor)
Stealth: +5 Camouflage among stones
Bane: Will retreat from fire and magic attacks
Usually hides among wet stones.
Ochre Jelly
HD 6 (d10), Hp 40,
AC 10* (magic weapons strike as normal, slashing weapons do no damage, but
split the Jelly in half, each with half hp, up to 4 separate Jellies)
Fort +8, Ref –3,
Will –3
Melee: Slam +5 to hit 2d4+3 + DC 12 Ref Sv or
grappled -1 to worn non-magical Armor (1d6 acid damage if not wearing armor),
next rd, automatic acid damage, until scraped off (1d4 damage to victim from
scraping)
Stealth +5 (Camouflage) Hanging from ceiling
Bane: Will retreat from fire and magic attacks
Often hangs from the ceiling in areas with other nasty
slimes and such.
Black Pudding
HD 10 (d10), Hp 50, AC 10* (magic weapons strike as normal,
any other type of weapon dissolves or breaks on contact)
Fort +9, Ref –2, Will –2
Melee: Slam +8 to hit 2d6+4 + DC 18 Ref Sv or -1 to
worn non-magical Armor (2d6 acid damage if not wearing armor)
Ranged: Acid Spit +8 to hit 2d6 + DC 18 Ref Sv or -1
to worn non-magical Armor, S
Stealth +5 in darkness
Bane: Will retreat from fire and magic attacks
There are pools of this substance lying next to underground
lakes and streams, mimicking the water.
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